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x260bm

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Feb 7, 2007
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Since my first two AARs were historical and involved major powers, I am going to change direction with this last one and play as a relatively weak regional power. Needless to say, playing Yugoslavia and surviving is going to result in an ahistorical game. The point of this AAR is to show that you can have a fun and interesting game even if you choose to play a regional or minor power.

The goal for this particular game will be to conquer the world with Yugoslavia. I will not be joining any factions or releasing any puppets as the purpose of the game is to paint the world orange. The difficulty setting for this game will be normal/normal. I will be using the gold version with no modifications. I will be using tech team takeover because Yugoslavia tech teams are rather limited. I will not use full IC takeover.

I will also ask that everyone stays on topic and behaves themselves. I don't want this thread to degenerate into what normally happens in Yugoslavian AARs.

I will not be going over a lot of the basic changes between Arsenal of Democracy and Doomsday since they were already covered in the previous AARs.

When starting a new game it is always a good idea to check and make sure your starting doctrines, ministers, and national ideas fit the country you are playing. I usually setup my research first because the tech teams you choose are going to affect your consumer goods spending. Since I am planning on going to war in the summer of 37, I need to focus on things that are going to help me in that war. Early Infantry Division is a no brainer because 1936 infantry have twice the soft attack of 1918 infantry. Looking at the Land Doctrine tab, I notice that Yugoslavia has a new tech team for Land Doctrine research. This tech team is a very poor match for Yugoslavia's starting Land Doctrine, Human Wave Doctrine, but it is an unbelievably good match for Spearhead Doctrine. I decide Spearhead Doctrine is the way to go and abandon Human Wave. Since I don't have time to research something else first and still have Spearhead Doctrine researched by the summer of 37, I decide to research Spearhead Doctrine as my second choice.

screensave1.png


Moving on to the Diplomatic tab, I make my first slider move towards Central Planning. Looking at my ministers I switch out my Head of Intelligence with someone who increases research by 5%. I can't change any of the other ministers other than the Chief of Staff who gives me 25% more manpower. Looking at my National Ideas, I want to get rid of Conformist Work Ethic because it reduces my precious manpower. Of the available replacements I like Culture of Absolute Duty the best because it reduces my Military Salaries by 20% and increases organization and transport capacity.

screensave2.png


I then set my production sliders and start three serial runs of infantry. Other things I do on the first day include setting my air force to not reinforce, disbanding my level 1 Submarine, and converting my level 2 Destroyer into escorts.

INDEX
Update #1 The Albanian Gambit page 1
Update #2 The Second Italian War page 3
Update #3 Greece and Bulgaria page 4
Update #4 Romania page 4
Update #5 Taking care of the minor powers page 5
 
Last edited:
His name wasn't Draa Mihailovic, it was Draža Mihajlović (or at least Draza Mihailovic).
The tech team guy I mean.
Yeah, "Draa" is clearly a typo.
 
Is it just me, or is AirLand Battle not connected to C3I Theory?
 
Looking at the Land Doctrine tab, I notice that Yugoslavia has a new tech team for Land Doctrine research. This tech team is a very poor match for Yugoslavia's starting Land Doctrine, Human Wave Doctrine, but it is an unbelievably good match for Spearhead Doctrine.

The current ver of TTs with
1) Nedic has 4 match over 5 on pocket defense
2) Nedic has 4 match over 5 on large front
3) Mihailovic has 4 match over 5 on guerrilla
 
don´t you get any dissent when switching ministers/NI´s in AoD now?

As far as I know since it takes few months before new minister actually takes the job (same with military leaders: takes about a week or so to switch leader from army to another place), it would not really require any dissent to begin with. Or maybe he cheated :p

What you win by lack of dissent is that you need patience for new minister to be appointed. http://img509.imageshack.us/img509/3126/screensave32.jpg refer to that screenshot, look time of day and how long it takes before Schjacht is actually in the office, but the picture would also show dissent. I guess either they scrapped it or someone just cheated.
 
I don't have a Nedic.

He is available in the current TT pack but I think that you shouldn't use it because it is a beta.
 
The Albanian Gambit - February 11, 2010

When you are playing a nontraditional power it is important to look at the diplomatic situation of the countries that are bordering your own. It is particularly important to look at independence guarantees. Any country guaranteeing a country you attack is likely to join the war against you. Most Yugoslavian strategies involve taking over Italy as soon as possible. The problem is that if I declare war on Italy Germany will declare on me along with whoever else Germany allies with. The way to get around this of course is to declare war on Albania instead. Since Italy is the only country that guarantees Albania it is the only one I have to worry about.

Now that I have decided on my first target, I need to come up with a plan for my attack. Obviously Albania does not pose much of a threat so I will only need a couple of divisions to take care of them. Since I only have 18 divisions at the start of the game most being at half strength and all of them are obsolete model 1918s I am going to have to put a lot of effort into expanding and modernizing my army. With less than 30 IC I am not going to be able to build much before I have to reinforce. I set my technology spending at 75% to save some cash. The first order of business though is getting rid of my dissent. It takes a couple of months to remove my dissent. After that is done I can focus on building infantry. Keep in mind that it takes 80 additional days to build the first unit in a serial run in Arsenal of Democracy, so I am not going to be able to build that many divisions. By May of 37 I have to stop building infantry and switch to reinforcing and upgrading my army as much as possible.

By the first of September 1937, time has run out and I need to start the war now or risk having to fight in winter. I have been able to come up with 25 divisions to attack Italy with. I only have 6 1936 infantry and the rest are still 1918s. In Arsenal of Democracy it is very important to guard your beaches because the AI loves to launch amphibious assaults. Italy getting behind my defenses would be very bad. The AI also reacts quickly to threats so I am going to need to move fast. I expect Italy will have nearly its entire army on my border in less than a month. The first screen shot is of the situation when I declared war on Albania.

screensave3.png


Albania proved to be no problem, but it took Italy more than a month to finally declare war on me. The diplomatic AI is not nearly as predictable in Arsenal of Democracy as it is in Armageddon.

screensave4.png


I was able to quickly capture Venice and Milan. About two weeks after the war started, Germany decided to declare war on Italy. Soon after Greece and Turkey also declared war on Italy.

screensave5.png


After forming a line from Turin to Bologna my offensive stalled as Italy was able to bring all of its troops from Africa. Outnumbered more than two to one and lacking behind technologically I was forced to wait for a peace offer from Italy. (yes I know it says 10? but there is actually 20 divisions in each of those provinces)

screensave7.png


Luckily Turkey decided to invade and take over North Africa so Italy made a rather generous peace offer.

screensave20.png


And thus ends the first Italian war.