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he's right.
I just tested it and he's right. using interceptors for ground attack missions gives them an extra -10% stacking. (not that I understand why you would ever want to do that, but that is besides the point).
ok, I stand corrected. I'll edit the chapter.
 
Misterbean, on your screenshot above, the Battle of Amsterdam, has a modifier "Intercept +20%"
What situation gives you that bonus? The battles are so quick, I never really noticed that before.
if you have your fighters on "intercept" missions, they get an extra bonus. however, you usually end up arriving after the damage has been done, unless you have radar nearby (1 province away)
 
I found your tutorial AAR by chance, and it just made me order HOI3 Complete! Congrats Paradox with misterbean! Lol.

Awesome job on the AAR so far. I never felt the urge to buy HOI3 when HOI2 (especially with mods like kaiserreich and WiF) was such a complete game for me. But I want a new challenge, and the first thing I'm going to do is run a GER game with your info! Thanks.
 
Just wanted to let you all know I've reached the 1st of September 1939. update in a couple of days.
 
Chapter 21: 1939; last year of peace.

First thing you should notice are two new decisions.
One of those is the MR-pact, which ensures that Germany can take care of France without having to worry (too much) about the big red bear in their back. However, since it gives the Allies a big reduction in neutrality, it would enable them to go to the best peace-time laws available. We want to deny them the opportunity, so we will not be taking it just yet. Only in August, when we are fully ready to start the big show, will we propose it.

The other one, Claims on Memel, will be Germany’s last peaceful “acquisition”. Besides the minor level-1 naval base, it also gives a -5 dissent because it was a German province pre-WWI. So there’s really no reason to wait. Take the decision before unpauzing the game.

While we’re still paused, there’s a better person available to command the OKW. Click the OKW and find Paulus, a level-4 with traits of logistical training and defensive doctrine.

If you don’t find him by sorting the general list by name, you may have allready put him in place. Don’t panic. Finding someone in the army is easier than you might think.
Open the statistics tab. As you can see, it consists of an entire book of pages that give you every trivia right at your fingertips. (ok, maybe I should have informed you of this much earlier, but you don’t need it all that much.)
Anyway. on page 20, you find a list of every general, complete with their current assignment.

generalstats.png

In my case, Paulus is assigned to the OKW allready (pic from 1/9/’39). So where is the OKW?

brigadestats.png

On page 14, you can sort the list by division. It then becomes a simple thing to scroll down to the OKW HQ and see where it is. Go to that province and change the leader as you want.

So you should now have Paulus assigned to the OKW.

Unpauze the game. Wait a few days until the 5th. A transport ship finishes building. Assign it to the Weserflotte and start a new transport ship.

On the 16th, we get a stuka and a transport ship. Assign the stuka to stuka 2 and the transport ship to the Weserflotte. In their place, start working on 2 new infantry divisions. We have tons of manpower sitting idle in out pool.

One day later, we get another infantry. Assign them to the VIII. Armeekorps, give it a general with offensive doctrine and start a new division.
The next infantry can be set down in Stargard province and given a new corps HQ (XIII. Armeekorps), which we will also attach to the 3. Armee. Of course, we will start a new division (but you knew I was going to say that, right?).

Now that we have at least one transport ship, we can make preparations to send some more troops over to East Prussia. Send the II. Armeekorps, along with its 4 infantry divisions, to Stettin, but don’t send them over just yet. We will have more transports soon enough.

Grab the entire 4. Armee, such as it is, and send it to Oppeln, south of Breslau, for now.

On the 26th and the 29th, we get 2 motorised divisions. These both go to the III. Panzerkorps and get panzer generals for command.

We also get an infantry division for the XIII. Armeekorps. Extra IC can be set aside for now. I would put it in upgrades.

On the 4th of February, our 3rd transport is done. Start building an infantry division and attach the transport to the Weserflotte.

We can now start shipping the II. Armeekorps to East Prussia. Drag a box around the stack in Stettin and click the grey “x” next to each division until the icon depicting a boat lights up. This means the weight selected is now sufficient for the transportfleet. Click the icon and the troops selected now board the ships
. As such, they are vulnerable to attacks targeting the transports! Sinking transports will drown troops onboard!!!

1 infantry-type division per ship or 1 panzer division per two ships is usually a good way of knowing how many transports you need. In an emergency, you could detach individual brigades and send them over 1 at a time, reassembling the division upon arrival. Note that when you do this, if a fight ensues, the individual brigades are far weaker than when joined together, and you cannot attach brigades that are locked in combat, as far as I know.
An alternative mission for this is the “rebase” mission. During this mission, the transportfleet will deposit whatever troops is has onboard and stay put, considering the new province its home base. This would require a new “rebase” mission to send them back from where they came. The UK, with its colonies worldwide, has to do this a lot (simply a matter of distances involved).
Right-click Koningsberg and select the “transport” mission type. The fleet will deposit the troops on board in Koningsberg and return to Stettin. You can now send the rest over.
Along with the I. Armeekorps, it will defend East Prussia during our invasion of Poland and advance on the Polish capital of Warsaw.

On the 16th, we receive a motorised division. This one goes to the IV. Panzerkorps. In stead, we will begin building a new infantry division and put the wasted IC in upgrades.
On the 23rd and 24th, we get 2 infantry, rounding out XIII. Armeekorps (which should now have 4 divisions). Send it, along with its subordinate divisions, to Guben.


Our last pre-war motorised division will end training on the 27th. Attach it to the IV. Panzerkorps.
We now have sufficient mobile troops to last us for a while and can focus on training more infantry divisions. Start one now and transfer the rest of the IC to upgrades.

The next infantry, two days later, can be set down in Oppeln. Give it a corps (XIV. Armeekorps) and attach that one to the 4. Armee. Any leftover IC will, once again, to to upgrades.
On the 1st of March, Romania’s drift forced me to stop influencing Sweden and get back to influencing them instead. I suggest you keep them influenced from now on, as their Oil Refinery strategic asset is of paramount importance to Germany.
On the 11th, we get a new interceptor, rounding out the VI. Fliegerkorps. We can now refocus our efforts on building a long-range strike force. Start a new Multi-role, making sure to transfer IC needed from upgrades, keeping production at 0.02 above need, as always.
We have enough IC to start a new, and expensive, build. Transport planes. These long-range heavy planes, as discussed in the chapter on airpower, have enough use even without using paratroopers. The cost a ton and take forever. I prefer having at least 2 on hand by the time I hit France to keep the assault from stalling from lack on fuel or supplies.


Speaking of multi-roles, our first one is build on the 14th. Drop it in Wuppertal and rename it “Zerstörergruppe 1”. I gave command to Keller, who has both tankbuster and superior tactician traits.
One day later, 2 new infantry are done. These will also go to the XIV. Armeekorps in Oppeln and receive an offensive general. Use the IC to start building a second transport plane.

Let the game run for about a month. Keep an eye on your spies and a periodic eye on whatever nation UK is influencing, just to be safe.

When the last of our Light Armour techs (around the 14th of April) are done, this unlocks a new tech: Self-Propelled Artillery bigades. As regulare arty is too slow for armour and motorised divisions, this tech will allow us to build artillery on an armour chassis, fast enough to keep up with our mobile forces. Their presence will add a tremendous amount of firepower without adding to the frontage. you should always use support brigades that are about as fast as the combat brigades they are destined for. One possible exception to this are engineers, whose special river-crossing and fortress busting talents make them interesting even for slow-moving infantry.
Start researching the Self-Propelled Artillery tech (in the Armour tab) and prioritise it, so we can build and attach them during the Sitzkrieg.

On the 18th, we have an opening in our research queu. Time to start 1939 tech:
Industry: radar (prioritised; invaluable as both spying and defense tool).

Infantry: airborne (prioritised: I like having some by early 1940 at least).

Bombers: air-launched torpedo, twin-engine armament, medium fuel tank, twin-engine airframe, light bomb, medium bomb, cargo hold (you need at least 1 update for 1 transport plane to hold 1 3-brigade para division).

Fighter: aero engine, small fuel tank, single-engine airframe, single engine armament

Industry: combat medicine, first aid, rocket engine

Theory: civil defense (will speed up provincial repairs)

Land: mechanised offensive (requirement for combined arms warfare tech, which gives 10% CA bonus)

Naval: light cruiser escort role, carrier group doctrine, light cruiser crew training, carrier crew training, fire control systems training, commander decision making, trade interdiction submarine doctrine (should be prioritised if you’re serious about sub commitments, which we will not do here), submarine crew training, spotting, basing.
We should now have 53 techs queued up.


If you look at the naval techs, someone asked me if we were going to make a choice about our doctrine path. This is it. Carriers are the future of naval warfare and with Germany’s IC and enough time, we can build up a carrier force to be reckoned with. But until we do, we will have to make do with what we’ve got and turn standard surface warships into the best we possibly can. On the other hand, playing the US, for instance, makes the choice exceedingly easy. Some techs should always be researched: spotting (makes finding enemy ships easier), basing (increases the storage potential of all your naval bases worldwide), fire control systems training and commander decision making (makes hitting the right targets go a lot smoother).
One last note about submarine warfare. If you’re dead set in your own games to use them, there is only one thing to add: build. Build. Build. At least 33% will get sunk within the first few months of the war. Make sure to have plenty of reserves and start researching the submarine techs right out of the gate. They may be a year ahead of time in 1936, but having subs that can go 3500 miles instead of just 2000 makes all the difference between hunting the Atlantic and the Bay of Biscay (off the coast of France, right under the eye of the more than respectable French Navy) or the coast of Portugal (within easy reach of planes and ships based in Gibraltar). Staying deep into the Atlantic will at least reduce the risk of coming across a carrier task force (at least 4 carriers between the French and Royal Navies, usually 5 to 6 by 1939-1940).

On the 1st of May, the Danzig or War decision becomes available. You could start WWII a few months ahead of time, meaning more time to dubdue France. However, there are two major reasons why we’re not doing this. Firstly, we set out to follow a historic path as much as possible, and secondly, our army is not ready yet. So we will wait until the 1st of September before using this decision. This means we now have 2 decisions armed and ready: the Molotov-Ribbentrop pact and Danzig or War. When the time comes, make sure to use the right one.

On the 6th of May, two infantry are ready. Deploy them in Oppeln, give them an HQ (XV. Armeekorps) and attach that one to the 4. Armee. Set the rest of the IC to upgrades.
On the 10th, we get a transport ship for the Weserflotte and an infantry division for the XV. Armeekorps. If we look at our list of available generals, we find that the highest offensive doctrine generals are now skill-2. Feel free to add other high-skill generals with other traits (winter specialists would be useful to gain experience prior to Barbarossa).

On the 15th, we receive 2 CAGS. Combine them into a single air unit and base them in Kiel for now.

Remember that they CAN be used the same way as Naval Bombers or even for aerial defense but they are weaker and really only shine onboard Carriers. Use them in any other way with extreme caution. Interceptors will have CAGs for breakfast and ask for seconds!

As infantry finish building, attach them to the 4. Armee into XVI. Armeekorps.
On the 5th of June, a new tac bomber is done. Attach it to Luftflotte IV and start a new one.
On the 12th, we get an infantry division. Attach it to the XVI. Armeekorps. This one should now house 4 divisions. Our invasion force is now ready for deployment.
We should still have one last infantry division in the queu. This one will go the western front. Set it down in the province Leck, next to the Danish border and attach it to the X. Armeekorps.

Time to start preparations for World War II.
We will start with our western defenses. As the AI sometimes likes to land troops in undefended provinces next to ports, we will have to deny them the opportunity. My instructions will be to list the theater first, army group next, then army and corps. If I just list a corps HQ, this means it’s part of the same army as the previous one. If I only mention a corps and don’t make any mention of divisions, it means to include both the corps HQ and all subordinate divisions.

OKW:
Heeresgruppe B:
2. Armee:
X. Armeekorps: send 1 infantry each to the provinces of Plön and Flensburg.
VI. Armeekorps: likewise: send 1 inf to Bremerhaven and 1 to Bremen.


OKH:
Heeresgruppe A:
3. Armee:
I. Armeekorps:send it to Mohrungen
II. Armeekorps: send it to Lötzen
VIII. Armeekorps: send it to Stargard (SE of Danzig)

1. Panzerarmee:
I. panzerkorps: send it to Sorau, shift-right click Küstrin and shift-right click Stargard.
III. Panzerkorps: send it to Breslau.
IV. Panzerkorps: send it to Sorau, shift-right click Priestany (Slovakia), shift-right click Prievidza (Slovakia).

4. Armee:
IV. Armeekorps: Breslau.
XV. Armeekorps: Sumperk, shift-right click Priestany (Slovakia), shift-right click Trencin (Slovakia).
I. Gebirgsjägerkorps: Sumperk, shift-right click Priestany(slovakia), shift-right click Ruzomberok(Slovakia).
Take the time to get it right. Remember to use the province finder. Key here is to let the target (Poland) in the dark about our troop movements. Not that they have the means to stop us, but practice makes perfect. If you start moving armour right under the nose of, say, the Soviet Union, chances are that you might find them facing stronger opposition than you would otherwise. You could do worse than making a habit of this. Once you get the hang, it’s surprisingly easy. When you're done, this is what it should look like:

step1total.png
While we’re at it, check one last time that every French border province has 1 fort and 2 infantry.
When you’re sure, save the game before continuing.

On the 7th and the 10th, we get 2 MR fighters. Attach them to Zerstörergruppe 1 and start 2 new ones.

Let the game run until the end of the month. As soon as the Self-Propelled Artillery (Spart) is researched, start 6 parallell builds of Spart, taking as much IC from upgrades as needed. Prioritise them, just like you would a new research project. Their concentrated firepower will be vital in our invasion of France, when we will face the combined land forces of 5 or 6 nations all at once!

Wait until the 4th of August. Time to finalise things. Save the game so you can return to this point.

First, go to the politics screen and click the large “mobilise” buttone. This will require a lot of IC in reinforcements and about 2 to 3 weeks for an army the size of ours. But when it’s done, all our divisions will be at full strength and ready to take the world by storm.

Secondly, go to the diplomacy screen and click the Molotov-Ribbentrop pact, which will divide Poland between Germany and SU, and start a non-aggression pact between our two nations, enabling us to take care of France first.

Thirdly, and this one takes the most of your time, let’s move our divisions to their final launching positions.
We are going to begin in East Prussia and systematically work our way South until all our troops have been fully deployed. Unless otherwise noted, we will leave our corps HQs where they are now, out of the way of danger.

3. Armee:
I. Armeekorps: 1 division each to Allenstein, Osterode and Marienburg.
II. Armeekorps: 1 division each to Goldap, Lyck, Johannisburg and Sensburg.
VIII. Armeekorps: 1 division each to Lauenburg, Stolp, Neustettin and Schneidmühl.
XIII. Armeekorps: 1 division each to Landsberg, Schwiebus, Grunberg and Wohlau.

northernfront.png

4. Armee:
IV. Armeekorps: 2 divisions each to Militsch and Oels.
XIV. Armeekorps: 2 divisions each to Kreuzburg and Beuthen.
XVI. Armeekorps: 1 division to Ratibor, 3 to Gleiwitz.
XV. Armeekorps: 1 division each to Opava, Novi Jicin, Povazka Bystrika and Zilina.
I. Gebirgsjägerkorps: 1 division each to Martin, Kezmarek and Spisski Nova Nes.

1. Panzerarmee: (here we move the HQs along with the divisions due to range and speed of the units involved).
I. Panzerkorps: all divisions to Neustettin.
II. panzerkorps:move to Oels
III. Panzerkorps: move to Beuthen
IV. Panzerkorps: Martin. In case you wonder why I would send Armour and Motorised Divisions to a mountainous province, there are two reasons: it bypasses the river west of Krakow and there are only two plain provinces between Martin and Krakow.

southernfront.png

Now that this has been taken care of, there is only one thing left to do, and it is one that is very easy to forget.

reinforcements.png

Go to the production screen and prioritise reinforcements (between the total IC and our sliders).
If you’re certain everything is taken care of, let the game run until the 14th. Airborne infantry is now researched. Start building 3 airborne divisions, each consisting of 3 para brigades, and prioritise them. Prioritise the transport planes as well. Without these, paratroopers are just expensive elite infantry.

On the 15th, we get a destroyer for the kriegsmarine.
Let’s also release the wolves, shall we? Now that we are still at peace, we can sail our submarines through the English Channel and past Gibraltar at will. Once the war begins, the UK will use Gibraltar to close the straight seperating Europe from North Africa from enemy naval travel.
(if you wanted to have an Afrika Korps, now would be the perfect time to rebase the Weserflotte to Venice, italy so you could send whatever you have in mind over to Africa. We, however, are not going to do this).

Send one Unterseebootflotte to the following destinations: Western Biscay Plain (use II. Unterseebootflotte for this), the Iberian Plain, Eastern Faraday Fracture Zone and Eastern Atlantic Fracture Zone.

assab.png


The I. Unterseebootflotte will be rebased to Assab, one of italy’s holdings in East Africa. All the UK’s convoys from and to the far east pass through the sea zone here. They will make a killing (for a while, sooner or later the UK will send a task force to take care of them, but before that happens, we will knock some points off their National Unity.

We need to have interceptors in Wilhelmshaven, Kassel, Praha, breslau, Berlin and Koningsberg, Stukas in Koningsberg and breslau, Luftflotte in Berlin, Breslau, Stettin and Frankfurt Am Main, MR in Wuppertal. you will have to move some of them around, but by now you should know how.

Once that is taken care off, the only thing that could still go wrong, is to alarm Poland by our strong military presence across their border. Usually, they are more alarmed by the Soviets (thanks to 3 years of spywork) than by us. If they do mobilise, there nothing to do about it. it wil only delay the inevitable by a week or so.


So that’s it. let the game run at half speed or so and save on midnight september, 1st.
Next up: my complete OOB as a kind of appendix to this chapter, and the one after that means showtime!
 
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If my instructions for troop movements are unclear, I'll try to be more precise, but I think they are good to go. I might be wrong, however, and since it's so very important, tell me before we go any further, ok?
 
no, actually I meant Bremen. This gives us a wider angle to respond on possible emergencies and, if someone should land next to bremerhaven, they would find themselves on a direct two-pronged counterattack.
 
I am trying to keep up with the AAR, I'm in april 1936 atm (just bought the game). But I already have a few questions:

1. Tübingen (Südwest von Stuttgart) isn't a core province of mine. Why is this? Can I fix this? Are those partisans a danger?
2. Why did you put Blaskowitz as 2. Armee comander, when you could also put a General with skill 4 (and the same offensive doctrine trait) as its commander?
3. Is it possible to boost my NU to above 92.4 (before the war begins)?
 
Nice,

I go playing until the first of september.Fun fun fun!!!
 
Hi Misterbean,

I am deploying my armies for the moment but you wrote that I have to send the I. Panzerarmee to Sorau? I don't find that province an what do you mean with Kustrin an then shift right-clickto Stargard? Do I have to send the I panzerarmee to Küstrin and the second to Stargard? I also thought that the IV. Armeekorps was deployed with the 3.Armee?
Can you help me out here?

Thanks mate
 
In order to quickly find a province, click the bottom icon to the right of the mini-map. this is the province finder. type the name of the province and the main map will jump to that province.
you can create waypoints for your troops to follow. select the units in question, hold down the shift key and right-click a destination. keep holding the shift-key and right-click the next waypoint. If you look closely, you'll see that I keep my marching forces away from the Polish border, thereby ensuring security and secrecy.
I'm working on a complete OOB for the German Wehrmacht, but the 3. Armee consists of corps: I. Armeekorps, II. Armeekorps , VIII. Armeekorps and XIII. Armeekorps. I. Armeekorps will go to Mohrungen, II. Armeekorps will go to Lötzen, VIII. Armeekorps will go to Stargard (where it will be joined by I. Panzerkorps), XIII. Armeekorps will stay put at first.
4. Armeekorps consists of IV. Armeekorps, XV. Armeekorps, X. Armeekorps and I. Gebirgsjägerkorps. IV. Armeekorps will go to Breslau, XV. Armeekorps will go to Trencin (in Slovakia), I. Gebirgsjägerkorps will go to Ruzomberok (also in Slovakia).
1.Panzerarmee consists of 4 Panzerkorps, numbered I through IV. I. Panzerkorps will go to Stargard, II. Panzerkorps will stay put, III. Panzerkorps will go to Oppeln, IV. Panzerkorps will go to Prievidza (in Slovakia).
Hope this helps until I get the OOB out sometime tomorrow.
 
In order to quickly find a province, click the bottom icon to the right of the mini-map. this is the province finder. type the name of the province and the main map will jump to that province.
you can create waypoints for your troops to follow. select the units in question, hold down the shift key and right-click a destination. keep holding the shift-key and right-click the next waypoint. If you look closely, you'll see that I keep my marching forces away from the Polish border, thereby ensuring security and secrecy.
I'm working on a complete OOB for the German Wehrmacht, but the 3. Armee consists of corps: I. Armeekorps, II. Armeekorps , VIII. Armeekorps and XIII. Armeekorps. I. Armeekorps will go to Mohrungen, II. Armeekorps will go to Lötzen, VIII. Armeekorps will go to Stargard (where it will be joined by I. Panzerkorps), XIII. Armeekorps will stay put at first.
4. Armeekorps consists of IV. Armeekorps, XV. Armeekorps, X. Armeekorps and I. Gebirgsjägerkorps. IV. Armeekorps will go to Breslau, XV. Armeekorps will go to Trencin (in Slovakia), I. Gebirgsjägerkorps will go to Ruzomberok (also in Slovakia).
1.Panzerarmee consists of 4 Panzerkorps, numbered I through IV. I. Panzerkorps will go to Stargard, II. Panzerkorps will stay put, III. Panzerkorps will go to Oppeln, IV. Panzerkorps will go to Prievidza (in Slovakia).
Hope this helps until I get the OOB out sometime tomorrow.

It helps a lot but I had another stupid problem. I was playing with the new 3.06 patch but there are some provinces with other names so I din't find the right provinces.:sad: So I started over the game with the 3.05 patch.
 
I'd hold off on starting 3.06 for now. the diplomacy has gone a little stircrazy and needs at least one patch to make it act logical again.
 
Chapter 21 Appendix: Wehrmacht OOB on 1/9/1939:

OKW: Paulus

Heeresgruppe B: Von rundstedt

1starmy.png

1. Armee: von Leeb

IX. Armeekorps: Von Berendt
9. infanterie-Division: Von Axthelm
15. Infanterie-Division: Heinrici
29. Infanterie-Division: Hartmann O.
44. Infanterie-Division: Brand

V. Armeekorps: Von Fritsch
5. Infanterie-Division: Haase C.
25. Infanterie-Division: Kämpfe
35. Infanterie-Division: Barckhausen
45. Infanterie-Division: Von Chappuis

XII. Armeekorps: Hasse
33. Infanterie-Division: Von Rabenau
34. Infanterie-Division: Heinemann
36. Infanterie-Division: Engelbrecht
46. Infanterie-Divison: Reinhard

VII. Armeekorps: Fischer
7. Infanterie-Division: Jahn
10. Infanterie-Division: Andrae
17. Infanterie-Division: Biess
27. Infanterie-Division: Geib

XI. Armeekorps: Dollmann
19. Infanterie-Division: Keiner
31. Infanterie-Division: Engelbrecht

2ndarmy.png

2. Armee: Blaswkowitz

VI. Armeekorps: Fleck
6. Infanterie-Division: Von Stülpnagel
16. Infanterie-Division: Ulex
26. Infanterie-Division: Christiansen
50. Infanterie-Division: Sachs

X. Armeekorps: Liebmann
20. Infanterie-Division: Von hammerstein-Equord
22. Infanterie-Division: Von Prittwitz und Gaffron
30. Infanterie-Division: Von Kiesling auf Kieslingstein
12. Infanterie-Division: Von Progrell
88. Infanterie-Division: Kriebel

III. Armeekorps: Hansen K.
52. Infanterie-Division: Kaul
56. Infanterie-Division: Hansen E.
57. Infanterie-Division: Kasper
58. Infanterie-Division: Köstring


1. Reserve-Armee: Von Epp

I. Sicherungskorps: Fohrenbach
1. Marine-Schutz-Division: Moder
2. Marine-Schutz-Division: Göldner
3. Marine-Schutz-Division: Held
4. Marine-Schutz-Division: Barger

II. Sicherungskorps: Von Württemberg
5. Marine-Schutz-Division: Müller A.
6. Marine-Schutz-Division: Von Gossler
7. Marine-Schutz-Division: Von Hindenburg
8. Marine-Schutz-Division: Von Gimborn



OKH: Busch

Heeresgruppe A: Von Manstein

3rdarmy.png

3. Armee: Von Witzleben

I. Armeekorps: Von Küchler
1. Infanterie-Division: Eicke
11. Infanterie-Division: Von Roques
21. Infanterie-Division: Erfurth

II. Armeekorps: List
2. Infanterie-Division: Von Felkenhorst
32. Infanterie-Division: Volkmann
3. Infanterie-Division: Von Schobert
23. Infanterie-Division: Leeb

VIII. Armeekorps: Von Bock
8. Infanterie-Division: Ruoff
18. Infanterie-Division: Brämer
28. Infanterie-Division: Von Obstfelder
60. Infanterie-Division: Jänecke

XIII. Armeekorps: Von Reichenau
61. Infanterie-Division: Hilpert
62. Infanterie-Division: de Angelis
68. Infanterie-Division: Von Salmuth
69. Infanterie-Division: Heissmeyer

4tharmy.png

4. Armee: Von Kluge

IV. Armeekorps: Von Brauchitsch
4. Infanterie-Division: Bergmann
14. Infanterie-Division: Müller An.
24. Infanterie-Division: Petzel
13. Infanterie-Dvision: von Blomberg

I. Gebirgsjägerkorps: Schörner
1. Gebirgsjäger-Division: Dietl
2. Gebirgsjäger-Division: Böhme
3. Gebirgsjäger-Dvision: Clössner

XIV. Armeekorps: Halder
71. Infanterier-Division: Jodl A.
72. Infanterie-Division: Straube
73. Infanterie-Division: Von Sodenstern
75. Infanterie-Division: von Pfeffer-Wildenbruch

XV. Armeekorps: Von Wietersheim
76. Infanterie-Division: Von Massow
78. Infanterie-Division: Dippold
79. Infanterie-Division: Von Dem Bach-Zelewski
81. Infanterie-Division: Hell

XVI. Armeekorps: Von Weichs
82. Infanterie-Division: Von Förster
83. Infanterie-Division: von Tippelskirch
86. Infanterie-Division: Brennecke
87. Infanterie-Division: Jacob

1stpanzer.png

1. Panzerarmee: Guderian

I. Panzerkorps: von Kleist
1. Leichte Division: Dietrich
2. Infanterie-Division (mot): Senger und Etterlin
1. Panzer-Division: Model
5. Panzer-Division: Reinhardt

II . Panzerkorps: Hausser
2. Leichte Division: Höpner
2. Panzer-Division: Von Mackensen
10. Panzer-Division: Veiel
3. Infanterie-Division(mot): Stumme

III. Panzerkorps: Hoth
3. Leichte Division: Geyr von Schweppenburg
3. Panzer-Division: Rommel
13. Infanterie-Division(mot): von Arnim
20. Infanterie-Division (mot): Steiner

IV. Panzerkorps: Nehring
4. Leichte Division: Schmidt R.
4. Panzer-Division: von Hubicki
29. Infanterie-Division(mot): Rendulic
60. Infanterie-Division (mot): Von Vietinghoff-Scheel


Kriegsmarine: (these are all attached to Heeresgruppe B, except the Baltische Flotte and Weserflotte)
Kriegsmarine: Raeder
Reserve Flotte: Dönitz
Baltische Flotte: Saalwächter
Weserflotte: Carls
I. Unterseebootflotte: Classen
II. Unterseebootflotte: Sobe
III. Unterseebootflotte: Von Heimburg
IV. Unterseebootflotte: Krause
V. Unterseebootflotte: Wolff

Luftwaffe:
Luftflotte I: Kesselring (berlin, Heeresgruppe A)
Luftlotte II: Sperrle (Breslau, Heeresgruppe A)
Luftflotte III: Von Greim (Stettin, Heeresgruppe A)
Luftflotte IV: Von Richthofen (Frankfurt am main, Heeresgruppe B)

Stuka 1: Udet (köningsberg, Heeresgruppe A)

Stuka 2: Löhr (Breslau, Heeresgruppe A)

I. Fliegerkorps: Sommé (Köningsberg, Heeresgruppe A)
II. Fliegerkorps: Heilingbrunner (Wilhelmshaven, Heeresgruppe B)
III. Fliegerkorps: Kitzinger (Kassel, Heeresgruppe B)
IV. Fliegerkorps: Lörzer (Breslau, Heeresgruppe A)
V. Fliegerkorps: Milch (Praha, Heeresgruppe A)
VI. Fliegerkorps: Felmy (Berlin, Heeresgruppe A)

Zerstörergruppe 1: Keller (Wuppertal, Heeresgruppe B)

1. Trägergruppe: Dörstling (onboard Weserflotte, 1 CAG)
2. Tragergruppe: Stumpff (Kiel, unatttached, 2 CAG)
 
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This is really helpfull. So is it clear to see wich commander and buildup you have used. I love it.
 
you going to try to attack both east and west at teh same time, or are you going historical with a phoney war in the west?
 
you going to try to attack both east and west at teh same time, or are you going historical with a phoney war in the west?

I'm going historical, using the phoney war to build up my army, since it's nowhere near strong enough to take on France and the UK.