Chapter three: Fascism spreads via democracy, and StuGs look way cool (Gameplay)
Germany has a Great Airforce by 1940, but as you all know, the army is bad shape. By sometime in 1940, the special forces are done and we have plenty of MAR and PARA. TRA have been built so that PARA actually can be dropped on targets, and the navy does have transport ships. We’ve also finished most of the CVs and CLs so that, by 41, Germany will have a 6xCV/6xCL fleet ready to go, complete with up to date CAGs. Those better at managing practicals could do a better job, but I opted to go all in on IC as soon as possible so that the increased IC would be in full force for more days. The starting CV practicals are so bad that losing more isn’t a big deal if you just want to take out the RN, but those looking to challenge the USN really should probably cook practicals with CVLs as soon as possible to get more CVs in the water by the time the US joins the war. You’ll need them.
How, then, to build the right army? The problem facing late-war Germany is that all army brigades, regardless of type, generate the same threat. MECH, MIL, GAR, MP, and even CAV will all generate the same threat upon completion in the queue. I can abuse Volunteer Army and reserves only so far before my threat pushes the UK into a war. How best to budget threat, assuming that I have more time to “research” my way out of any dilemmas I might find myself in? The answer is obvious: mechanized forces. MECH is horribly expensive both to produce and to upgrade, but it packs quite a punch for a combat brigade. TDs reduce softness further and add hard attack. SPARTY will provide a ton of soft attack and not increase softness to the point that you lose the CA bonus.
The recipe for 95% of the German army will be 2xMECH, 2xSPARTY, 1xTD. This build puts softness at 62% at 1938-40 tech levels. This goes down a bit as you research light tank armor for the MECH, but it doesn’t cross the threshold to hard-on-soft before the war will be over. This might be seen as a flaw in the design, as hard-on-soft is really nice. But, as I discovered, slapping 2 SPARTY into the build loses the 20% additional ORG damage from hard-on-soft while gaining far more than 20% total soft attack. A single TD is enough to deter French or Soviet armor, so adding even more soft attack makes this formation absurdly strong against soft units
when terrain is open. In bad terrain, it perform at a disadvantage. But MECH attacks into bad terrain slightly better than ARM except for rivers, so it can anticipate slightly better performance in bad terrain compared to ARM/SPARTY.
But the real equalizer on bad terrain will be the horde of TACs I have already produced. Once air superiority is achieved, the Luftwaffe’s job will be to bomb everything, everywhere, all the time. MECH won’t be attacking full strength units in bad terrain; it will be attacking fleeing units or bombed units with damaged ORG. This strategy will prove effective as we will see.
I also forget to build CAS during this particular game. While I don’t miss it too much, you might not want to emulate that. Pay attention to the build queue. : )
By budgeting for minimum threat, the army is automatically budgeted for burning tons of IC but minimal officers. This is nice, but there is one really bad side effect. Fuel. We’ll see just how bad the fuel situation gets later, but right now bear in mind that I will be practically at the max for fuel stockpiles and I will be able to refine a ton (oil refineries from Romania and the Netherlands plus massive IC), but I can expect to run out before the war is over.
1940-1941 is also a good time to talk about diplomacy. Since the war isn’t going to start until 1943, electing fascists in relevant democracies has a greater impact. They have at least 3 years to naturally drift towards the Axis before hostilities break out. No coups are necessary. In this game, I run spies to elect fascists in the following countries.
I don’t quite get them elected in the Netherlands, but I snag fascist victories in the USA, Yugoslavia, Belgium, Czechoslovakia, Poland (not pictured), and Finland (not pictured). I restrained my budget on spies because I didn’t want to spend more than a certain amount of leadership on spoofing elections in democracies, so, as you can tell, attrition has killed off most of my spies in these countries. Those more inclined to meddle in elections could do even more. I ignore Romania because they will join by event later, anyway. I also ignore manipulating elections in France and the UK because they are already in the Allies. Putting fascists into power in either country will NOT alter the AI’s behavior AND makes the game easier for them because they can enact a laws normally reserved for Germany and the Soviets. Imagine the UK with a totalitarian system and propaganda press. You could coup France out of the Allies, but I chose not to do so this time. The UK, as far as I know, would still pursue a policy of war with you. I also think that regular France (not Vichy) will never, ever join the Axis, so couping them serves only a defensive purpose.
A fascist USA has the capacity to rearm themselves for war much faster
if their neutrality has been reduced to allow better laws. So don't elect fascists in the USA if you are enacting decisions that reduce the neutrality of the USA because you just wake the beast up earlier.
There is another side to diplomacy in a late-war situation, though. Germany’s threat is absolutely crucial to diplomacy in HOI3. You can’t even begin to understand that in 3.06 until you’ve experienced it. By enacting no decisions and by keeping my threat really low, I’ve more or less “broken” what you could normally expect in a HOI3 game. Italy will not join the Axis until British threat from their DOW against me in 43 allows them to. Prior to that, there is not enough threat on Italy for them to join any faction. Ditto this for most of Europe. In fact, thanks to Germany’s absurdly low threat, Lithuania and Bulgaria never get enough threat on anybody to join a faction, even after we win the war. The Soviet DOW on Poland is insufficient for either country to break their neutrality. (“What’s that you say? The Soviets invaded our next door neighbor Poland? That doesn’t concern us here in Lithuania. Too far away to make a difference.”) Japan’s threat lets them join a faction, but they don’t generate enough threat themselves to frighten anyone else. Because my threat is so low, and because Japan doesn’t generate enough, the Commonwealth countries, even though they are sympathetic to the Allies, can’t join a faction. In fact, no one joins the Allies at all because there’s just not enough threat to go around.
This wouldn’t work in MP because the UK will raise threat on some minor for better laws and to get diplomacy working, but in SP it really changes things. This low threat also makes it harder for France and the UK to rearm. Remember that the UK’s neutrality slowly declines over time no matter what anyone else does. The constantly reducing neutrality seems to enable passage of laws for the UK over time, but consider that Germany will spend from 36-43 operating at the best laws while the UK has to work towards it. By 1942 (examining the save game file), the UK still is only at Full Mobilization and Two Year draft. By not firing any events or decisions that reduce the neutrality of the other major powers, I can’t get the Pact of Steel (no Italy), but the Allies can’t rearm worth a damn. A fair trade, given the IC imbalance.
One thing to keep in your mind, though, is that the Soviets are at best peace time laws and are rearming furiously. While I did not check it while playing, save games reveal that by 1942 the Soviets are sitting at over 1000 brigades and around 70 aircraft. Thus, in game terms, the real threat doesn’t even come from Neville “Guilty of starting a war for no damn reason” Chamberlain.