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PanzerMan7

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um, wut differences should i expect as germany? and i need a build order. i understand using serial runs are alot more important than parallel ones now?

please enlighten me on some key changes. i used to whore IC, then make a massive luftwaffe, massive infantry force, invade poland, massive tank/mot force, invade france. usually 150 divisions, 40 air wings, and a decent KM
 

Amoral

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AoD has enormous stacking penalties.

The stacking penalties make defending much easier.

The stacking penalties mean quality units trump quantity.

Navies are only to protect your invasion fleet. You don't need to protect shipping lanes. It is much cheaper just to replace the few lost convoys

Tactical Airforces are less useful than in ARMA. Interdiction and ground attack do next to nothing. Attacking planes will take large strength losses.

Strategic Airforces are crushing. Because it costs money to repair damage, every destroyed factory is a double whammy.

Artillery is very useful because the 'artillery bombardment' mission lets you add power to an attack without adding units.
 

quaazi

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Also instead of dispersing, concentrate your industry, as well as build infra in resource-rich areas.

Air forces can still be useful if used at the right time at the right place. But no more CAS balls of death.

Essentialy, you can still whore IC till 38 (that is, have it finished by january 38), after which you can keep a small serial in say Berlin and what, Dortmund. Put the rest into production lines so you'll lose as little IC-days as possible from retooling and lack of gearing. You do have to plan your production forward a lot more.

Also, France and Soviets have the 25% partisan activity after their surrender events. It's not as crushing as you'd think, but still. :(
 

Simon1397

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Some straightforward ideas for Germany in v1.04
1. Don't build IC, you will not be able to maintain it
2. You will have rares shortages unless you manage your trades and your IC developement; don't trade away all your energy as you need it to convert to oil to convert to rares (note this also costs metal now too). Build oil/rare plants.
3. Build infrastructure, upto 200% in all resource &/or industrial rich provinces
4. A good quality intercept/fighter airforce is necessary to protect against determined strategic allied warfare but
5. Bombers are of limited value unless you have air-superiority and no longer have the same ground attack strenghts
6. Brigades are worth building now for added toughness/defense
7. If you need to drop something, don't build the historic Kreigsmarine
8. Once the UK is at war with Japan/Italy, the AI will not garrison the UK so a sealion becomes too easy and you should forsake it but the consequences delivered by the USAAF to Germany are considerable.
9. Armour takes considerable manpower and org loses if used continuously and can no longer be used to over-run enemy positions.
10. AI does not have re-tooling time but player has at 80 days for divisons (where no progress towards your first division is made at all) and 40 days for brigades, additionally each time you upgrade an extra re-tooling time is added. If you can start and maintain very long serial runs then this is the way to go but it does restrict you to living by your choices (as it should)
 

Blecky

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Overseas trades now cost convoys. GER doesn´t have too many, so restrict your trading partners to the continent (unless someone else initiates the trade, then he has to provide the convoys). SOV and NatSpain are good trading partners for rares, SWE for metal (you´ll run short on that one, much more than in ARMA), ROM for oil. Personally I don´t use synthetics plants as they´ll eat up your oil pretty fast with next to no output in the early versions. You have to trade for them as soon as you can. Once you´re a bad boy you won´t get any favourable deals.