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Zardnaar

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Barbarossa Guide
Normal Difficulty

First of all I would like to thank whoever wrote the Germany guide which is located here.
http://www.paradoxian.org/hoi2wiki/index.php/Germany_Strategy_Guide

Notably missing however is the guide on Barbarossa. I would like to submit the following as a rough guide to taming the bear. Barbarossa tends to be slightly different each time you play but its usually close enough that I can use the same basic strategy multiple times. From the guide I usually follow the advice regarding slider moves and ministers. As Germany you really want to maximize your IC, but to build more units, and to increase your transport capacity.

The early game as Germany is usually spent preparing for Barbarossa. This guide assumes that you have more or less followed a historical game going to war at Danzig or War and assumes a May/June 1941 invasion. Of course you can invade in 1940 if you wish. It also assumes that England is still in the game although I will make a note of some changes that I often make in my games which might be different. Note if you bring Japan into the Axis that usually means an early war with the USA as Japan seems to promptly DoW the USA. This guide is also mostly aimed at Armageddon 1.4.

Preparing for Barbarossa
In 1936 I normally start a production line of Panzer I tanks X99 which I will let run until 1940 or so. The rest of the IC is devoted to IC whoring and I build a X3 production run of factories with the rest of the IC except for about 5 which I use to produce extra supplies for trade. I cancel the existing production run the game starts with except for the Graf Spee and reoccupy the Rhineland straight away.

I concentrate on the industrial techs at first and rushing in advance the IC ones using IG Farbin. Also get the Agricultural production ones early on. I also tend to research infantry and armor techs a year before their historical dates along with self propelled artillery. In late 38 I start building infantry for Poland. Any extra IC early on via techs, slider moves and the annexation of Austria is used to upgrade and build a single X99 run of Militia. Sometime in 36-late 38 I also try to build 1-2 HQ units. You start the game with one, inherit one off Austria, and I like to have 3 minimum by Danzig or War.

Its up to you how many planes to build, but I have invade the USSR more or less using the starting air force and maybe 8 CAS planes. I would go as far as saying the Luftwaffe is optional for Barbarossa and I only tend to use mine in the initial breakout as I’m paranoid about having them land on Soviet airfields due to partisan revolts. Motorised Infantry is almost optional as well but start or 2 lines just after Poland is annexed. If using only Panzers I like to have around 25 of them, or 18 Panzers+ 8-15 mot infantry. Most Panzers and all mot infantry will get self propelled artillery brigades. All other brigades are optional although I tend to give SPA to any marines I build. Sometimes I build a few artillery brigades though. Depends on my mood.

Rush 1941 infantry and tanks in 1940 and upgrade your army for 1941. Start researching Kampfgruppe doctrine around September 1940.
I normally don’t bother building any naval units apart form transports and convoys. After Barbarossa is complete you can build X18 aircraft carriers or Bismarck’s at once if you feel the need to invade the USA or England.

Your Allies
I don’t usually bring along any Allies for Barbarossa leaving it a purely German affair. I might if I have a smaller than usual army for whatever reason. I normally leave the Italians where they are and use the Hungarians and Bulgarians to guard the beaches in France and Germany. Spain as well if you have invaded that. I don’t always bring Finland into the Axis and often annex Romania, but its up to you. Any Croatian or Slovakian forces can also have a holiday in France. Just remember to share technology with your allies and puppets. Buy any tanks they have and/or planes if you want. Hungary seems to be an excellent source for several tanks and tactical bombers.

Barbarossa The Main Event
By Barbarossa I would consider something like this adequate for invading the Soviets

4 HQ Units
20 Panzers
8-9 Mot infantry
30-50 militia
100 inf divisions
12 Mountaineers
12 marines (kinda optional)

Generally the more the merrier of course but don’t build to many panzers and mot/mech infantry. Around 200 ground divisions all up seems nice. The militia I usually put in corp’s with inf/mil/mil ratio. They normally guard the beaches from Spain-Norway with any leftovers posted east to help in Barbarossa.

Opening Moves

I can knock the USSR out in 6 weeks if Japan is in the Axis but I would allow about 3 months to reach Sverdlosk from Poland. Don’t panic though but try and beat winter. My traditional invasion date seems to be May 15 1941 as the ground has dried out. If you don’t go all out 3 months also allows the infantry enough time to reach and assault Moscow. Generally I chose 2 fronts for Barbarossa. Army group north and south. Army group north breaks out from Konigsberg while army group south rushes through the Ukraine.

Generally I will try and put around 9 divisions all along the front line and mass in Zamosc and Konigsberg with my fast units. About 1 third I will put in Konigsberg and the rest in Zamosc. The Polish river line I end to leave thinly defended perhaps 3 corp of inf/militia/militia (9 divisions total) in each province maybe armed with artillery if I feel generous. The rest of my infantry will be spread out to hold the front with the leftovers massed with the Panzers. A panzer corp will have an HQ attached to it as well in Zamosc with a general. An HQ with a field marshal should be in Konigsberg and either in Zamosc or adjacent to it. The first thing I try is to create the grand pocket. Main line of advance in the north using your fast units is.

Konigsberg-Suwalki-Grodno-Lida-Bobriask-Zhlobin

A single Panzer corp can probably break through as long as follow up infantry and mot inf fill in the gaps behind them. Since you should have additional forces around Konigsberg the send a few slower inf to hold the line. You can also send some fast units this way as well. The HQ unit will be used to force the river at/near Riga. Units in Memel should advance into Jelgava and the slower infantry advancing into Grodno split off and head north into Wilno and Jekaplis. Hopefully you will pocket some Soviet forces in the Kaumas area. You can also put a corp in Memal to help speed the assault up . Initially always leave behind a X3 inf corp in each province so you don’t get cut off. You will probably want around 40-50 divisions in Konigsberg and 20 or so in Memal.

In the south it depends on where the front line are. If Romania is in the Axis or if you have annexed Romania already before the Soviet claimed parts of it. For the most part it shouldn't matter. If Romania exists use it as an anvil- you don’t have to advance out of Romania. Just have all their divisions guarding the river line if its Axis, ignore them if they aren’t in the Axis. If annexed just use enough divisions to hold the river line.

The main thrust with your armored and motorized units is
Zamosc-Lvov-Stanislow-Vinnista-Kiev and cross the river with a single corp supported from Kiev if needed into Vyshgorod. This creates the grand pocket with the armor rushing from Konigsberg. The slower infantry just keeps it sealed and you’ve probably pocketed over 100 Soviet divisions. Another pocket can be created by branching off from Stanislow into Mogilevi Podolski-Balta-Odessa either using some of your armor, or follow up infantry. Anyway use the 2 corps that sealed the pocket to cross the Dnieper and use your other fast units in Kiev to cross the Dnieper as well.

By now hopefully you have a massive pocket in the marshes of western Russia and smaller pockets around Kaunas and near Romania. Most of your infantry can more or lees be left behind to mop up. Have a field marshal with an HQ unit and inf advance towards Moscow. The Panzers on the other side can more or less run riot as there is usually very little Soviet forces in the Ukraine or towards Moscow. Send 4-5 tank divisions rushing through the Ukraine and any mountaineers should be advancing towards the Caucasus by now. In the north continue advancing towards Leningrad.

Any marines can be used in the marshes to eventually mop up the trapped Soviets. Cut the grand pocket into small ones and eliminate. Also any marines can be used in the Baltics to grab a province adjacent to Leningrad. Leningrad can be taken via naval assault if you have an HQ and 18 odd divisions garrisoned next to it. If Finland is in the Axis Lenigrad becomes very easy to take. Just advance overland from Finland using an HQ unit. Just use the Finns to hold the line against the Soviets.

After this its really just a mop up operation. Blitz towards Stalingrad and Moscow. Beyond Stalingrad your tanks will be able to reach Sverdlosk easy enough. Moscow may not fall to your Panzer spearheads but it will to your follow up infantry. Use single panzer divisions and try and advance through 1-3 provinces at the same time in case a Soviet division that tries to cut you off. This will also allow an attack on any Soviet unit you encounter from multiple angles. That tactic should be used from Kiev-Moscow and Kiev-Sverdlosk. Even cavalry are very useful in the Ukraine as most of it is empty. Cavalry are also somewhat useful in the Caucasus as well as they can get through mountains faster than tanks and can be used to help out the mountaineers. After this its just wait for the bitter peace to fire as you have encircled most of the Soviet army.

Dissecting The Bear

The above is a basic trigger the bitter peace 101 guide. If you really want to totally ruin the Soviet union here’s another idea. It takes a bit longer but you have to advance into Central Asia so aim most of army group south Panzers at Sverdlosk and send some mountaineers that way as well. It may be quicker to strat redeploy half a dozen division. If you don’t mind an early war with the USA bring Japan into the Axis. Encircle Stalingrad but don’t capture it as you don’t want the bitter peace to fire. The goal here is to liberate Kazakstan first. Don’t liberate the other states as you may not be able to liberate Kazakstan. Don’t be to surprised if winter is approaching however you have a long way to travel. Once that’s done you can liberate the other central Asian states that don’t become our after he bitter peace fires. Capture Stalingrad, wait for the Bitter Peace event to fire which will also eliminate -50 dissent which negates the cost of liberating the Soviet states. Once the BP event fires You gain the west, Japan gains the east and the Soviets lose the south and you gain some puppets that you can trade with. The Soviet remnant is pathetic in terms of IC. Bringing Japan in is kinda optional I terms of gutting Soviet IC but looks cool on the map post bitter peace.

Persian Grand Campaign

If you capture Yugoslavia in 1940 or Gibraltar via paratroops or invading Spain you gain access to the Mediterranean sea in time for it to matter. You can amphibious assault the Tel Aviv region and advance through to Iraq. Once the Soviet guarantee of independence on Persia wears off invade Persia as well. This gives you access to the Soviet underbelly and Baku is right across the border. The Soviets will defend every province bordering Persia with around 10 divisions. This lets you invade Baku with mountaineers very early in Barbarossa and gives you rapid access to central asia if you want to follow the dissecting the bear strategy. A few airfields built in eastern Persia and the Luftwaffe will have a field day eliminate the retreating Soviet forces in the low infrastructure deserts of central Asia. Tanks, cavalry and mountaineers can move reasonably fast in this region. A side effect is Germany will also have copious amounts of oil especially if Romania has been annexed as well.

Speed Kills
You can capture all of the required provinces for the Bitter Peace in 4 weeks. Follow the advice above and do the Persian Grand Campaign. Invite Japan into the Axis. Use paratroops to capture Baku fast (with support from adjacent provinces). Japan should capture Vladivistok negating the need to capture Sverdlosk. Naval assault Leningrad, or capture it via Finland. Blitz Stalingrad and Moscow with armor.

Sealion 1940
If you have captured England in 1940 or so you don’t really need to garrison the beaches in France unless the USA is in the war already which won’t happen unless you invite Japan into the Axis. Barbarossa is just that much easier.

Other relevant things I have done.

Blitz Barbarossa
http://forum.paradoxplaza.com/forum/showthread.php?t=469098

Plan Z Naval Plan- Sealion 1940, Barbarossa 41.

http://forum.paradoxplaza.com/forum/showthread.php?t=451259
 

superflo

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Feb 23, 2008
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I don't think you need 20 Armoured Divisions and 12 mountain divisions. 10 and 6 are already enough, respectively. On the other side I would buld more infantry and motorized infantry. Im also not sure what the point of all the militias are. I've never needed them in my (normal difficulty) German games.
 

Zardnaar

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I don't think you need 20 Armoured Divisions and 12 mountain divisions. 10 and 6 are already enough, respectively. On the other side I would buld more infantry and motorized infantry. Im also not sure what the point of all the militias are. I've never needed them in my (normal difficulty) German games.

Militia are cheap and act as a force multiplier. You probably don't need them but I like them. f you don't have enough Axis troops to go around they are great at holding beaches and the like when combined with a normal infantry division and free up normal infantry. Mot infantry as the germans seem almost optional. I just crushed the USSR in 6 weeks and I had build 25+ armored divisions and no mot inf. I normally build them but on normal you don't seem to need them. Even when combined with Mot Inf for the 5-10% bonus I'm not sure thats worth the 30% in speed over pure armor. At least as Germany they're a no brainer as the Allies. You could build 10 armor and combine them each with 2 mot infantry but over half my Panzers are usually single divisions and Guderian, Model and Rommel are usually getting up to be around level 7-8. 15-20 is usually my upper limit for armor in most games, the 25+ was an experiment. I usually don't have a massive airforce as Germany for various reasons.

12 mtn are just in case you get to the Caucasus and find the Soviets have 10-20 divisions hiding down there. Doesn't happen often but you never know.
 
Last edited:

unmerged(105989)

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I find MTN very useful in the deep fight when you're trying to liberate all the Asian republics. The low infra mountains around Tanna Tuva are a pain in the butt otherwise. Also, 12 MTN are great for taking down the balkans and turkey later on.
 

unmerged(132371)

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MTN are also nice when you liberate China and as previously said marines go well in the swamps and river crossings in Russia. Good job Z , well planned and well presented ,wish I had that before my first trip east.
 

Zardnaar

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I found a reasonably decent picture. Heres what I'm talking about with the "Grand Pocket"

ScreenSave2-11.jpg


Use the swamps and river lines the put the Soviets in a nice hole.

Militia making themselves useful. Each pile is a inf/mil/mil corp with artillery attached. There main job is to keep the Soviets in the hole. Each pile is 3 corps for 9 divisions total. I also tend to put 4 piles like this in each province bordering France while I'm busy in Poland.
ScreenSave75-1.jpg


Beach defense in France. Axis troops kinda suck on the eastern front and often get in the way. Give them something productive to do like guard beaches. Allows more pure German units to be used in the east. Also used to guard the frontiers of the empire. A pile of 10 divisions or so is usually sufficient to guard the borders in Persia, Karachi or southern Egypt.
ScreenSave74.jpg



Next time you play Germany start a single X99 Panxer one line in 36, IC whore with most of whats left X3 which wil finish late 38 (put 5 extra IC into producing supplies over the minimum you need) and a similar line for militia when your IC expands from reseaching the machine tools tech. Disband most of your starting navy keeping lvl 4 ships. Once you annex Austria build 2-3 HQ units with the extra IC (keep the line running until 39 or so). Once the IC is built in late 38 start a large run of X10 infantry or something similar.

Use extra IC from central planning sliders/technology/Czech republic to upgrade your army. Your starting airforce should be sufficient for Poland but build some if you feel the need. I usually invade France in 39 which results in Balken antices (Romania and Yugoslavia end up in war with Italy).

Thats usually my basic German start strat. There should be enough IC left over to build some amount of airforce/mot infantry/whatever. All thats needed is 15 odd tanks, some HQs and some infantry/militia. Put SPA on tanks and marines.
 
Last edited:

Zardnaar

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I like militia because they are cheap and when combined with infantry and a Lt Gen make very good beach defenders. They also are very light on the TC something that Germany can have trouble with. You can have 5 militia for eveny infantry man in that regard. They make good scouts, force multipliers, flankes and coast guards and airfield garrison duty. You can also combine them with garrison troops for a bit more defensive oomph. When combined with inf they aso reduced the inf losses in combat. Manbpower and TC are the 2 things Germany may have issue with and building some militia helps out.
 

B. Rodriguez

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Militia have less than half the statistical capablity of infantry, but are a little more than half the IC cost. Combine them with infantry and they will slow you down. They are for emergency defensive needs. I have found TC overload to be a highly over-rated problem.
 

Zardnaar

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Its also how fast the milita get built. They are more useful for some nations than others. Good for USSR, China, maybe USA. Decent for Italy and Japan who don't tend to have enough IC to use their manpower, very pointless for low MP nations. Germany can make do with a few as well as they make great garrison troops.

Try attaching them to all the garrisoned men Japan starts the game with and have stacks of them defennd the Pacific. They are also good for marching through Africa and parts of Asia or providing flanking bonuses from adjacent provinces. They were a key part of this Barbarossa guide and helped with an in effect a 4 week victory.

They more or less suck by themselves though. England gets a few that are useful to overrun Ethiopia with and then disband them to recycle the MP.
 

Zardnaar

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I love how people say you need dozens of tanks and mountaineers and all this other special crap. You really don't need that much.

If you attack in 1940, I use 6-10 tanks, 20-30 Motorized (VERY important), and maybe 80 or so infantry. Plus 3 HQ's. Total maybe around 100-120 divisions.

Once those initial pockets are made by the mobile units, the infantry should be hot on their tail to fill the gaps and allow the mobile units to run wild through the rest of Russia. I find breaking your mobile units into groups of two motorized inf divisions makes it easy to eat up all that space, and they can tackle pretty much any Russian who shows up beyond the encirclements. Especially with one brigaded with SPA. KEEP THE INFANTRY MOVING!

I invade in Mid-May 1940 and usually get BP by Sept 1940.
 

Zardnaar

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Oct 8, 2009
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I've only done the 1940 Barbarossa once. I regard it as kinda gamey. You build a large amount of mot infantry which more or less has the same efect as a large number of tanks, but the Soviets don't have alot in 1940.