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misterbean

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misterbean

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lol. you guys never give up, do you?:D

I'm not making any promises, but I'll think about it, ok?
 
Last edited:
Sep 27, 2009
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Hi. First of all thank you very much for this awesome tutorial... I'm a new player and tbh I was having a bad time learning all this stuff, you made things waaay easier.
There are a couple of questions I still have, but I'll see if they get answered after my first playthrough.
Nevertheless there is one thing I'd like to ask now: I just captured Denmark, everything went great (or so I'd like to think lol), the thing is, I got an island to the northwest of europe, called Reykjavik, the thing there is that for some reason automatic supply routes are created to there, thus sending convoys, and them getting raid by the UK, I canceled those supply convoys but they reappear automatically in the next hours/days (game time). Is there any way to stop this, or what am I supposed to do? I don't want to have low unitiy though to this.
PS: I'm playing on the latest version of FtM

EDIT: NVM, the UK just took care of it by capturing it, I guess that'll fix it, eitherways, if I was to hold that island what am I supposed to do to avoid what happened with the supply routes?
 
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misterbean

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Hi. First of all thank you very much for this awesome tutorial... I'm a new player and tbh I was having a bad time learning all this stuff, you made things waaay easier.
There are a couple of questions I still have, but I'll see if they get answered after my first playthrough.
Nevertheless there is one thing I'd like to ask now: I just captured Denmark, everything went great (or so I'd like to think lol), the thing is, I got an island to the northwest of europe, called Reykjavik, the thing there is that for some reason automatic supply routes are created to there, thus sending convoys, and them getting raid by the UK, I canceled those supply convoys but they reappear automatically in the next hours/days (game time). Is there any way to stop this, or what am I supposed to do? I don't want to have low unitiy though to this.
PS: I'm playing on the latest version of FtM

EDIT: NVM, the UK just took care of it by capturing it, I guess that'll fix it, eitherways, if I was to hold that island what am I supposed to do to avoid what happened with the supply routes?

In the bottom of the production screen where you can see your convoys, there is a button that will allow you to disable convoy automation. I can't recall the exact name of the button at the moment, but it is there. just remember to turn it either turn it back on later or to assign convoys manually when you start having troops in the UK for instance.
 

thebigj_a

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What with the new rules and systems, and tweaked costs in both IC and upkeep, what would you recommend for division makeups as I run through this (as closely as possible)? I don't mean everything, just the more common, mass-produced ones like infantry divisions and armor.

I don't need optimal builds or anything, just advice. It doesn't seem like hundreds of 3infx1art are quite right anymore. (And digging through the newer build composition threads is a nightmare. You've got people disagreeing and suggesting this that and the other, mixed with people making outdated suggestions from FTM.)


Also would you still recommend Consumer Product Orientation during the build-up to war? They nerfed it to -15% IC efficiency (ouch!) while adding a nice +10% supplies to Mixed Industry. The maths are beyond me (I'm half convinced, from skimming crazy-detailed old threads about CPO v. MI before the change, that CPO wasn't the best way to go for Germany even back then as far as getting more built).
 
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misterbean

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What with the new rules and systems, and tweaked costs in both IC and upkeep, what would you recommend for division makeups as I run through this (as closely as possible)? I don't mean everything, just the more common, mass-produced ones like infantry divisions and armor.

I don't need optimal builds or anything, just advice. It doesn't seem like hundreds of 3infx1art are quite right anymore. (And digging through the newer build composition threads is a nightmare. You've got people disagreeing and suggesting this that and the other, mixed with people making outdated suggestions from FTM.)


Also would you still recommend Consumer Product Orientation during the build-up to war? They nerfed it to -15% IC efficiency (ouch!) while adding a nice +10% supplies to Mixed Industry. The maths are beyond me (I'm half convinced, from skimming crazy-detailed old threads about CPO v. MI before the change, that CPO wasn't the best way to go for Germany even back then as far as getting more built).

let me start with the million-dollar-question. CPO vs. Mixed. In the old system, mixed industry didn't weigh up against the fact that, for a high-IC nation like Germany, CPO got you an extra 25 IC per day or more. that would equal about 2 extra Tactical bomber squadrons that could be build (or 1.5 to 2 Carriers!). You can safely trust me on this, since I was one of the people doing tests in this regard about 2 years back. I had no idea that they had changed the details in TFH,so I will have to get back to you on this. If they did, it would make sense to change to Mixed Industry as war is getting closer and time becomes more of an issue.

As for the division make-up, so far I seem to have gotten the best results by mixing up my infantry corps: 3 divs consisting of 3*inf/1*arty, and 1 or 2 divs consisting of 2*inf/1*AA/1*AT. As for the armour and motorised divs, I would leave the armour as they are. 90% of the time, you will still be facing soft targets anyway. this has not changed. I suppose you could alter things for the motorised/mechanised divisions to include 1 Tank Destroyer and 1 motorised AA.
It all depends on what you need them to do. Engineers for crossing rivers and attacking forts, Armoured Cars for a nice speed bonus,...
Heck, I never even knew militia brigades have a substantial defense bonus in about half the terrains! so if you were playing Nationalist China, it would not be too crazy to include 1 or 2 mil brigades in your infantry divisions.
I know, it is a logistical nightmare.
 

misterbean

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just ran a little test.
with CPO, I could easily get 3*17 inf done (each 3inf/1arty) in 360 days. (consumer goods need: 12.something)
with mixed industry, I could get 4*17 inf done (same make-up) in 14 months. (consumer goods need: 41.something)

so there is something to be said for switching, for instance after the Anschluss.
 

misterbean

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Full test concerning Mixed Industry vs. CPO.
Part 1: Mixed Industry

I went to 3-year draft and mixed insdustry asap in 1936. I waited to do the Anschluss until march 1938, Munich agreement in june '38, Vienna in nov '38. I had Fritz Thyssen as armament minister to help with CG needs. you might get better results with Schacht, but then you would have a higher CG need as well, so I think that evens out more or less.

The Results:

Heer: 87 Infantry divisions (48 with 1 art, de rest with 1 AA/1AT), 3 Larm divisions, 7 Arm divisions (3 Larm with eng, arm without support; see below), 5 motorised (4 are 2 mot/TD/AA, 1 is 3 mot/AC), 7 WSS brigades in 3 divisions, 8 garrisons (3 gar/1MP), 3 mountaineer divisions.

Note that this includes the 2 mountaineers, 2 infantry and 1 motorised you gain from the Anschluss.

Luftwaffe: 4 CAS, 20 int, 12 tac, 4 transports.

This includes 1 interceptor gained in the Anschluss.

Kriegsmarine: 4 BC, 7 DD, 5 CA, 6 CL, 5 SS, 3 transports.

construction: upgraded the airbase in Euskirchen to level 4 and the one in Köln to level 9, 4 coastal forts, finished the Siegfriedline.

still in queu: 2 CAS, 2 BB, 1 SS, 5 Spart (these are destined for the Arm divisions).

I had it all done by august, 5th, 1939.
I will try to get the same results with CPO later on and see which gives the best results.
 
Last edited:

misterbean

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a little extra about the previous test.

Finished mobilisation on 18/8/1939. IC now stands at:

upgrades: 102.75 (need: 120.14)
reinforcements: 0.66
supples: 46.11 (need about 36-37)
production: 61.67
CG: 44.80

And a tiny admission. I messed up. Instead of having my binary divisions use AA, I had them using motorised AA. o well.
 

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Oh, man, look what I started! :)

I hadn't realized they changed Armored Cars to give a speed bonus in all (most?) terrains, and had bumped the plains bonus. I couldn't figure out why they were in their own category with engineers for the CA bonus, but if they're giving a special bonus like that, it makes sense.

But why AA? Are they better than before?

I never know who to put for Armaments minister. 10% IC is great, but 20% more supplies, say, is less IC spent on them, so perhaps really more IC saved? +5% resources probably doesn't hold up as Germany, but for some countries it might. -2.5% CG might be ok, but I can never make heads or tails of the math determining how many goods you'll need.

I'm looking forward to your results. I'm wondering how much practicals can have an effect, if you're building that much slower with CGO.
 

misterbean

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The best way to test the effects of any armament minister the first time you're playing a given nation is simply to appoint them all for one day and see where the difference lies. mostly, the ones giving CG bonus, IC and resources are the most interesting ones, though for Germany, it would be advisable to appoint a supply-minister in the run-up to Barbarossa. (don't knock the resource guy; for a cash-strapped nation with a bad rep after 1938 it does make a financial difference).

AA is not better than before (I think), but I simply decided that if I was being forced to research AT, I might as well go in all the way. Besides, with the reputation of Germany's 88 flak guns, it's not unreasonable. And it saves me some manpower and supplies compared to the extra infantry brigade.

I have to restart the second part of the test tomorrow. I completely messed up my production: missing 2 arm divisions and about 8 infantry, queued the Totenkopf-division too late. :wacko:

What I can already say is that the extra 5% production malus slows things down just enough that it plays havoc with your practical decay. With Mixed Industry, for instance, constantly having 3 interceptors in the queu was enough to overcome the decay. With CPO, that is no longer true. you need at least 1 extra interceptor to do it.
an other example would be transport planes. at the start, they cost about 23 IC. With MI, after 1 transport wing the cost has gone down to 18 IC, while with CPO, the cost goes down to about 21 IC.

In other words, it is too early to say for sure, but right now it is looking like MI might be more interesting if you need to engage in the kind of rearmament program that Germany needs.
Definitive result tomorrow.
 

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Extra 10% production malus. It was -5 before, no?

And then there's that +10 to supplies with MI. More supplies as Germany, or the same supplies for less, can't be a bad thing. I'm looking forward to the results.

AA is not better than before (I think), but I simply decided that if I was being forced to research AT, I might as well go in all the way. Besides, with the reputation of Germany's 88 flak guns, it's not unreasonable. And it saves me some manpower and supplies compared to the extra infantry brigade.

Forgive my ignorance, but what's anti-aircraft got to do with anti tank?
 
Last edited:

misterbean

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Extra 10% production malus. It was -5 before, no?

And then there's that +10 to supplies with MI. More supplies as Germany, or the same supplies for less, can't be a bad thing. I'm looking forward to the results.



Forgive my ignorance, but what's anti-aircraft got to do with anti tank?

you are correct. it WAS 5%, so there is a 10% differential.

As for the AA, If properly teched up, AA gives a slight bonus on a division's Hard Attack. AT will pierce them, AT+AA will get them where it hurts the most.
Maybe you didn't know, but RL Germany's 88 guns that were so feared by Sherman crews were originally designed to be used as flak. a certain dessert fox is said to have been the first to use them against French tanks.
 
Sep 27, 2009
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Hey again... I just captured France, wasn't so hard, nor so easy. Anyways the thing is (or i still dont get) is air fights.
I really dont know how to beat other fighters (UK ones) RAF ones, idk if those are the spitfires or what, but they tottally eat my fightres in second, nothing i can do. What am i supposed to do in this type of cases? Because basically im sending my fighters becuase they're bombing that region.
 

thebigj_a

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you are correct. it WAS 5%, so there is a 10% differential.

As for the AA, If properly teched up, AA gives a slight bonus on a division's Hard Attack. AT will pierce them, AT+AA will get them where it hurts the most.
Maybe you didn't know, but RL Germany's 88 guns that were so feared by Sherman crews were originally designed to be used as flak. a certain dessert fox is said to have been the first to use them against French tanks.

Oh, I know all about what they have to do with one another IRL! I'd bet the majority of people who get into a game like this do. I just meant as far as your " if I was being forced to research AT, I might as well go in all the way" was concerned. I didn't see a tech connection in-game, is all.
 

shierholzer

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Hey again... I just captured France, wasn't so hard, nor so easy. Anyways the thing is (or i still dont get) is air fights.
I really dont know how to beat other fighters (UK ones) RAF ones, idk if those are the spitfires or what, but they tottally eat my fightres in second, nothing i can do. What am i supposed to do in this type of cases? Because basically im sending my fighters becuase they're bombing that region.
Waiting. After France has fallen, UK can decide "Their Finest Hour" which means an HUGE bonus for air combat. Just wait 300 days after they decided, and you should be fine. You should however defend yourself against UK bombers, which should not be too difficult.
 

misterbean

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Oh, I know all about what they have to do with one another IRL! I'd bet the majority of people who get into a game like this do. I just meant as far as your " if I was being forced to research AT, I might as well go in all the way" was concerned. I didn't see a tech connection in-game, is all.

the tech "AA Carriage & sights" offers a bonus to Soft Attack, Hard Attack and Defensiveness.