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I use three planes per wing. I'd probably overload UK airfields near the North Sea and see how long it takes to re-equip and get org back.

If I do it, I may run a small AAR to show its effects. We'll see.
 
If you're serious about that, then I would suggest taking over occupation of Norway first (or liberating it). Oslo is a lot closer to Germany's heartland than Dover is. And with the power of the US Navy and the Royal Navy Home Fleet to cover you, you might be ok.

edit: just watch out for Germans and Finish troops coming in from the East and North.
 
I think there is some zero/one infrastructure provinces between Finland & Norway so Finland will only be able to occupy a few Norwegian provinces.

But the German occupation of Norway is pretty harsh, since Germany can walk troops through Denmark and Sweden they'll have quite a lot of troops, you'll need to reoccupy every province on the Norwegian-Swedish Border to stop German troops from Germany walking in.

You could also retake Denmark and hold Germany at the strait while using Copenhagen as an air base.

I've also come up with a crazy plan: Use Paratroopers to occupy Bornholm, build airbases and Radar stations ASAP and resupply it using Transport planes and use that as an airbase from which to bomb Germany.
 
Misterbean,

In the last update you start the 1942 CL and CV techs "By January", but then start 2 CVs in early February (1940s tech), mentioning the dominance of 12 carriers total. Are you intending to build even more CVs in ~12 months after the CV techs are done researching?
 
Denmark is a valid plan. Nobody can get to you in Copenhagen, but you'd be right next to the airfields of Kiel, hamburg and Rostock. Not very attractive for an air war.
But...the Germans have to go through Copenhagen to get to Sweden.
So my plan for the liberation of Norway would be this:

1) paradrop onto an empty province next to Copenhagen, timed to coincide with a naval landing. Keep plenty of ships in the strait to keep the KM out.
2) land in Oslo and Narvik simultaneously. Oslo for the VP, Narvik for being a handy bottleneck. If you can swing it, land in every Norwegian port at the same time. Plenty of troops, rush the Swedish border. Mil Access doesn't allow an attack on an enemy province (unless US is at war with Sweden), so once you have those provinces, you're safe from any land-based counterattack. Empty Norway of Axis troops.
3) plenty of fighters to soften German air defenses.
4) bring in the big birds.

An alternative would be the "soft underbelly of Europe", but that would be even more involved and time consuming.
 
Misterbean,

In the last update you start the 1942 CL and CV techs "By January", but then start 2 CVs in early February (1940s tech), mentioning the dominance of 12 carriers total. Are you intending to build even more CVs in ~12 months after the CV techs are done researching?

TBH, that's just an extra level of tech in case of an emergency. Naval battles are very unpredictable. If the Japanese get lucky and sink a couple of my CVs or CLs, then I'm going to need replacements. Plus, I might add a bunch of CVE for escort duty of convoys and such more.
If this were a full-fledged campaign, I might add another 6 carriers, so that I can have a CTF each in the North Sea/Channel/Biscay area, around Norway and in the Med. After that, if you can't do it with 18 carriers, then you're clearly doing something wrong.
 
Denmark is a valid plan. Nobody can get to you in Copenhagen, but you'd be right next to the airfields of Kiel, hamburg and Rostock. Not very attractive for an air war.
But...the Germans have to go through Copenhagen to get to Sweden.
So my plan for the liberation of Norway would be this:

1) paradrop onto an empty province next to Copenhagen, timed to coincide with a naval landing. Keep plenty of ships in the strait to keep the KM out.
2) land in Oslo and Narvik simultaneously. Oslo for the VP, Narvik for being a handy bottleneck. If you can swing it, land in every Norwegian port at the same time. Plenty of troops, rush the Swedish border. Mil Access doesn't allow an attack on an enemy province (unless US is at war with Sweden), so once you have those provinces, you're safe from any land-based counterattack. Empty Norway of Axis troops.
3) plenty of fighters to soften German air defenses.
4) bring in the big birds.

An alternative would be the "soft underbelly of Europe", but that would be even more involved and time consuming.

The difference between you and I is that you sensibly plan out your invasions, while I think 'ah, they probably don't have THAT many troops, I'll just drop in some Marines and back it up with a couple of infantry corps if things get difficult'
 
Fair enough. :) Also, thank you for all of the excellent guides and your time spent sharing them with us.

You're welcome. I enjoy this strategising very much.

The difference between you and I is that you sensibly plan out your invasions, while I think 'ah, they probably don't have THAT many troops, I'll just drop in some Marines and back it up with a couple of infantry corps if things get difficult'

sensible planning, huh? Like that time in EU 4, where my French troops ran smack into a 42K stack of Polish huzars and got spanked so bad that they ran all the way back to Paris...from Poznan.
 
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Curiously interesting ideas on Denmark/Norway. I may try that.

Italy is a very valid location to fly from - I've used it before. Venice is perfectly located to hit Germany. Milan is good, too, although you need to build up its air fields.

Also, you could pre-build a dozen runways and drop them down as soon as you capture provinces in northern Italy. Decent enough infra there to build quickly. Run units of 2xSTR and you may have fast turn around time.

Hmm.....

As an aside, one unit of 3xSTR in 1943 with current tech will obliterate Japanese mainland industry and resources, flying from Iwo Jima. That's for folks who haven't played the USA before. :) Have an airfield ready to plunk down before landing.
 
Given how we'll be going from one WWII museum to the next for 2 whole days, rain would be the least of my worries.

(aren't you jealous yet? :D )

In the military I spent 4 1/2 years in Germany and 3 in Italy. Even with all that time, it wasn't enough to see half of what I wanted to see. And then there was the problem of which historical period. I love Roman history and WWII, but I also took a course on WWI that was conducted at actual battlefield sites. My professor kept getting hassled because he looked like a hippie, however as soon as they saw his Dr. title, it was a 100% opposite, yes Herr Doctor, nice to meet you Herr Doctor. If it hadn't happened so often, it would have been funny. :rolleyes:

Glad I found this, I missed the start. Of course I will continue to follow now that I know it is here. :oops:
 
In the military I spent 4 1/2 years in Germany and 3 in Italy. Even with all that time, it wasn't enough to see half of what I wanted to see. And then there was the problem of which historical period. I love Roman history and WWII, but I also took a course on WWI that was conducted at actual battlefield sites. My professor kept getting hassled because he looked like a hippie, however as soon as they saw his Dr. title, it was a 100% opposite, yes Herr Doctor, nice to meet you Herr Doctor. If it hadn't happened so often, it would have been funny. :rolleyes:

Glad I found this, I missed the start. Of course I will continue to follow now that I know it is here. :oops:

Yeah, I know what you mean. I had wanted to visit Bayeux, since we were so close, but there just wasn't enough time. I'm into everything involving history. Give me a random selection of good history documentaries and I will happpily devour every single one of them.
 
Finally caught up. Are you going to do a tutorial on HOI IV when it comes out? :D

Hah. Definitively not when it comes out :D
 
So my plan for the liberation of Norway would be this:
1) paradrop onto an empty province next to Copenhagen, timed to coincide with a naval landing. Keep plenty of ships in the strait to keep the KM out.
2) land in Oslo and Narvik simultaneously. Oslo for the VP, Narvik for being a handy bottleneck. If you can swing it, land in every Norwegian port at the same time. Plenty of troops, rush the Swedish border. Mil Access doesn't allow an attack on an enemy province (unless US is at war with Sweden), so once you have those provinces, you're safe from any land-based counterattack. Empty Norway of Axis troops.
3) plenty of fighters to soften German air defenses.
4) bring in the big birds.
Simultaneous landings ? Very nice plan.
Mhmmmm... It's just me or it seems I've already seen that before...? :D

If I may had, I would launch some STRAT missions over the landing areas and surroundings a few days before the attack so as to have an accurate picture of the OpFor and its immediat counter-attack capabilities.

The difference between you and I is that you sensibly plan out your invasions, while I think 'ah, they probably don't have THAT many troops, I'll just drop in some Marines and back it up with a couple of infantry corps if things get difficult'
Planning is essential, not only for the initial attack but for the aftermath too. Ideally, the exploitation phase must be planned long before the attack and an exit strategy (if things turn very bad !) could be useful too (to avoid the marathon race Poznan-Paris... ;) ).
 
Damn, caught me :D

edit: For those of you wondering what we're talking about, he showed me how to pull off simultaneous landings in his own Germany AAR.
 
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What is a good place to stop researching Naval techs?

I mean since the big ships take around 18 to 24 months to build it would be reasonable to tech up to 1938-1940 tech to have them operating in 1940-1942 no? Or do you usually research more levels in case the war drags on?
 
That depends on who I'm playing and what I'm planning to do. If you know that you're going to go up against a naval power (UK, US, Japan) in the late game, then you should keep that naval tech up-to-date at all times.
 
I have played just now, so the next chapter should be up in a couple of hours.
 
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Chapter 18: It’s Off To War We Go.


Hello, everyone. I’m back with another chapter in this tutorial. Last time, I said that we were ready for war, so without further ado, let’s provoke Japan, shall we?


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After this point, there is no turning back. It’s an interesting take, that Paradox has taken. In real life, the US embargoed Japan in July of 1941. A lot of conspiracy theories abound whether or not the FDR administration underestimated Japanese honour or whether they knew exactly what they were doing, and I’m not going to go into all of that.

In the game, I do know exactly that the embargo will set off Japan. In-game, it’s a deliberate provocation to get us into the war.


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There was another way, however. As you can see, I could just as easily have DoWed Germany directly. The end result would have been pretty much the same, with just 1 big difference.

If I had gone the route of declaring war on Germany, as a neutral nation, we would have been the aggressor. I don’t know whether that would have made a difference or not, but sometimes, it helps to actually play the victim, reducing your threat level in the process.


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It takes Japan 4 days to respond as expected. The United States of America is at war with Japan. Note the fine print, however.

We are a neutral nation at war with a single country and its puppets. Japan is our only enemy at this exact point in time. If you have been letting your relations with the UK go down the drain, and have sunk to the middle of the Diplomacy Triangle, you might not be able to get into the Allies.


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Now that we are at war, however, we have to set some stuff up before going ahead. First of all, the Day Of Infamy decision turns the US into more than a military hardware store. It gives a big boost in National Unity and Manpower, while pretty much ensuring that we could, at this point, do whatever we want. Feel like an alternate take on history? This is your chance. With a Neutrality of 0, we can DoW whomever we want, and enact whatever policy we want.

I’m going to stick to history, but a lot of people love doing their own thing.


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Normally, you would want to get into the Allies first and change laws afterwards, but I’m doing it this way to show you why you need someone like Germany as your enemy.

Because we have more than double the IC of Japan, we cannot enact full wartime laws. Mixed Industry is not bad, but why settle for less than the best? Besides, none of these laws enhance your IC levels, and let’s be fair, that’s half the fun of playing the US, isn’t it?


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We need the industrial might of Germany (or, in an alternate history, the Soviets or the UK) to go the full distance. The Axis are the only faction that can have Limited Wars. As a member of the Allies, you are expected to defend every member from every enemy.


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We lose the Neutrality Strategic Effect that was holding back our research efficiency and are able to enact the very best laws in the game. IC, Manpower, Resources, and Officer Training all get a substantial bonus. Production becomes 5% cheaper and faster, and supplies move quicker.


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One day later, we see the most striking result, when we suddenly have over 100 IC being wasted without changing anything in our queu. This is enough to add 3 Light Cruisers, a paratroop division (consisting of 3 paratroop brigades to keep their weight to a minimum), a second transport plane, a strategic bomber and 4 tactical bombers to the queu. The last 3 spare IC go into Lend-Lease.

All this because we are at war with a powerful enemy. That kind of says enough about how many chances AI Japan has against the US on their own, doesn’t it?


There is a little caveat, however, in that CTF 2, my second carrier fleet, is not fully organised yet. They will have to spend some time in the Pearl Harbour docks until their Organisation is full, which will take a week or so.

While we wait, we are going to play a defensive game. Let Japan come and let them wear themselves out for now. In a month or so, we should be ready to take the fight to them instead. If we can sink a couple of transports or landing craft in the meantime, so much the better.


Speaking of taking the fight to the enemy, there are 2 obvious choices.


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This is the first one. It is my take on the Pacific Island Hopping Campaign, focusing on Japanese holdings in the Pacific that have VPs, airbases and/or naval bases, gradually working our way closer and closer to Japan. We will probably have to liberate the Philipines and Guam Island on the way, and maybe send some troops to assist the British in India and Birma.

I have, in the past, done it this way, and, while it is fun, it also takes time and effort.


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This, then, is the plan I’m going with. A couple of jumps to get us close enough to Japan to strike at the home island directly. Again, note that I expect Guam to fall before I can get there, since it is so close to the Japanese island to the north. There is a second reason for doing it this way. I plan to add 2 Wargoals in the coming months. One is to install a democracy in Japan. The other one is to puppet them. I hope to keep as much of their navy intact as possible, so that they can assist against Germany and Italy. With the Royal Navy, the US Navy and the Imperial Japanese Navy working together, it should be no problem to dominate the Med and the North Sea.


That is the theory, at least. Now all I have to do, is make it happen, but you know what they say about plans and first contact with the enemy, don’t you? In other words, the IJN is powerful and more modern than the USN, and naval combat is very unpredictable.


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With 65 spies in reserve, I can afford to shift the Leadership effort over to training officers instead.


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CTF 1 and Navies 1 through 3 are completely ready for action, so I send them to a more central location, from where I can respond to Japanese aggression in force. I also rebase the Tactical Bomber group to Midway.


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If you’re looking for an alternate route, the USN in real life had, by 1944, sunk pretty much the entire Japanese merchant fleet, by using submarines. If you’re planning to Island Hop, that is a very valid choice and could ensure that the Japanese defenders of the Philipines are completely dependent on local supplies. In the first couple of weeks of the war, I manage to sink quite a few Japanese convoys and escorts, without even trying.


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Our joining the Allies seems to have freaked the Germans, and the war goes fully global.

This is a good place to point out something that confuses quite a few new players. The first call to arms, send out by Germany, only sets the Axis minors against the Allies. For the moment, the Soviet Union in still only at war with Germany, Slovakia and Italy. If you play Germany, you need to call them in twice for them to join in Barbarossa.

Three hours later, Japan DoWs the UK, just to make sure that everyone is fighting on all fronts.


Now that we are part of the Allies, we have full access to UK’s provinces. I rebase 1 destroyer squadron in Bermuda, to give them better range in the Atlantic, and another one to Scapa Flow in the UK itself to protect our Lend-Lease convoys and 1 squadron to Dublin to patrol Ireland. I also send a submarine squadron to Dublin.


After 1 day, 30 IC becomes available, which is send to Lend-Lease. We are now shipping almost 50 IC each to the UK and SU.


UK enacts the decision to form the United Nations, which gives them a nice boost to NU and ruling party popularity on the 12th, the same day that Mexico joins the Allies, with Panama following a day later.


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UK has plenty of ships prowling around the northern part of the islands, so I set my submarines in Dublin to hunt Axis convoys in the Western Approaches. Anything going through the Channel almost has to go through this area, or through the Bay Of Biscay, but the latter one is too close to German land-based bomber range.

My destroyers, patrolling the Irish Sea, manage to sink a Finnish convoy and escort, and a Japanese convoy headed for Ireland.


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Another submarine squadron has arrived in Colon. They will hunt Japanese convoys on the Western side of the Panama Canal.


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After 4 days, I have enough spare IC to start on the second motorised division.


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On the morning of the 18th of July, the wait is over. Japanese CAGs are bombing our boys in Guam, which means that they have carriers in the area. The AI is wonderful this way. Any time you see this kind of a bombing mission, it means they are softening up your troops in preparation for an amphibious assault.


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Immediately, I send the US Navy out in force, since I don’t know what to expect.


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The destroyers have arrived in Scapa Flow and are send into action. There have been a couple of sinkings in the area in the past week, as shown on the naval mapmode. UK does not seem to have anything patrolling there, so I send my boys in to fill the gap.


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Back to the Pacific. As expected, Japan launches an assault on Guam on the 19th.


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This is a new TFH mechanic. The blue arrow shows you how much progress they have made in landing their troops. Not to worry, though. My navy is on its way.


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Then again, there might be a slight delay in getting there, after CTF 1 slams into a massive Japanese mixed fleet. Nimitz versus Yamamoto. Two of the very best naval commanders in the entire game (and possibly, in the case of (RL) Yamamoto, in all of history) meet in pitched battle. This could get very ugly.


Will this be my Battle Of Midway, or will my tutorial get derailed a mere week after the war has started? Find out next time, as we explore the ins and outs of naval combat. See you then!
 
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