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andysonofbob

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Is there a youtube video explaining how this works and the best way to do it? I have seen a couple of lets plays but they either blitz through it or cut the video whilst we do it.

I have seen some tutorials but they are on discrete topics so it is hard to put it together.

Is there a lets play that takes you through the first few months? ideally UK. I know that is different from the title...

Thanks!
 

21oliver

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I dont know what you mean with military shuffle.... And each nation is different, especially the difference between Majors and Minors and nations in a hotspot in danger of conflict and those nicely tucked away safe.

The UK, you need to decide your game plan. Myself? I bring every single unit (air, land & sea) back to the British Isles to re-organize them before re-distributing them back.
 

andysonofbob

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That's what I meant, reorganization.

On the YouTube clips it looks like a shuffle because it happens so quickly!

Thanks for the tip!

I've thoroughly enjoyed CK2 and EU4. HoI3 is easily the toughest to get into, probably because it's so hard to start!
Sounds like it is definitely worth persevering with though :)
 

21oliver

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Be advised if you use the CGM mode simply to re-organize your troops (as many players do), it throws your supply all out of whack and will take weeks, months to straighten out. For example if i want to use CGM to re-arrange my Soviet troops, they will all go out of supply for a long time (the game takes time to adjust), its better to simply delete them and re-make them.

Generally speaking you have time no matter whom you play to take all your units, gather them up and re-organize them.
 

andysonofbob

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hehe! :D

I have no idea what CGM mode is. Soz, I am a noob though!

But I get the impression from what you said that it is perfectly cool to destroy all my corp and above HQs and start again at the start. Any tips on how I should do this for UK earliest start? What about air and sea?

Thanks!

I need to find me a cool lets play tutorial video, there must be some right?
 

21oliver

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Again it depends upon your goals. As the Uk I seldom build much more navy, i dont find it needed. Decide what your goals are territory wise, decide what forces you want to build, then how to re-organize will start to take shape in your head.
 

DDA87

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Well I usually bring everything ( when possible ) to the capitol, detach everything from hierarchy and unassign all leaders ( not necessary but I find it fun ). I do the same with planes and ships, everything to one port / airfield at the beginning of the game. Merge everything in one big stack, then create smaller stacks as you see fit. Move the things that are to your liking to a different province, split apart everything that's not and upgrade or build extra brigades for these units if necessary. Delete all hq's, ( you can't delete theatres for some stupid reason it seems ) and reorganize your command structure/leaders after you've got everything sorted.

At least I think that's what his question was?
 

21oliver

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You can delete any theater except for the "main" theater.

Simply do the following;

1. Make sure the theater you want to delete isnt under AI control (make sure the green button is off).
2. Go to the main theater or another (while the game is paused AND it isnt under AI control) and click the "edit theater" button (looks like a map with hexes). This brings up all your territory and the colors represent the Theater they belong to. For example Germany starts out with 2 Theaters Basically splitting the nation in half.
3. Go to the theater you want to delete and drag the mouse around and you will see its territory change color (to the main or other theater's color that you just clicked on).
4. When you cover all the territory (change color) of the theater you want to delete, you can then delete the theater.

So for Germany, which has 2 Theaters. I make my main theater control all the land to start the game. I click on it (its in Berlin), then click on the edit Theater button, drag the mouse around until my entire nation is a single color, then i delete the 2nd Theater HQ.
 

szcott69

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One good reason for doing a reshuffle, esp if you focus on reducing supply consumption,
by putting Log commanders at Corp level and highest ranked guys at Army Group level you wont have to
produce as many supplies freeing up that ic for better uses.
Do all this before starting the clock and save the game so you can restart without going through the hassle again.
 
Last edited:

21oliver

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Army group for Logistics (see below)

Skill levels

Every leader in the game has a skill level. The effect of the leader skill level is a function of where the leader is in the command hierarchy:

Theater: Reduce stacking penalty by 1% per leader skill level.
Army Group: Decrease supply consumption by 5% per leader skill level.
Army: Increase organization by 1% per leader skill level.
Corps: Improve chance of a reserve division entering combat.
Division: Increase combat efficiency by 5% per leader skill level.
 

andysonofbob

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Awesome help there! Thanks!

I feel a little overwhelmed with all of UK's territory. Are there any theatres you seriously defend and likewise any you aren't too fussed about?

@ 21oliver
How come you don't worry about Navy, I thought the UK needed them to protect their territories?

I would be really grateful if you could offer a small number of goals to aim for, e.g. Game start, pre 1939, 1939, early WW2. That should get me started.

Thanks!
 

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I feel a little overwhelmed with all of UK's territory. Are there any theatres you seriously defend and likewise any you aren't too fussed about?

Speaking just for myself, I don't worry at all about the islands in the South Pacific and Caribbean or the African colonial areas that do not border a future enemy (Italy's puppet, Ethiopia for example). I also don't focus much on India, just some militia (MIL) guarding the ports, since it will be a long time before I have to worry about potential trouble from Japan in that theater. Hong Kong and the rares-producing areas west and south of it are important, though, so I make sure Hong Kong is fortified and ready as a base from which to intervene wherever any threat in that area may materialize. Of greatest importance are four things: the home islands (duh, you knew that I am sure), Gibraltar, both sides of the Suez Canal, and Malta. I particularly make sure to concentrate a lot of air power in the Med theater and split my ASW assets between there and the Atlantic (about a third of them in the Med).

How come you don't worry about Navy, I thought the UK needed them to protect their territories?

The UK starts with the second largest in the world, though it is almost completely gun-based instead of carrier based. It is very possible to run a solid naval warfare campaign using just those starting forces, provided one researches upgraded radars, ASW techs, etc. For myself, I usually build just a few carriers (CVs) and using some of the starting forces round them out to one strong carrier task force (CTF) based out of Hong Kong, as my main way to keep the IJN in check in the aforementioned areas west and south of HK. I also usually start building some more advanced destroyers once I get the 1940 techs, just to give me some extra ASW muscle.

I would be really grateful if you could offer a small number of goals to aim for, e.g. Game start, pre 1939, 1939, early WW2.

To sum up what others have said and add flesh it out a bit:

Game start: get all your forces home for reorganization. From those starting forces immediately work on organizing and rounding out your defenders for Gibraltar, Malta, Egypt, and HK, and ship those back out to their respective objectives. For the islands (and Gibraltar) I recommend 3 GAR divisions with ART support plus one zero-width AA division of 2-3 brigades on each one. You can safely omit the AA at Gibraltar, though, since it is unlikely to come under anything resembling a serious air attack. But Malta is for sure going to get bombed (you might even want 4 AA brigades there) and HK, if it gets targeted by Japan, is likely to be bombed by carrier and land-based aircraft. Keep all other forces at home until at least 1938, to save on supply taxes and give yourself extra time to get them rounded up for their eventual wartime tasks.

Pre-war years: do the normal stuff related to building up and rounding out your forces, but don't neglect a few important province improvements: airbases along the southern coast of England; coastal forts at HK and all your Med ports; port improvements anywhere you plan to operate or stage large numbers of ground forces, including south of Ethiopia to supply the far side of that area when you attack it from both sides. Also start and maintain a relative small but very long-running serial build of convoys so that by the time war begins you have a relatively inexhaustible supply to enable you to endure convoy losses from German and Italian raiders.

War start: by the time war is likely to begin in late summer of '39 you should have built and deployed all the forces needed to defend everything mentioned above plus: a compact, potent mobile force to drive the Italians out of North Africa; a compact, potent force of MTN troops to intervene in Norway (if you plan to do so and Germany decides to attack it); a compact force of marines (MAR) in HK for use in foiling Japanese attempts to attack Allied targets in that region (but let the USN deal with defending/retaking stuff in their own sphere, including the Philippines); a very small force, likely MIL, to occupy Iceland when Denmark falls; a large and diverse air force deployed to let you combat naval threats in all important theaters (NAVs), defend your own objectives from bombing (INTs and/or FTRs) plus a ready force of air-to-mud assets (TAC and/or CAS) and INTs which you can deploy to aid your allies like France or intervene wherever ground threats materialize. And of course you need a large number of naval task forces organized and deployed to control your most critical sea lines of communication and supply, i.e. the North and Mid Atlantic, the Med, the South China sea around HK, and possibly the Indian Ocean.

Whether or not to deploy ground troops to intervene in France and/or Norway is a personal choice you should make from the very beginning of the game, so that you can use the pre-war years to research and build the units appropriate to your intervention strategy. When war has begun, you can begin crafting and deploying a moderate but cheap force to protect eastern India in case Japan should come at you that way. More risky strategies like trying to intervene in Denmark in order to keep the passage open to the Baltic are probably best left for future games when you have become comfortable with the process of dealing with all the usual threats and have learned where and how to safely cut corners elsewhere.

P.S. to answer the earlier question about CGM - it is a custom start method that was added in TFH which allows you to alter the starting techs and units of your entire nation before the game begins. It can be very cool to use it to craft the starting situation in order to enable more adventurous strategies for more ahistorical gameplay ideas.
 

andysonofbob

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That was awesome!

I really appreciate this help! Do you know what? I actually made notes from this page!

I think I am ready.

Thanks!