Early Euro Axis tips by another newbie

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Klydon
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Joined: Sun Nov 28, 2010 3:39 am

Early Euro Axis tips by another newbie

Post by Klydon »

So, after loading up about 5 global war scenarios and concentrating mostly on getting a good start with the Euro Axis and also trying to learn all that has changed and is new with WiF, I would like to offer some insights (educated or otherwise). Some of these will likely be met with disagreement, especially from more veteran players and that's ok, but this is more for someone starting out.

First up is the rules and what you pick for optional rules for your first couple of games. I would suggest not using oil, CiF, limited overseas supply, supply units, or the D-20 table. While many players might use these, they can bog down a new player with a lot of extra added complication when they are just trying to learn their way with the game and get something going. Oil especially can be difficult to master. The Cruisers rule just add a ton of extra units without changing a whole lot. The D20 table is a lot more complicated to figure out what happens with it compared to the traditional D10 tables.

Next up is of course what strategy to use. I made the mistake of attempting to do a lot of "extra" stuff with the Germans early. Like invading Yugoslavia or Hungary or launching a early campaign in the west before Poland was done, etc. My suggestion; don't do it until you have a few games under your belt and figure out your limitations and capabilities. In most cases, I got the job done against Poland, but my attacks elsewhere bogged down, mostly because of weather issues. My attack into France went well early and I even blew the BEF back into the channel. However, the lightness of my attack (inadequate reserves) is telling and missing the 3 stacks of units in Greece along with 3 planes is hurting progress. Current turn is Jul/Aug and France is still around. They should get Vichy'd soon, but it took longer than it probably should have.

In my current game, I did the Hungary-Bulgaria-Greece gambit and while I got rid of Hungary easily enough, Bulgaria ran into weather issues and finally went down in Jan/Feb of 40. Greece has since been invaded and stiff resistance has slowed things down although I am at the gates of Athens and Greece should fall soon.

Ok, so what is good to invade with the Germans besides Poland? I do set up two units to take out Denmark on the second impulse so the CW can't get into the Baltic to play with my convoys. Easy enough. The Germans should also look to invade the Netherlands first, then Belgium in order to set up for the attack into France. If you can get those two out of the way while not allowing the Allies to form up behind the Dyle river line and have it done before May/Jun 40, then you are making good progress.

What to do with the Italians? Most veteran players will get them in the game right off the bat. I don't like doing that simply because they don't have a fleet that can challenge the CW/French fleet at all. (Italy starts with 2 battleships). Instead, I will try to build up troops and planes in Africa and look to get my two battleships out of the repair pool (several have suggested this is not a good strat, but getting 2 battleships for 4 build points seems to be a good deal to me). The Italians will also get 2 more battleships by May/Jun 40. Other builds for the Italians should include air and more air with the occasional ground unit. Once Italy is at war with the Allies, the Germans will want to give the Italians build points/resources so the Italian production will be around 8-10 a turn. Italy should build their marines if using the amphib rules and certainly the paratrooper. More air and pilots is also in order. By the way, most of the exotic German plans upset the apple cart with Rumanian resources to Italy, so the Italians wind up at 2 build points instead of 3.

Essentially, stick to the historical basics, except take a pass on trying Norway and try to get the low countries before May/Jun 40 if weather and the situation allow. Once you have all this working fairly well, then mix in the more complicated rules and exotic strats.
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Centuur
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RE: Early Euro Axis tips by another newbie

Post by Centuur »

Overall, I agree what you wrote here. Only the part of the Italians I don't agree on. They need resources to boost production, so if you wait to long to go to war, you are hurting the Italian war machine. The repair of the two BB in the Italian repair pool isn't important because of the effect of air units. I rather have an Italian NAV on the board than the two BB's...
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Klydon
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RE: Early Euro Axis tips by another newbie

Post by Klydon »

Two points on early Italian entry.

First, I don't think the Germans have any resources to spare to start. Even if they do, when playing with oil, I would assume they would bank them for stored oil.

Secondly, the Italian production multiple is .5 for 1939 while Germany is at .75. 4 resources for 3 production is better than 2 resources for 1 production. 1940 is another matter as both are then at .75 I believe.

I think the way the turn order goes, the earliest the Germans can get anything to the Italians is Nov/Dec 39.
Ur_Vile_WEdge
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RE: Early Euro Axis tips by another newbie

Post by Ur_Vile_WEdge »

The Germans can simply give BP themselves in N/D 39. Italian production is important. Although their units are usually weaker on a BP for BP level than whatever the German equivalent is, the ability to be flexible with your action types, since Germany is going to generally have to take Land actions, is not to be underestimated.


I'd usually rather have an Italian sub than a German sub, despite the latter almost always having better stats.
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Wave your arms and shout."
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