Kent Response France
Posted: Sun May 10, 2026 3:32 am
German Supply in France
Mr. Liquid Sky has given us another wonderful response on how he tackles Germany tactics. I will respond to each element. Again, thank you Mr. Liquid Sky.
Mr. Liquid introduction to us:
When the game starts, as the Germans, I will spend admin points every turn on several very important missions.
Mr. Liquid Sky first point:
1st. Transferring flak to the Ruhr. There is a lot of 'surplus' flak units spread all over Germany guarding things such as ports or minor factory hexes. I move all that to the city hexes of the Ruhr. The bigger Flak units are more expensive, so I usually move them later.
Kent first Response:
I believe most seasoned players would agree with you Mr. Liquid Sky on point 1. All of German strategic targets should have as near a 9 / 9 flak level. For those not familiar, the first nine represents low altitude (12,000 feet) and the second nine represents high altitude (25,000 feet). Bombers can be set from one thousand feet to realistically, thirty-seven thousand feet. There is a mid range for reconnaissance which is an altitude of 18,000 feet. I do not believe though that flak is represented as a separate number in this category. Of course any piece that has sufficient altitude does engage. One exception is flak that is one hex away from flight path. They are not able to engage if aircraft are below 10,000 feet.
Mr. Liquid Sky second point:
2nd. Building airfields. Since there are hexes that are going to be protected by flak anyways, I build airfields on them. Every location in the ruhr with a factory gets an airfield. Maxed out to level 3.
Kent second Response:
Metalist has done well playing Germany and does much of what you are describing in point 2. Metalist has had most active airfields in France with substantial flak. Allied strategic and tactical bombing hexes have flak and an airbase. Some players do not add air bases to main Axis cities and strategic sites but I do that too, as you also Mr. Liquid Sky. However, I do not go to level three, as I am usually am spreading out the Luftwaffe among many cities and sites. Just a level one is fine for me.
Mr. Liquid Sky third point:
3rd. Building depots. Every railyard hex gets a depot as a start. Others if it makes sense positionally. All depots changed to level 4. This is why I feel the 'paradrop' strategy of trying to destroy my supply is fruitless for the allies. By mid 1944 I should have a full depot practically everywhere in France. The idea is that a unit within 3 hexes doesn't need trucks to get supply and I assure you that trucks are the achilles heel of the German logistical system. By the time spring 1944 rolls around, the Ruhr is packed with lots of AA. Each hex a level 3 airfield stacked with German fighters. Every city in France a depot which is full of supply. If one depot is cut off from Germany, another will be nearby that isn't.
Kent third Response:
If I understand correctly, you place depots nearest the contact line at level four priority; as the manual recommends. This is good. Your comment continues by saying how Germany should add several depots in France and I am sure you include Italy. The manual would confirm this, as one should have the shortest line from unit to supply source. When playing either side I also follow the manual advice by trying to have a depots for every active air base. I want to only see white (rail) and blue (naval) lines when displaying areas behind contact line. Red lines means trucks are being used. No reason for this in England and Mediterranean.
Part B:
Your comment on the use of airborne units being ‘futile’ I feel is inaccurate. Each challenge is different to some degree, even by same players. With your setup and style of play, perhaps airborne attacks on logistics would not be fruitful. But then maybe in another area there would be a weakness. Or maybe some hexes would not have garrison units to prevent drops. Just saying, different styles can create a new challenge.
Part C:
You mentioned playing during Covid but a newer version of WitW came out in, I think 2020. I believe that is when German naval air was given an increase in effectiveness. You may not have seen its full potential as of late Mr. Liquid Sky. Germany can really reduce Allied naval capacity if fully committed by Luftwaffe.
Part D:
The German truck deficiency you often reference Mr. Liquid Sky is a subject I am not qualified to discuss. Metalist has delved into this top at length, as you have. Both have done great research. I just keep it simple. As your last line in point three states; ‘Do not have units trace supply more than they have to’. Five hexes should be the max and whichever side I play I too build as many depots as possible. In that we are in agreement, as the manual would support this goal too.
Mr. Liquid Sky fourth point:
4th. Disbanding units. Germans cannot be shy about disbanding. Some units are better for their components. For example their are a number of motorized SS brigades that show up with a thousand or more trucks. I disband them so the trucks are used for general logistics. Crappy LW divisions. Some of them I scrap for the manpower. Fort lines in useless places such as the alps between Germany and Italy.
Kent fourth response:
Disbanding units is a sensitive subject. Some players feel it should never be done. I myself do disband units when playing either side. Causes are warranted when gain can outweigh permanent loss.
Example as Allied player in current game: Allies needed one more attack but an armored division was stacked with two unready brigades. I disbanded them so that two more divisions could stack up and attack. This sacrifice made a difference in taking a hex row in Italy.
Scrapping fortifications can be a yes or no; as it depends on how game is going. One thing I am surprised at, is how few German players take advantage of inner Italian hexes. Instead of the four point administrative cost for a fortification, they only cost one. I like to place at least forty for blocking Allied advance.
Mr. Liquid Sky conclusion for WitW letter:
This is not to say that this is an 'I win' strategy for the Germans. I find that because of constant Allied interdiction attacks, my trucks will attrit away to the point that it effects the combat ability of my mechanized units. But at least my units should have enough supply to defend.
Mr. Liquid Sky has given us another wonderful response on how he tackles Germany tactics. I will respond to each element. Again, thank you Mr. Liquid Sky.
Mr. Liquid introduction to us:
When the game starts, as the Germans, I will spend admin points every turn on several very important missions.
Mr. Liquid Sky first point:
1st. Transferring flak to the Ruhr. There is a lot of 'surplus' flak units spread all over Germany guarding things such as ports or minor factory hexes. I move all that to the city hexes of the Ruhr. The bigger Flak units are more expensive, so I usually move them later.
Kent first Response:
I believe most seasoned players would agree with you Mr. Liquid Sky on point 1. All of German strategic targets should have as near a 9 / 9 flak level. For those not familiar, the first nine represents low altitude (12,000 feet) and the second nine represents high altitude (25,000 feet). Bombers can be set from one thousand feet to realistically, thirty-seven thousand feet. There is a mid range for reconnaissance which is an altitude of 18,000 feet. I do not believe though that flak is represented as a separate number in this category. Of course any piece that has sufficient altitude does engage. One exception is flak that is one hex away from flight path. They are not able to engage if aircraft are below 10,000 feet.
Mr. Liquid Sky second point:
2nd. Building airfields. Since there are hexes that are going to be protected by flak anyways, I build airfields on them. Every location in the ruhr with a factory gets an airfield. Maxed out to level 3.
Kent second Response:
Metalist has done well playing Germany and does much of what you are describing in point 2. Metalist has had most active airfields in France with substantial flak. Allied strategic and tactical bombing hexes have flak and an airbase. Some players do not add air bases to main Axis cities and strategic sites but I do that too, as you also Mr. Liquid Sky. However, I do not go to level three, as I am usually am spreading out the Luftwaffe among many cities and sites. Just a level one is fine for me.
Mr. Liquid Sky third point:
3rd. Building depots. Every railyard hex gets a depot as a start. Others if it makes sense positionally. All depots changed to level 4. This is why I feel the 'paradrop' strategy of trying to destroy my supply is fruitless for the allies. By mid 1944 I should have a full depot practically everywhere in France. The idea is that a unit within 3 hexes doesn't need trucks to get supply and I assure you that trucks are the achilles heel of the German logistical system. By the time spring 1944 rolls around, the Ruhr is packed with lots of AA. Each hex a level 3 airfield stacked with German fighters. Every city in France a depot which is full of supply. If one depot is cut off from Germany, another will be nearby that isn't.
Kent third Response:
If I understand correctly, you place depots nearest the contact line at level four priority; as the manual recommends. This is good. Your comment continues by saying how Germany should add several depots in France and I am sure you include Italy. The manual would confirm this, as one should have the shortest line from unit to supply source. When playing either side I also follow the manual advice by trying to have a depots for every active air base. I want to only see white (rail) and blue (naval) lines when displaying areas behind contact line. Red lines means trucks are being used. No reason for this in England and Mediterranean.
Part B:
Your comment on the use of airborne units being ‘futile’ I feel is inaccurate. Each challenge is different to some degree, even by same players. With your setup and style of play, perhaps airborne attacks on logistics would not be fruitful. But then maybe in another area there would be a weakness. Or maybe some hexes would not have garrison units to prevent drops. Just saying, different styles can create a new challenge.
Part C:
You mentioned playing during Covid but a newer version of WitW came out in, I think 2020. I believe that is when German naval air was given an increase in effectiveness. You may not have seen its full potential as of late Mr. Liquid Sky. Germany can really reduce Allied naval capacity if fully committed by Luftwaffe.
Part D:
The German truck deficiency you often reference Mr. Liquid Sky is a subject I am not qualified to discuss. Metalist has delved into this top at length, as you have. Both have done great research. I just keep it simple. As your last line in point three states; ‘Do not have units trace supply more than they have to’. Five hexes should be the max and whichever side I play I too build as many depots as possible. In that we are in agreement, as the manual would support this goal too.
Mr. Liquid Sky fourth point:
4th. Disbanding units. Germans cannot be shy about disbanding. Some units are better for their components. For example their are a number of motorized SS brigades that show up with a thousand or more trucks. I disband them so the trucks are used for general logistics. Crappy LW divisions. Some of them I scrap for the manpower. Fort lines in useless places such as the alps between Germany and Italy.
Kent fourth response:
Disbanding units is a sensitive subject. Some players feel it should never be done. I myself do disband units when playing either side. Causes are warranted when gain can outweigh permanent loss.
Example as Allied player in current game: Allies needed one more attack but an armored division was stacked with two unready brigades. I disbanded them so that two more divisions could stack up and attack. This sacrifice made a difference in taking a hex row in Italy.
Scrapping fortifications can be a yes or no; as it depends on how game is going. One thing I am surprised at, is how few German players take advantage of inner Italian hexes. Instead of the four point administrative cost for a fortification, they only cost one. I like to place at least forty for blocking Allied advance.
Mr. Liquid Sky conclusion for WitW letter:
This is not to say that this is an 'I win' strategy for the Germans. I find that because of constant Allied interdiction attacks, my trucks will attrit away to the point that it effects the combat ability of my mechanized units. But at least my units should have enough supply to defend.