As in my other thread about Japan Gone Wild, there really is no Germany and Japan, only the Axis. This tends to be less true for the Axis than for the Allies, who are truly sunk without synergy and precision teamwork. The Axis are too separated to have much opportunity for double-teaming, but they can coordinate their efforts in one place: Russia.
Looking at the map, it seems clear that Russia has the most to lose from a combined Axis gangbang. The UK can be hammered by the loss of India, Persia and Australia in the Pacific, but an Australian expedition tends to delay Japan’s land war in Asia by several turns.
An Anti-US program is doomed to failure thanks to things like the Royal Navy and the US Air Force (not to mention the US Navy and the Royal Air Force) sinking the Kreigsmarine wherever they may appear. Germany cannot effectively attack the USA, and the UK seems all but impregnable to any delusional fantasies the German player might harbor concerning Operation SEA LION.
This leaves the Axis with two options: An aggressive campaign in Africa and the construction of Fortress Europe, or an all out assault into Russia (Operation CITADEL). Japan cannot reinforce Festung Afrika or be very decisive against Russia until at least turn four, so the Germans should be prepared to go it alone for quite some time.
OPERATION CITADEL:
G1: 9 INF, 1 Tank
G2: more infantry, maybe a tank or two.
G3: MORE INFANTRY! MORE!
With this build, Germany should feint into Karelia, and possibly Caucasus. The objective should be to reduce as much Russian Infantry as possible, without losing a single German Tank. Thus, retreat as soon as the infantry reserves begin to falter. Meanwhile, the Luftwaffe and Kreigsmarine should be sinking as many allied ships as possible. In the Med, you can either ship Italian troops to Caucasus, or reinforce Libya.
EVERY ALLIED SHIP must be attacked. Those who survive, must die on turn two. In the Meantime, Japan must break Russia’s back in the East, possibly foregoing early attacks into India.
FORTRESS EUROPE:
G1: 8 INF, 1 Transport
G2: Infantry from this point on, possibly replacing the occasional loss of aircraft.
Feint into Karelia as above, reinforce Eastern Europe, Germany, and Western Europe with massive amounts of Infantry. Kick the UK out of Africa until at least turn three. SINK ALL ALLIED SHIPPING with massive aerial bombardment and audacious naval sorties for as long as possible (usually for about three or four turns).
Japan should be worried about occuping as much territory as possible, but India and China should fall quickly, in order to hamper UK/USA IPC’s
OPERATION WELTEISLEHRE:
G1: 4 INF, 4 Tanks
G2: Infantry and a couple Tanks.
G3: All infantry hereafter.
This rather insane strategy is based on Hitler’s occult belief that Ice and Winter would favor the superior Aryan Race. So basically it’s full of enough shit to back up a sewage treatment plant :lol:
Anyway, Germany attacks into Russia with 100% force, possibly even shipping the tank in Libya to the Eastern Front. Ignoring the inevitable allied landings in favor of a quick two to three turn victory over Russia. This time, the Luftwaffe ignore the allied navies and sails over Russia, raining death and spreading devastation onto the Soviet Army until Stalin shoots himself in the head. Hopefully, Germany can use the Soviet treasury to consolidate and kick the allies out of Eastern Europe, Karelia, Western Europe and/or Southern Europe. Also, those anti-aircraft batteries in Karelia and Moscow better not score any hits…
G1: 4 Tanks, 1 Fighter!
G2: Infantry and a couple Tanks.
G3: All infantry hereafter.
This variant is the same as above, except for a haphazard assault on Allied shipping during turn one, and turn one ONLY.
G1: 3 INF, 3 Tanks, 1 Transport
G2: Infantry and a couple Tanks.
G3: All Infantry hereafter.
This variant is also the same as above, except it devotes some resources into Africa where visibly annoyed Allied players will kill them all. Also, Russia rolls all over Ukraine and Eastern Europe by turn three or four.