G1 Purchase: 1 SS, 1 DD, 1 CV
G1 Combat:
2 SS, 1 Ftr (Norway), 1 Tac (Germany), 2 Bombers to SZ111
2 SS, 1 BB, 3 Ftr, 3 Tac to SZ110
1 SS to SZ106
2 Inf, 2 Art (Via Holland) to Normandy
All remaining ground units able to invade France do so, including the 3 Arm from S.Germany and 1 Tac from Hungary
All ground units capable of hitting Yugo do so, leaving 1 Inf behind in Romania to NCM to Bulgaria
G1 Combat decisions:
1. My aim is to sink the UK fleet, not destroy their Ftr. I’ll not trade a Ftr for a Ftr with UK, so if all that is left are Ftr and I’m going to trade a BB and/or Ftr to finish them off, I’ll retreat. If I get them all in one fell swoop, I’ll take it. Note in some cases the BB can retreat with a single hit on it to SZ112, which bolsters the fleet you’re about to place there.
2. I generally prefer to strafe Yugo. I’ll roll combat for one round and then retreat back to Romania. Sometimes this works, sometimes it doesn’t and I take Yugo. Both are acceptable results. I prefer the strafe because Italy can use the IPC on mainland Europe in the early rounds.
3. I know many people say to leave Normandy alone. I see the merits, but I’d rather collect 2 IPC for 4-6 rounds than have to leave units behind to keep the French from liberating Paris or taking Holland / S.France. To me, its a staging point for the UK/US to both land Ftr on. I’d rather see-saw ownership of it for multiple turns than see 4-8 Ftr land on top of 20 ground units combined between the UK and US in the middle rounds.
G1 NCM:
Fly the Ftr from Poland down to Rome. An extra Ftr scrambling may save some of or all of the Italian fleet.
Step 1 Inf from Norway to Finland, place the 4 units
Step 1 Inf from Romania to Bulgaria, place the 4 units
Leave the Inf/Art Stack in Berlin
Leave 1 Ftr (from Norway) and 1 Tac (from Germany) in SZ112 to land on the CV.
Land all remaining Ftr/Tac/Bombers in WGr
NCM the CR + TT to SZ112
G1 Place units:
Place your SS, DD and CV in SZ112. You could have as much as 1 SS, 1 DD, 1 CR, 1 BB (tipped), 1 CV + 1 Ftr/Tac and 1 TT in SZ112 with 3 aircraft capable of scrambling over it.
Note: This creates a formidable defensive wall for a few turns, which keeps the UK squarely on London or building in Canada. Eventually this fleet will be sunk, but you may be able to suicide it with a component of bombers to sink everything the Allies put off of Gibraltar if they don’t pay attention. Keep that in mind, as you could set the Allies back 2+ turns if they get loose in defending a navy out there.
Note 2: You’re also in a good position with this fleet for a G3 Sea Lion as you may not have to send any aircraft to protect TT on the Amphib part of the invasion. I generally don’t Sea Lion, but its good to keep the options open if UK plays silly.
Lastly, there’s a million ways to play Germany. Mine isn’t 100% correct, or the best. There are better players on this forum than me that can tell you that. The dicey battles include SZ111 (retreat once ships are sunk), Normandy and you can risk losing the Tac in Paris to AA. SZ110 can also get dicey if there are 3 Ftr scrambling. I’ve seen it played both ways and from experience the odds are you’ll retreat after sinking the navy or face trading aircraft with the Allies. When I’ve played as the UK I generally let the fleet get sunk (its inevitable) and save the aircraft to land on CV once Germany is fully committed in Russia. This also allows the UK to build an Armor/Mech in S.Africa early which seems to be a constant thorn in the side of the Italians while also building 6 Inf in London in case Sea Lion materializes.
Some comments on your OP:
1. Don’t build factories as Germany. Build units that can take the Russian factories. I’d rather spend 12 IPC on 2 Arm that can take and hold Ukraine’s minor than building one in Romania. Use the units from S.Germany + Bulgaria to make it highly expensive for the Russians to try to hit your soft underbelly. The only thing I’d consider building regarding infrastructure is an AB in E.Poland if you have an opportunity to sack Moscow early and can use the additional air power to minimize losses. Note that Bombers can reach Moscow from E.Poland, so realistically E.Poland is your launching pad for just about everything and keeps the Russians worried about which way you are actually going to go (Arm/Mech move there from Berlin each round you purchase them).
2. My brother and friend both call it the “water balloon” effect. In short, never get caught thinking throwing a water balloon on the board that explodes everywhere is good. In the short term you may gain a few extra IPC, but you lose momentum as you have to dry off the board and regroup - which inevitably means you’ll sustain losses in both units and territory you just gained. Is it really worth taking Baltic States for 1 IPC when you’re going to lose 10 IPC worth of units to do it? In short, always think ahead 2-3 turns when considering fighting over a small potatoes territory. How soon can the enemy counter attack there, what kind of losses will I sustain to both take and hold it, is there a total economic benefit for doing it? If not, is there a strategic benefit worth the cost (answer is usually, “No.”). So be wary of water ballooning, it almost always comes back to haunt you. And if you really want to understand it, play as Japan. Their opportunities are boundless to water balloon, but when you start losing all your TT and stranding units on islands, you’ll realize its better to be a slow moving ball of destruction versus an exploding water balloon.
Good luck!
Germa