World at War - A German Strategy
First in a series by: Christopher Askwith

The Axis and Allies expansion World at War sets the game in September, 1939, on the eve of the Second World War. The following notes can help you play a better game, regardless of which country you may be.

Firstly, take note of the two new countries. For starters, it is wise not to have a sixth or seventh player, since neither France nor China are worth anything by themselves. Therefore, they will heretofore be considered special branches of the UK and the US, respectively. Now, we turn to strategies, which will be presented in the order of play: Germany, UK, Japan, USSR and US + China. The UK player also plays France, Belgium and Holland.

Germany: The key turn for Germany is her first turn. This is because of the special blitzkrieg that Germany gets on her first turn. However, to save space, only broad strategic goals and movements will be set, so the individual tactics will be left to the German player.

Turn One: Because she goes first and has a 2-impulse turn on her Turn One, Germany has a very special advantage. It would behoove the German player to follow the advice given here.

First of all, during your purchase phase, you must decide the next three turns. Either you buy three transports and two infantry and invade Great Britain during your second impulse, or you buy a bomber, two infantry and a transport and invade her on Turn Two or Three.

During your first impulse, invade France and destroy the British Home fleet. Use some of your aircraft from Germany to accomplish the latter, for you want to conserve your ships to keep attacking the Royal Navy.

When it comes time to settle the Vichy issue, hope that you get control of the French Atlantic fleet and that, at the very least, Syria, Algeria, Morocco and Indochina become Vichy territories. If such a case transpires, you are in great shape for the next few turns, and your Japanese ally can influence Indochina to become fully Japanese-occupied. If either French fleet becomes British, you're screwed. Probably for the game.

For non-combat movement, put two infantry into Libya from Italy, and return all aircraft to Germany. Move the sub and cruiser from off the coast of Nigeria to the Azores Islands SZ. If you wish to use the forces in Italian East Africa to invade Transjordan, do not move the transport until your 2nd Impulse. If not, move your transport, empty, to the eastern coast of South Africa to escape the Royal Navy. The fighter in Italy should move to Libya.

Next, place your units. If you choose three transports and two infantry, place them all in Germany. If you choose the bomber, transport and two infantry, do likewise.

On your second impulse, your actions in Europe are dictated by your purchases, and by the French Atlantic Fleet's fate. If you have the French Atlantic fleet and the three new transports, attack England immediately with the ex-French battleship and all transports from Germany and France that can make it. You should carry half tanks and half infantry. The fighters won't be able to make it, but the bombers will. Use your other sea forces in the Atlantic to destroy the Royal Navy in the Atlantic, maybe even using a bomber.

If you purchased the three transports, but did not get the Atlantic fleet, you may want to simply make a bombing run on England and get your fighters to France to prepare for an invasion on Turn Two. You could try invading immediately anyway, but only with the best of luck will you win the battle.

If you bought the bomber and transport, but got the French Atlantic fleet, invade Great Britain. The additional bomber will come in very useful. If you did not get the Atlantic fleet, then launch a strategic bombing on Great Britain using all your bombers. You will cause the enemy to lose 3-18 IPCs repairing their industries, and the only weapon they may use against you is the generally inaccurate AA gun. Get two fighters in France to prepare for a later assault on Britain.

Now, in the Med, your policies will be unaffected by your purchases. You would do best to use your transport to land a tank in Egypt, using your Battleship to attack the British cruiser there. The other possibility is to have two infantry from Italy invade the unoccupied Transjordan, though you may use your forces in It. East Africa for that.

The fighter, two infantry, and the tank in Libya should then attack Egypt. With the support of another tank or two infantry, you should be able to conquer it. The other two infantry in Libya should either attack French Equatorial Africa, if it is Free French, or Sudan, if not. The tank in Libya could blitz through Sudan. The infantry in Italian East Africa should either invade Transjordan by means of amphibious assault or occupy Sudan to keep it safe from Allied counter attack. Abandon East Africa, because the British are 90% guaranteed to be able to seize it during their turn.

At the end of the turn, if you have conquered Great Britain, you have a major thorn removed from your side. You will be freely able to concentrate on conquering Africa and the Middle East and preparing for the war in Russia. If Great Britain is still under UK control, then be sure to conquer it before you go to war with the Soviets. You cannot afford to turn your back on the Western Allies. That cost Germany the war in 1941, and it will cost you the war in your game.

Turn Two: If you have the troops to do so, invade Great Britain if you have not already done so. If such is the case, invade Poland if it can be done without failure. If not, reinforce Germany to deny the Polish (who will be converted to British by now) the chance to invade. If you do not have Britain and are also unable to invade her due to a lack of troops, build a transport or two and the troops needed to both defeat Britain on Turn Three and stop the Polish. You should, if required, launch a strategic bombing against the British. In the meantime, concentrate on slowly extending your grasp throughout Africa, and if need be, the Middle East. If you still control both Egypt and Transjordan, send your Med fleet through to attack the last remnants of the Royal Navy and even the Dutch fleet. Always try to insure that when you take a territory it will not be vulnerable to being retaken.

Turn Three: By now, if you have not already done so, you must invade Great Britain. Turn Five is not far away, and to prevent the Soviets from gaining the initiative, you must strike first at them. It is crucial thus to have Great Britain under your control before then. This is the last turn you have to crush Great Britain before you must finalize your preparations for the war with Russia. If you need to, you must also invade Poland. If both Great Britain and Poland are gone, you may invade the Balkans at your leisure and begin preparations for Barbarossa early.

The policy in Africa and the Middle East are unchanged. If you can, you should open up a route to Soviet territory through the Middle East to add a new dimension to the war against Russia. If you end up invading Persia, you can also take the alternate route of threatening India. By now, if you have been successful, the Allies are on their last legs in the southern parts of the continent and everything north of the Belgian Congo is either Axis occupied or Vichy French.

Turn Four: Hopefully, you will be able to finish off the Allies in South Africa either this turn or next. By now, you must cease all offensive operations in Europe to mass your tanks and infantry at the Polish-Soviet border in preparation for the war against Russia. By now, you should also be able to begin trying to influence Spain and/or Turkey to join the Axis. Spain provides you with valuable IPCs, including some from overseas colonies, which are fairly safe from Allied attacks, and Turkish forces can prove invaluable in the invasion of Russia.

Turn Five: This is the big turn, after turn one. With Africa and Europe behind you and under your heels (Africa probably not until the end of this turn), and maybe even with Spain and Turkey falling in with you, it is time to open up on Russia. You should have two lines of troops; a forward line of infantry and tanks to invade Karelia, Belorussia and Ukraine. You should have a rear line of infantry, as a reserve, to rail into the newly conquered territories to prevent the Russians from getting them back.

If you have Turkey and/or a good-sized force in either Iraq or Persia, then you may wish to attack Caucasus as well. Again, leave some troops behind to move in to reinforce the victorious assault group. You should build aircraft and infantry, to support the Russian campaign and to reinforce garrisons in Great Britain, France, and Western Africa to prevent the Allies from invading.

If you have managed to keep with the strategy above, and your Japanese ally has been able to do well up to his sneak attack (which should probably occur about Turn Four or Five), you might just win an economic victory by the end of Turn Five. If not, then keep going, attempting an amphibious assault into North America, and also continuing to invade Russia. Always leave a single infantry unit to occupy any Russian territory you control, to prevent Partisans from liberating them. If you have met the goals of Turn Five as stated in this essay, you should be capable of winning in a matter of two or three turns. Good luck!

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