Strategy in Third Reich

Game Analysis

by Bill Bishop


Let me first state that the ideas I am about to propose are not sure-fire, guaranteed game winners, but if used judiciously they may be one of the keys which turns the lock of victory. Like any other plan, these stratagems should not be constantly relied upon, because there is a way to counter any plan.

We'll start with the beleaguered Bolsheviks. The Soviet player bears the brunt of the Fatherland's fearless fury after the fall of France. Neither player should count on France's fall too heavily. I am sure that if you have played several games of THIRD REICH you have played at least one where France has not, fallen. Keeping France in mind, let's return to the Eastern Front.

If it is absolutely essential, Russia can survive without the help of Lend-Lease. Economic aid may, however, be deemed necessary for your strategy. In this case you should seriously consider the advantages of an amphibious assault on Sweden and/or Norway. With Murmansk convoys, however, your primary consideration must be Norway. This is also a relatively secure way of procuring BRPs once you've finished conquering these countries. The best invasion route may be to assault the beach hex southeast of Oslo. Also along the line of a Scandinavian assault is an attack upon Copenhagen. None of this should be attempted until the German invasion of Russia has stabilized, otherwise the Russian player will find himself pulling his troops out of their hard-won holdings so that Mother Russia can survive.

Once the Nazis have been stopped or are retreating, you may wish to chance an amphibious assault in East Prussia or southeast of Kiel. An air-sea assault with paratroops and armor would be able to wreak considerable havoc in the Baltic and force the German to allocate sizable forces to dispose of the threat or, less probably, even to pull back along his whole northern flank of the Eastern Front. This could be a remarkable success in relieving a siege on Leningrad.

All before-mentioned proposals for Soviet invasions should, of course, only take place when the Eastern Front is stabilized. Spring, 1942, is as early as any of these can be done with real security. Following are some possible options for Soviet action at other stages of the game.

Russian 1939

The Russian player should realize that he is almost 100% safe in 1939 due to the buffer provided by Poland, the war in France, and the prohibition of German offensive options on the Eastern Front in the winter quarter. The winter and following spring quarter of 1939-40 provide the best opportunity to attack Turkey, Finland and Rumania. Destruction of the Finns eliminates a possible secondary Axis invasion route. You will also gain 10 very secure BRPs.

Both Turkey and Rumania can be invaded by land and/or sea, depending, of course, on the location of the Soviet fleet. When considering an assault on Rumania always keep the beach in Rumania in mind. Turkey can be invaded over land or by an amphibious assault at Samsoun. The Soviet air forces are critical to the success of an attack on Turkey.

Factors favoring an invasion of Rumania are: 1) Destruction of a German minor ally; 2) Denial of 15 BRPs to the German even as you gain them for yourself; 3) Doorway to Bulgaria and Hungary, and the advantages of their BRPs and the destruction of their armies. These are the "three Ds" of the Rumanian invasion. The same is basically true for Turkey, too.

The "three Ds" of Turkey are:1) Destruction of the only thing keeping the Soviet Black Sea fleet locked out of the Mediterranean. Also of a potential German ally if variants are being used in the game; 2) Doorway to Bulgaria, Greece, the Middle East, and southern Europe; 3) Denial of 30 BRPs to the Axis by accumulating them to the USSR-again only if the variant situations are being used.

If your invasion of Rumania is to take place by the land route, then ignore this next plan for it is defensive and geared to the other options. Otherwise give this plan some consideration. Due to the vastness of the Russian country and the initial rarity of the Red Army, I almost always find the following defense to have the highest success. Instead of starting your defense on the Polish partition line, I start my line along the rivers in the USSR. One 2-3 per hex should be a flexible rule for the Finnish border and Leningrad. The two hexes southwest of Leningrad should have one armored unit each. The southeast edge of Lake Peipus and Vitebsk should be garrisoned by one 1-3 each. Settled between the two rivers, west of Smolensk, is where a 2-3 is to be stationed. The river hexes from Smolensk and past the Pripet Marshes should be manned by one 1-3 each. If you use this defense, the German 3-3's won't be able to reach your lines until the second turn of the invasion. The whole first turn German invasion is then forced to rely too heavily on successful attacks in every instance by the German armored columns.

Italians

After the French, no player's position is less enviable than the Italians. This is because the Italian has so much space to control with so few BRP's and a correspondingly small army. The only advantage the Italians have is that they are allied with the Germans. With economic and military aid from Germany, the Italians can affect the game by becoming a minor/major threat necessitating constant vigilance by the Allies.

The Italians will never cause victory directly, rather they do the smaller jobs and free the Germans for the struggle in the East. It is probably almost impossible to win without the Italians so the German is obligated to bail them out of any tough spots, but you owe it to him to avoid biting off more than you can chew. Under no circumstances are you to be over concerned with caution, however.

One of the quickest ways to gain economic growth is by invasion and assimilation. Yugoslavia bears the ripest fruit for the Italians. Use almost everything you've got. It will take two turns, so do it immediately in 1939. Greece is almost impossible for the Italian to take without help from the German, so forget about Greece. Take a lesson from Mussolini and leave the Greeks alone. Besides, Yugoslavia yields twice the BRP's anyway.

If the Germans will pay for the 35-BRP declaration of war you may find that attacking French West Africa and the Middle East can have remarkable benefits for the Axis. The only other realproblem is the Allied combined fleet. If you can evade the Allied ships, though, only one invasion is necessary. The Middle East is what I refer to. This area is open on three beaches in Lebanon-Syria, Palestine, and Port Said, Egypt. There is only a minimal defensive force to protect this area, which is worth 15 BRP's. this area can furnish an Axis army with a jumping-off point from which to cut off Lend-Lease shipments in Persia.

Fifteen BRPs are waiting in French West Africa, guarded by a lone 2-3 infantry. Libya can be used as a starting point from which to launch a sweeping offensive into Tunisia-Algeria-Morocco. Casablanca and Oran provide airbases from which to blast Allied shipping in and near Gibraltar.

If the German is willing to lend aid consider an invasion of Turkey. Using air power stationed in Bulgaria and the Italian fleet, send the Italians into Turkey on an amphibious assault while the Germans attack across the Turkish straits. An objective hex and 30 BRPs are located within Turkey. The Axis also gains another route with which to put pressure on the Soviets. Turkey can also be invaded from the Middle East.

If BRPs aren't the primary goal of the Italian player, then the fortress of Malta should be taken whenever the opportunity presents itself. The first turn is again the best time for the assault. This island should be defended along with Sardinia, and Sicily, and turned into air-naval bases from which to bomb Allied fleets. Taking Malta also frees the Axis from worry due to the 9.4 rule that limits the number of German units west of the Suez Canal.

The Italians can attack southern France in cooperation with the Germans. This gains the Italian player one-half of the French BRP allotment. The Italian also stands to gain two objective hexes - Lyons and Marseilles. The major obstacles to this are the relative weakness of the Italian forces and the high cost of the necessary declaration of war. The Italian player should have a strong defensive line backing him up, however, because something may go wrong.

The last significant option for the Italian is an Axis invasion of Spain and Portugal. A total of 40 BRPs, one objective hex, and a crack at Gibraltar are the rewards for this bit of Axis animosity. Again, the Germans attack overland from France with generous helpings of air support while the Italian navy lands troops on the Spanish beaches. Obstacles are the Spanish and British fleets. Also make allowances for the Spanish air force. The threat to Gibraltar may cause the British to make a move against the Axis in Iberia. If Gibraltar falls, the British Lion loses 50 BRPs and its men in the Mediterranean are almost totally out of supply.

Operation Sealion

Operation Sealion, or Seelowe if you're German, is an ultra-high yield, high-risk operation. If Great Britain falls, along with France, this leaves only the Russians to oppose Germany. Until the first turn of 1942, that is. The full might of a war-hardened Wehrmacht can be turned on the Russian Bear and Ivan will be hard-pressed to hang on to his country. It is doubtful the Allies will last out 1944 if this is the situation. One can see that Britain may be one of the two most important powers on the whole Allied roster.

So how does a war-mongering German player accomplish the post-Sealion utopia? Good question; difficult solution. As you can tell, the cards are stacked in favor of the English. The British fleet must not outnumber the German fleet by more than one or two fleets. The RAF must be weak or vulnerable, and in an easily neutralized position. Finally, there must be a relative scarcity or weakness of British land forces in the British Isles. If one or more of these conditions cannot be met satisfactorily, then the Luftwaffe must be present in full strength, with the Italians lending as much air support as they can.

The primary concern of the Axis air units should be the RAF. After this is taken care of you can start to worry about bombing the British fleet to help the smaller German fleet, especially since almost all the German ships are needed to transport assaulting land forces. German Fallschirmjaegers (paratroops) can be tactically decisive in a campaign such as this. They have three possible missions. First is to attack British troops on the beaches in a supportive role for the amphibious invasion. The second mission is to land behind enemy lines to seize important hexes. London is a prime candidate for this tactic if it is poorly garrisoned. The third option for the paratroops is to drop on UK airbases, thus forcing the British air units residing there to fly transfer missions to different bases rather than taking part in combat on that turn.

There are four good invasion sites in Great Britain. Southeast of London, northeast of Dover, west of Southampton, and - in a pinch - Scapa Flow, are your best bets for a successful Operation Sealion. Keep in mind that you cannot assault a hex containing at least a 9 factor fleet.

If you use all six units of the Luftwaffe and both of the Italian air forces, you'll have 40 factors of air units. They should attack the UK air bases in conjunction with the paratroops. The leftover units can be used against fleets and in a ground support capacity. Speed is one of the critical factors in determining the success or failure of this operation. If possible, Britain can even be invaded prior to the fall of France, but it will be more difficult with two French air forces. If London is ever left open, by all means drop your paratroops because the luck of the die may be on your side. Even if you can allocate nothing more to this invasion, do it because the British only have one turn in which to recover London or they lose!

The Axis gains three objective hexes, 60 BRPs, and destruction of the most convenient jumping-off point for an Allied return to the continent. It also creates a power vacuum in the Mediterranean because all those English troops have surrendered. Africa, the Middle East, and all those little islands you hate are available for bloodless takover by the Axis. The Axis now sweep into Persia and cut off the last avenue for Lend-Lease to the Soviet Union. Sieg Heil!

Western Allies Shorten the War

"But what can I do to shorten the war? I never lose. It's merely a question of how long." So sneer all the ersatz Eisenhowers, Montgomerys, and Zhukovs. Here are some suggestions.

In addition to the already mentioned Soviet plans there are options for the Western allies. There is a pair of beaches in northern Germany. More than one game of REICH has ended prematurely when an alert Allied player has slipped some army ground units into Berlin via an unguarded beach in Germany.

The second option is more likely to present itself. It centers in the Mediterranean Theater. Instead of slugging their way up the Italian boot, Allied players may find a pair of invasions in Greece and Yugoslavia much quicker and more damaging. Remember the "Three Ds?" Well, imagine the havoc on the German line in Russia if the Bulgarians, Rumanians, and even the Hungarians were forced to drop out! There is also the loss of up to 65 BRPs.Half of these 35to be exact, are to be found in the Axis minor allies while 30 more are present in Yugoslavia and Greece. Also, never neglect an opportunity to build partisans. Perfect timing would have the Soviets amphibiously invade Rumania, if their fleets were in the Black Sea.

If the Axis have invaded the Middle East or Turkey, make strong, continual efforts to cut off the forces stationed there. Bombing the Italian fleet and invasions of Eastern Europe are the best means of cutting off troops.

The invasion of Italy must not be completely discarded, however, because the Italians are the major power for the Axis in the Mediterranean, and their navy is the only Axis fleet in the Mediterranean theater. Try for quick campaigns like landing i n the Adriatic area and overrunning Rome. A different and much more dastardly way is to drop paratroops on Rome. The Italians are usually too weak to mount a successful counter-attack.

An invasion of southern Europe is imperative at any rate because there must be something to ease the Itremendous pressure on the Red Army. The southern invasion is by no means an excuse to forget about a northern invasion, however. No invasion should be undertaken unless it has a good chance of either cutting off large numbers of enemy troops, or denies the enemy a worthwhile amount of BRPs. An invasion of Italy primarily satisfies the latter condition. The Allied player gains much more with an invasion of the Balkans. Keep in mind that when a minor country falls, so does its army. The loss of the Eastern European nations hurts the German player economically, and militarily, on the Russian Front. The Allies also gain the chance to slice upwards toward Berlin and Poland. This removes Polish BRPs and cuts off the Eastern Front even if Berlin doesn't fall. Because Italy is a peninsula, it is much easier for the German to contain an Allied invasion of Italy than it would be in the Balkans.

The Americans need to worry with only one condition: what if Britain and France have been conquered? In this instance, the US initial deployment is limited to four units per turn, in which case the Americans must be very careful where to land troops.

The best invasion site is obviously the one defended the least. Best bets for a US assault are, in order: Morrocco; Portugal-Spain; Great Britain; and the Bordeaux area of France. Northern France is too easily defended by the German against four units per turn. The Bordeaux region provides the shelter of Iberia as a back door, Vichy France as a side fence, and a French river as protection from the Germans in the north.

If the invasion of Morocco must become a reality, get across the desert as fast as you can. Get at least as far as Tripoli or Tobruk. Gibraltar must also be taken. Guard your beachhead marker zealously. Once Gibraltar has fallen, the invasion of southern Europe may commence. Remember, the Red Army is strong, but the Wehrmacht is strongest.

Portugal is small, but at least Spain is between you and the Germans. Build up at least seven ground units before you launch an attack on the Spanish army. Also have at least one 5-4 air unit. Beware of going too fast for the number of units you have on the continent, but under no circumstances are you to allow the German time enough to build an impregnable Siegfried Line on the Franco-Spanish (unintentional pun), border.

An invasion of Great Britain affords the security of open water between you and Germany, but presents you with the later problem of a second invasion. An invasion here needs speed more than any other place due to the German's ability to get more units there; likelihood of aircraft being present in the UK and across the Channel in France; or just the plain features of the English terrain.

As a last resort, Norway- is a shaky possible candidate for a European invasion by the US. It's not worth much as a starting point for further conquests, and it almost obligates you to an attack against Sweden in order to get anything done, but it's very secure against the Germans once they have been driven out of the country. From Norway and Sweden you can attack in the Baltic and the North Sea. Copenhagan, East Prussia, France, and northern Germany are all subjects to consider for continental invasions once your strength is built up.

Keep in mind that I don't guarantee constant success if you use these tactics. They are especially prone to failure if you use them too consistently, because there is a defense for any offense. These plans are meant primarily to show you alternatives to the textbook World War Two. Nor do they assure you of victory even if you are tactically successful, this is because it remains for you to tie these tactics together into a grand strategic victory. They are only added leverage for moving the rolling, growing snowball of victory.

Good luck and good hunting!


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© Copyright 1977 by Donald S. Lowry
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