Video summary
The Strongest Germany Build! (No Wehraboos Allowed) | Hearts of Iron IV
Main summary
Key takeaways
Storyline / Campaign Goal
Play historical Germany (1936 start) with a build focused on:
- Rapid conquest of France/UK, including a power-drop/capitulation of the UK before puppets can join the war.
- Then turning full attention to the Soviet Union, using:
- Collaboration government
- Spain-trained specialists
- Tank-heavy encirclements
- Win the Eastern front decisively and quickly enough that winter slows you less than it historically did.
Gameplay Setup (Early Game Priorities)
Mods / Rules
- Uninstall the 1936 German flag mod from the Steam Workshop (presented as unnecessary).
- Follow multiplayer restrictions—specifically:
- Some communities may block UK invasion unless certain access conditions (e.g., Gibraltar/Suez access) are met.
1936 Opening Focus / Intel / Espionage
Political Focus
- Set focus to Rhineland.
Immediate Infrastructure & Spy Plan
- Build an intelligence agency immediately.
- Use spies/operations as soon as available:
- Send the first buyer/spy to France and build the network.
- Recruit Soviet spies so you can later place collaboration governments in the USSR.
- After reaching sufficient intel strength (notably 50 Intel strength), start collaboration government missions.
Spy Agency Research Emphasis
- Prioritize:
- S pills localized training centers
- Invisible ink
- Cryptology focused toward machine-assisted decryption
Production & Research Highlights
Production Lines (Targets Mentioned)
- Infantry equipment: 15 factories
- Trains: +1 factory
- Support equipment and trucks: 2 factories
- Anti-air: +1 factory
- Artillery: +1 factory
- Fighters: shift heavily toward air power:
- Add ~5 factories on fighters from the beginning to enable the UK air “power drop”/air campaign plan.
- Tanks:
- Delete tank production early
- Re-add/transition later (after rushing tank chassis research)
Research Path (Major Waypoints)
Industry / Economy
- Prioritize dispersed and correct construction timing
- Use the four-year plan bonus to reach level 3 Industry faster
Air Survival Tech
- Get survivability studies in the air tree
Tanks
- Rush toward 1938 medium tank chassis
- Later upgrade to 1940/updated chassis and specific tank design changes
Cryptology for USSR
- Specifically start Soviet cryptology first (longest research time)
Division / Army Formation Strategy
Infantry / Training
- Use one standard infantry training stack:
- Keep about 12 divisions “training at all times”
- Deploy to the front when they hit the training threshold (e.g., 20 training)
- After adjusting infantry templates:
- Remove engineers from the infantry template to prevent support equipment stockpile shortages (claimed to create surplus to fund operations)
Volunteers → Specialty Units
Spanish Civil War
- During the Spanish Civil War:
- Send volunteers, including air volunteers
- Train/optimize for XP and later conversion of forces
Conversions
- Convert early divisions:
- Convert 4 divisions to Mountaineers (volunteers returning from Spain)
- Later:
- Convert Mountaineers into Paratroopers for port seizure/power drops
Tank Doctrine / Template Notes
- Fully motorize early main army (explicitly calls out historical Germany mistakes).
- Tank template progression includes switching into a Panzer IV line (mentions removing Panzer III usage).
- Adds features (as described in tank build steps), including:
- Three-man turret
- Radio
- Smoke launchers
- Ammo storage
- Interleaved road wheels
- Doctrine choices mentioned:
- Maneuver warfare (tank speed)
- Entrelhcentment/flexible org options depending on preference and combat behavior
Fast Veteran Tank Training Trick
- “Duplicate and train” method:
- Duplicate a tank division (matching combat width)
- Exercise up to veterancy 3
- Convert to Panzer divisions without losing veterancy
Decisions Tab / Political Power Priorities
- Do not cancel “Mepfo bills” / decisions bonuses—use them while available.
- Use political power efficiently:
- Get stability for political power and factory output boosts (video highlights a jump to 100 stability)
- Advisors:
- Martin Bormann (“Silent Workhorse”) for more early political power
- Rudolph Hess for additional PP (presented as worth it to meet early requirements)
Collaboration Government / War Economy Path
France → Poland → USSR Setup
- Time operations and focuses so you can:
- Max collaboration in France
- Gain collaboration in Poland depending on operations/factory timing
- On the USSR side:
- Build collaboration using Soviet spies
- Run the mission as soon as eligible
Treaty / War Economy Timing
- After Rhineland complete, go to the Army Innovations line and push toward treaty with USSR.
- Use economic focus timings to ensure bonus windows aren’t missed:
- Emphasis on not losing the Industry/dispersed/construction bonus windows
- “War economy first, then elusive gentleman” for Spanish war timing
Spanish Civil War: XP and Air XP Engine
- Send:
- Volunteers (including an attaché after PP threshold)
- Air volunteers
- Use air support settings:
- Set tactical bombers to Close Air Support
- Assign them across regions to cover as much front as possible
- Lend-lease usage (air XP trickle):
- Delete your CAS in the queue and lend-lease 100 fighters + CAS
- Use this to generate additional air XP trickle
Mid Game: Conquest of UK (Power Drop Plan)
Key Requirements
- Build enough paratroopers transport planes:
- 50 transport planes per paratrooper division
- Must have air supremacy in all regions the drop passes through
Power-Drop Execution (High-Level)
- After taking France, justify war actions toward the UK.
- Ensure ports and staging:
- Position paratroopers near eligible ports/airfields, then execute the drop.
- Use multiple paratrooper waves:
- ~10–12 divisions total, split in the “three divisions per tile” style landing described.
- Target ports:
- Encirclement around Dover and Portsmouth
- Secure whichever landing succeeds, then push toward London
Late Mid Game: Eastern Front Transition
Build-up After UK/Europe
- Stop some infantry production once equipment stockpiles rise from conquests.
- Shift production emphasis to:
- Mills (munitions/production capacity)
- Tanks/mechanized output
- Notes:
- Integrate war economies via focuses for large factory/manpower benefits.
- Reminder:
- Replace motorized with mechanized
Soviet War Tactics (Encirclement / Winter Awareness)
Operational Style
- Attack with tanks and special forces, not broad-line infantry assaults.
- Use encirclement opportunities:
- Look for Soviet line “key points” to trap many divisions
- Use air supply for paratroopers so they don’t get erased immediately
Paratroopers into the USSR
- Use paratroopers to take supply hubs / VP clusters to create pockets.
- Mentioned behavior:
- AI tends to defend key points, so drop near but not necessarily directly onto every VP.
Results / Outcomes Claimed
- Use pockets plus tank drives to close around Soviet units.
- Claimed outcome:
- Moscow falls quickly even during snow/winter, contrasting historical German issues.
Key Tips Mentioned (Quick List)
- Build fighters early to win air control over the UK and support para drops.
- Time economic/industry focus completion carefully so you don’t miss bonus windows (avoid “don’t wait 8 days” type errors).
- Keep ~12 infantry training divisions active; deploy when training completes.
- Remove engineers from infantry to free support equipment for operations.
- Run collaboration government as soon as eligible; Soviet spies are mandatory for USSR collaboration missions.
- Before declaring war on a major power:
- Run cryptology “scramble/decryption” actions first so their cipher is decrypted longer.
Gamers / Sources Featured
- No other gamers, channels, or external sources are explicitly credited by name in the subtitles.