The goal for this AAR is to present a tutorial of a game for a “nominal” Axis strategy employed against the allied AI. The settings that I used are the same that I would use for a PBEM or hotseat game (C1). I do not expect this game to be challenging and I will only use the strategies or tactics that I would use against an experienced opponent. My objectives for playing this game are: (1) introduce new players to the game and grow our pool of players, (2) help new or less experienced players to better learn the game, strategy and tactics, (3) provide a forum for the more experienced players to comment on the strategies and tactics that I employ to help make me and the rest of us better players and (4) provide a forum to discuss the stupid things that the AI does and suggestions at the tactical (or even strategic) level of what could be done to improve it. With respect to this fourth objective, I can say with very high certainty that no changes or improvements will be made to the GS AI; however, my hope is that we might provide useful suggestions that could be incorporated in the AI for Commander: The Great War (CTGW) and the AI for future Commander series games.
I plan to capture all this in a document that I will make at the conclusion of this AAR for download. I wish to capture the wide range of GS experiences across the community and encourage all comments and discussions on this game. Even those that are critical of my moves. While one can get away making sloppy moves against the AI, I do not plan to play that way. So, if you see me make a move that works against the AI; but which might get me hurt against an experienced human opponent please point that out. Again, I’d like to use this AAR as a learning tool for new players.
Axis Strategy
My strategy will be the one I’ve termed the “nominal” axis strategy, which emulates the historical axis strategy to within the limits of the CEAW GS game engine. This means that the exact timeline and order of Axis invasions won’t be followed but the general flow of the war will and only the countries invaded and conquered by the axis in the actual war will be invaded and conquered in this AAR. This means no Sea Lion or invasion of Spain (i.e., Close the Med). Here is my war plan through June 1941 (i.e., Barbarossa):
• Poland (9/1/39 – 9/21/39)
• Denmark (9/21/39 – 10/11/39)
• Holland (10/31/39 – 11/20/39)
• Belgium / France (Sietzkrieg)
o First fair weather turn in 1940 (2/8/40 – 4/8/40)
o End when Paris falls (5/18/40 – 7/17/40)
• Norway (Summer / Fall 1940)
• Yugoslavia / Greece (Spring 1941)
• Russia (Barbarossa) (June 22, 1941)
• North Africa (Hold)
With respect to North Africa, the AI tends to ignore this area. I will not take advantage of this and I will deploy the forces that I normally would to hold this area against a more experienced player. I know that there are some players now who advocate lighting defending or even abandoning North Africa; however, I like to hold there as long as possible in order to buy as much time for Italy as I can.
My start game build and research priories for German are: (1) build one lab in each are as soon as possible (see AAR for details), (2) fighter, (3) tactical bomber, (4) second lab as soon as possible in every area except for naval, (4) 3 subs as soon as level 1 is reached, (5) Barbarossa builds.
For Italy, I plan to focus on building up their infantry and air and; therefore, will only focus on Infantry, Air and General labs. I plan to use Italian forces primarily for defending North Africa and Italy and for second line troops in Russia.

C1. Game Settings