Germany starts the game disarmed by the Treaty of Versailles, with a small army and no room for diplomatic mistakes. This guide focuses on the historical route: rearm fast, recover territory without going to war too early, and reach 1939 with your industry ready.
Starting Point
The first thing to understand is that Germany can't afford a war in 1936 or 1937: the army is too small and the industry isn't ready yet. The first phase of the game is political, not military — it's about recovering territory (Rhineland, Austria, the Sudetenland) diplomatically, without France or the UK deciding to intervene too early.
Recommended Route
- Political reunification focuses (Rhineland, Austria, Sudetenland, Czechoslovakia) before touching anything seriously military.
- Industrial branch in parallel, so you don't go to war with a small country's factory base.
- Pick a combat doctrine identity early (armored/Blitzkrieg is the one most associated with Germany) and design your equipment around it, without changing your mind mid-game.
- Decide your war goal: follow the historical script (Poland, then the west) or diverge, depending on how comfortable you already are with the combat mechanics.
Common Mistakes
The most common mistake is rushing into war as soon as the reunification focuses finish, without having invested in industry or combat experience. Germany has room to prepare calmly in the early years: taking advantage of that is what separates a campaign that collapses in 1940 from one that dominates Europe.
Next Steps
This guide will expand with a breakdown of the doctrine branches and a comparison of alternate war routes. Also check out the production guide to understand how to size your war economy before you start.
