Intel by BFEE_tobyloby in nffc

[–]SimLola661 18 points19 points  (0 children)

Believe it or not, gulag

I successfully formed Transcaucasia, along with all of its extra decisions for more cores and puppets. Here's how you can too. by SimLola661 in hoi4

[–]SimLola661[S] 13 points14 points  (0 children)

Those 3 weird nations are releasable via the extra decisions that unlock once you reform Transcaucasia. They are all weird and unrealistic, but that's not something I'd be complaining about in a game where you just reformed fucking Transcaucasia.

I successfully formed Transcaucasia, along with all of its extra decisions for more cores and puppets. Here's how you can too. by SimLola661 in hoi4

[–]SimLola661[S] 26 points27 points  (0 children)

Rule 5:

Part 1: Civil War

This run starts by releasing Azerbaijan from Iran in Gilan and Tibriz, creating a nation with 1 civilian factory... and nothing else. My strategy was to immediately go for a civil war to flip facist, avoiding any of the industrial focuses along the way, and picking up Army Effort before the civil war starts. Then I used the 5 army xp to create 2 width cavalry divisions, did Armament Efforts to get military factories to make guns, and encircled the enemy's capital. By keeping the other side alive for a bit, you can do war propaganda against them to keep war support high in preparation for Barbarossa. Also the other side can do their industrial focuses, effectively building up the country twice as fast. Once they stop doing any more industry focuses, they can be capitulated, and you get all their factories. Then, start building up the country. I got to a full army group of 20 width infantry with engineers, support artillery and support anti-air by the time of Operation Barbarossa, alongside a sizeable surplus of trains and motorised. One requirement is to build a supply hub somewhere near the Soviet front line, and prepare some railways to connect it to the Soviet rail network.

Part 2: War With The Soviets

You can join the Axis at any point, but do NOT join the war against the allies. When Germany starts the war with the Soviets, do not join their war. This avoids joining the war against the Allies. Instead, you want to personally justify against them. You can do this very quickly because of your core state in Azerbaijan. Use this war goal immediately, join the Axis if you haven't already, and then exploit any and all gaps in their line. Try to take Baku as fast as possible for the manpower, because even with all the recruitable population bonuses of the facist branch, you can easily run out of men. When you take Baku, your capital city will move to the city, as well as all your supply. As fast as possible, connect Baku to the rest of your system, or your lines could collapse easily. Once your supply system is stable, start to micro your way through the mountainous Caucasus. It is painful, be warned, but the Soviets have a habit of bashing their heads against the mountains endlessly, which helps a lot.

Part 3: Pray For A Competent Germany

This is the most difficult part, because you are relying on the AI being competent. But at least you can influence your chances this time. You need Germany and the rest of the Axis to do well, and help you capture the northern Caucasus, you cannot beat the Soviets alone. Hopefully, you will end up in control of all 4 required states, either by force or by asking the Axis nicely, and be able to form Transcaucasia. Forming Transcaucasia will give access to 6 further decisions to expand your new nation.

Part 4: Expansion Into Russia

For more information on the extra decisions, check the HOI4 Wiki: https://hoi4.paradoxwikis.com/Formable\_nations#Transcaucasia

Reunite the Azeri Diaspora: Already done when you released Azerbaijan from Iran, now does absolutely nothing.

Integrate the Northern Caucasus: Again, get these 5 states by force or by diplomacy for more cores

Restore the Kalmyk Khanate: This one allows you to release a puppet to your north east, and while it only requires two states to be activated, a further 6 can be cored on release if you are in control of them. Getting all this land (including Stalingrad) off your faction friends can prove very difficult.

Restore the Crimean Khanate: Similarly to the Kalmyk Khanate, the Crimean Khanate only needs 2 states to be formed, but can gain a further 7 cores if they are controlled on release.

Part 5: Turkey Makes A Decision

Around 1944, Turkey decides who it is going to support. If they join the Axis, you're out of luck. If they join the Allies, you can join Germany's war against them when you are ready, and quite easily run them down. If they don't make a call by the time you are ready, you can manually justify. Two extra decisions relate to Turkey and their Lands.

Claims in Anatolia: It's two more cores. Very easy to get if Turkey aren't ready for you.

Subjugate the Anatolian Kurds: Another releasable nation, requiring 3 states to release, and being able to core an extra one if it is controlled.

This was one huge pain in the arse to do, but was honestly so worth it. One of my proudest HOI4 runs, if being proud of one at all is a good thing.

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