Hearts of Iron IV

Hearts of Iron IV

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HOI4 Australia Early Game MP Guide (Collie v1.10)
By Pilloomiz
Australia Historical Multiplayer Guide for Collie v1.10
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Introduction
I have played Australia in multiplayer games both historical and non-historical for most of my 1500 multiplayer hours. I wanted to share the knowledge I have collected and lessons learned to hopefully provide a crude guide to the country. My aim is for this guide to encourage new players to hop into a multiplayer game and join the community. Australia is a great minor for having great potential game impact with less responsibility and risk.


NOTE: This guide is for multiplayer historical games, however strategies here work well in non-historical, semi-historical, vanilla based multiplayer mods, and singleplayer.

This guide has been written based on a common historical multiplayer ruleset that does not allow exploits or "cheese" tactics. Unless a drastically uncommon ruleset is used, this guide should work just fine.
Guide
It is 12:00, 1 Jan, 1936

Australia is a very weak regional power at this time. It has the Great Depression national spirit (the big sad) and a locked manpower pool smaller than Finland. Australia has one of the slowest build ups in the game, however it will prevail.

Fighter 2 Rush

The first national focus will depend on the UK. Every commonwealth nation needs to listen to the UK and follow all orders regardless of how bad they may seem (within reason). A commonwealth that listens to the UK is generally much more coordinated and stronger than one that doesn't. If your UK player doesn't communicate then the host has some vetting issues.I'm sorry.

Most of the time, Australia will rush fighter 2s for the Allies. Having this tech allows the UK to obtain a 20% time bonus for the research of their own. This is crucial for the early game Allied air war with Germany. If the UK for some reason does not want/need fighter 2 rush then go down your Industrial path.

With this in mind and the UK has confirmed the fighter 2 rush, your first National Focus should be “Expand the RAAF” and then as soon as that is finished go for “CAC Boomerang.”

Send negotiate licenses option to the Soviet Union day one. You will use this to obtain their fighter 1 research bonus. The diplomacy will take a few days so make sure you don't forget. And dont forget to cancel when your fighter 1s are completed (a civ is a civ)

You only have two technology slots so the day one tech will be:
CAC Boomerang
Electronic Mechanical Engineering

After CAC Boomerang is finished go for CA-17 but only after you have completed the focus giving ahead of time bonus (CAC Boomerang)

Your first two political power buys will depend on player preference. You have two options:

Aircraft Designer - will research fighters a couple week quicker for Allies
Free Trade - better long term research and industrial growth

Which you pick first is up to you and UK just make sure these are your first two.

Australia should be able to obtain fighter 2s for the Allies in early-mid February 1937. As Australia, keep an eye on your activity level on the intelligence map mode. Although not often, the Axis may try to steal your fighter 2 research. As soon as you notice your activity level turn yellow or red, let the UK know. The will either counter with their own spies or civ boost so you can get your own.

Build Up

Build a civilian factory in Victoria (your highest infrastructure province)

The UK may want you to build a small ASW (anti-submarine) fleet depending on the naval rules of the server. If this is the case, put your initial dockyards on building 1 starting destroyer and refitting your oldest in the fleet. As time goes, make sure you research the top sonar and depth charges and refit all your destroyers before the war. If the UK doesn't want you doing any of that, build convoys the rest of the game.

Military Factories will come with personal preference. Make sure you confirm with your allies and coordinate efforts.

The division templates I normally go with are 11 infantry and 6 artillery. Support companies are engineers, armored car recon, support artillery, and support anti air. I throw logistics in there as well depending on how far along I get in my doctrine (organization concerns) and how well the Allies are doing. I go with 11/6 because this makes it an Artillery division. Australia gets an Artillery expert allowing +15% attack and +10% defense for artillery units. Stacked with superior firepower line artillery research this gives the division lots of soft attack to melt enemy frontline infantry battalions.

The UK may want you to get Marine divisions instead to prepare for naval invasions in Africa. If this is the case, Australia should be able to get either two 14 Marine / 4 Artillery 40w divisions ready or a few 7 Marine / 2 Artillery 20w divisions ready. Player preference.

In most cases, Australia will also want to get some 20w Infantry with shovels to defend the home front and the Pacific against Japan.

Put two factories on guns, one on support equipment, and one on artillery.

Gather all your starting units and put them on a fallback line, division template switch them to your 22w infantry and train them for xp. You will need lots for templates.

These are your starting moves, combat options, and general strategy. Everything after the first few focuses is up to the player and their commonwealth overlord. Have fun!



1 Comments
SMGJohn | Citizen of USSR Oct 28, 2021 @ 9:59am 
Multiplayer is still alive? RIP, maybe its time to come back and make it not so.