This shows some strategic ideas from Orcika Korps II - East, both to give a better idea of how to play that scenario, but also to show strategy ideas that might be helpful in other OrcConquest games.
The British have been caught off guard by the defeat in El Agheila, and will be mobilizing forces in Egypt.
Now is the time to strike, but economics needs to also be attended to.
Industrial production builds everything else, so we attend to that first, followed by an infantry while The front is still close enough for an infantry to matter. It's also the heaviest thing we can build there right now.
None of the Orcika Korps scenarios have any tech to research. All sides have all they are going to get. That means building Science will be pointless, other than indirectly generating trade. Better to build trade if you need money. Guns or butter decisions are going to be an ongoing point of balance, get used to it.
The Italians will do similar things on their turn, leaving one infantry back to cover against raiders, and the rest to seize an Arab village, as mentioned in the introduction.
On turn 2, our new Panzer (Orc Heavy Cavalry) Division arrives, and I immediately send it towards Mechili, both to get a forward base for new troops and to get them towards Tobruk
Please note the routes chosen for my light division on the left heading to Benghazi. There is a fair amount of strategy involved. Since my armor (cavalry) ends the turn next to Benghazi, next turn it can get the "Prepared Attack" bonus. The downside is the British unit could attack it with the same bonus, but it's welcome to. We are a lot more powerful, so it will sit there
Despite their best movement efforts, the other units end further away. Next turn, when they get their movement back, they could join the cavalry for an ordinary attack, or do a flanking move on the right to get the flanking bonus. If the cavalry leads the attack, they won't advance, putting them effectively 1 hex closer to that Arab village for the following turn.
Get in the habit of such optimizing.
Due to the placement here, this group had enough movement next turn to not only attack the Arab village, but get the flanking bonus as well. After full speed movement, our lone Panzer division can attack Mechili. Blitzkrieg permits no delays.
The attack went pretty well, and the British are withdrawing to Tobruk. Pity we aren't quite fast enough to attack after the chase. Since you conquered 2 new dwellings, click that Dwellings button to assign them to work on something.
I assigned an Industry build followed by a Light Infantry for both. They will need garrisons.
The Germans aren't the only one in this war, the Italians have plans too. They are assembling what troops they have. While the Germans are busy with the French village up north and possibly Tobruk, they hope to take the French HQ with it's nice industrial capacity.
Of course they will need to deal with the French tanks (cavalry) to their North, lest it swoop down and retake the dwelling to their South.
As the old saying goes, "The enemy makes plans too". The French tanks veered North, and the British are frantically reinforcing Tobruk. They will be there before us, so the Germans will have to content themselves with beating up the nearby French, and taking their dwelling.
If Mechili is owned by the Axis, reinforcements can show up there, and the newly-arrived Infantry division is thrown into battle in classic Rommel style.
The Italians have to deal with a raider incursion in the West, and resume their sneak on the French HQ.
Here's the situation next turn - the British are dug-in in Tobruk, and there is a screening attack going on nearby. And to make things worse, long-range recon reports Operation Crusader is coming in.
If only the Germans had a dynamic leader to get them out of this... This concludes the early strategy guide.