This is what I have for NWO. Very bare bones, but even so, quite long. Pure text, no intention of doing anything else for this. It would need to be printed, and used as a reference document. Good luck memorizing it. Other formats would be less useful. Purpose is stated below. Corrections welcome. Alternate moves are at the discretion of other people.
NWO
The purpose of this document is to set down the optimum first move for the Germans and Italians, or at least an optimum move. We call this the "classic" move. The main objectives are to seize the maximum amount of territory, kill the maximum number of enemy units, and take the least casualties, but across the board, not necessarily in any given battle, although most battles are resolved in one turn. There are other objectives which are harder to explain, but they might be apparent when looking at the map.
This is actually a conservative move. Very few risks are taken, and nothing outrageous is done. The move is deterministic, not probabilistic. Thus, if a unit is to be killed in one round, 6 attack points are sent, to the extent possible. Sufficient of the cheapest units are committed to each battle to absorb all casualties, including from potential counterattacks.
The process used to determine the moves was to send the slow units first, starting with situations lacking choice, and then to add fast units as needed. It turns out that there is very little choice overall as to which unit goes where.
The reason for writing this down is that it takes quite a long time just to execute the instructions, and much longer to do the move if you had to recalculate it each time. Much remains unstated, even for just the two factions covered, but standard TripleA considerations apply. Even so, this document is already quite lengthy.
For the Germans, there is generally enough force available to accomplish all of the primary objectives easily. For the Italians, this is not the case, so their move is less deterministic.
Notation: I = Infantry, A = Artillery, T = Tank, C = Armoured Car, B = Bomber, eF = Early Fighter, S = Sub, D = DD, Bt = Battleship. A combat result of "KIA n" means that the target is eliminated in n combat rounds, although in a few cases, that is only the likely result.
German turn 1
E. Czech 3IA -> Lvov: KIA 1
W. Czech 6I, E. Czech 3IT -> Krakow: KIA 1
Gdansk 3I2AT -> Koenig: KIA 2
Wroclaw 8IAT, W. Czech 4TeF, Berlin eF -> C. Pol: KIA 1
Rostock 6I, Hamburg 5I, Dresden 3T, Berlin 3T, Bremen I -> Denmark: KIA 1
Bremen 4I2T, Berlin 2T, Koeln 5IT -> Neth: KIA 1
Frankfurt 8IT2eF, Bremen eF, Berlin eF, Muenchen 4I2TeF, Nuernberg 3TeF, Austria 2T -> Metz: KIA 1
6S -> W. Ice: KIA 1
4S -> E. US: KIA 1.67
6SD -> S. Gib: KIA 2
3IA -> Alger: KIA 1
2B2eFBt3D2S -> S. Fin: KIA 1
2I2T -> Fin
2T unused
Buy 10 C + truck for France, 2 transport + sub for N. New production infantry cannot reach Paris on turn 3.
Naval battles can be a bit tricky. In the presence of enemy subs, at least one DD must survive till the end, otherwise the subs get free shots next round. Also keep in mind that subs don't coordinate with other units; 5 combat factors each of subs and other units may get zero hits.
Italian turn 1
Note that the Italians could capture more territory in the Balkans. This is deliberately not done, because the Romanian economy needs to be increased, and they have few expansion opportunities.
3I2AT -> Serbia; fight one round (to help Romania)
4I4T -> Marseille, also 2I2A via sea: KIA 2
Bt2DeFS -> E. Tunis: KIA 1
IT from Albania, also 3I3A -> Tunis: KIA 2
2I2eF -> W. Tunisia: KIA 2?
Buy 2 transports at Genova to invade Morocco next turn with 8 units; also fly 3eF to Alger. The rest is not critical.