There are now 156 Soviet leaders who as Army commander directly commanding infantry divisions are as effective as Guderian. 14 are as effective as armor commanders and one is more effective. Three have the same or better initiative (Zhukov's is higher). This is particularly important for reserve activation.ORIGINAL: morvael
With the new patch there is a penalty when you attach units to a "too high" HQ.
If the direct HQ of a non-HQ unit is an Army HQ then +2 is added to roll range (so a Random(10)<leader's skill becomes Random(12)<leader's skill).
If the direct HQ of a non-HQ unit is an Army Group/Front/MD HQ then +4 is added.
If the direct HQ of a non-HQ unit is a High Command HQ then +6 is added.
Exceptions:
There is no penalty for being attached to Soviet Army HQ starting on or after July 1st 1941.
There is no penalty to morale and admin rolls for support/construction units.
There is no penalty for HQ units (including airbases and FBD/NKPS units).
There is no penalty for AI units.
So you need to keep those Soviet Corps HQ for the first two turns, in June 1941. Also, it wouldn't be wise to disband German Corps HQs late in the war.
This is an artifact. I already believe Soviet command and control is unrealistically good in 1941.
IIRC, leader bonuses in WITW are not so wild, so this may not be such an issue in WITE2.
