Soviet Command and Control

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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Vease101
Posts: 46
Joined: Sun Oct 09, 2011 4:36 pm

Soviet Command and Control

Post by Vease101 »

At various points in any scenario it seems like the Soviet line is held together by stacks which consist of cobbled together remnants from various broken Corps, militia, Engineers, Artillery and A/A units. To my mind these ramshackle ad hoc stacks should be easy pickings for a reasonably strong German division yet they can put up stiff resistance against several attacks. My problem with this is that surely they must suffer massive Command and Control penalties as they are subunits of at least 3 different HQ's in most cases, yet it isn't apparent that this affects the combat results to a great degree?
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Vic
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RE: Soviet Command and Control

Post by Vic »

If you want to analyse the effects of modifiers in detail. Start up a scenario without FOW and click the combat details button when watching a battle report.

Divisional bonusses are applied but other parts of division can be in a neighbouring hex.

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Vic
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