kv evac leningrad

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charlie0311
Posts: 940
Joined: Fri Dec 20, 2013 11:15 am

kv evac leningrad

Post by charlie0311 »

hi all,

my question will probably reflect my confusion.

v.07.11, aug 7, moved 2 kv factories from leningrad, and aug 14, none left in leningrad. So, where are they, what to do. etc. The usual questions about what, why, and how to do best.

thx

charlie
Blubel
Posts: 287
Joined: Wed Jun 22, 2011 2:39 pm

RE: kv evac leningrad

Post by Blubel »

They are destroyed. You can only evacuate arms factories in small amounts.
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loki100
Posts: 11708
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: kv evac leningrad

Post by loki100 »

ORIGINAL: charlie0311

hi all,

my question will probably reflect my confusion.

v.07.11, aug 7, moved 2 kv factories from leningrad, and aug 14, none left in leningrad. So, where are they, what to do. etc. The usual questions about what, why, and how to do best.

thx

charlie

for all the named factories you have one go at removing them, so what you don't move first time is then completely lost. So while with armament, truck and heavy industry you can remove over a number of turns, with an eye to rail cap and the 4-7-10 scaling, with things like the KV factories its a one shot decision.

My approach in the key turns (say 3-8) is to sketch out my rail capacity and allocate it between unit moves and evacuations. I then look at what needs to be moved that turn and move what I think I need of the specialist stuff first that turn (so the rail cap doesn't get eaten up by mistake).

How much is needed depends. One criteria is when that particular unit will be actually produced, you can often just move 1-2 bits of a factory and by the time that model comes into production it will be at or near full strength. For the KVs I tend to 'at least 50%, ideally as much as I can', as you need them asap. The T-34s (at Kharkov for eg) you can be a bit more flexible over, you have a decent collection of T-34 plants already in the deep rear.
charlie0311
Posts: 940
Joined: Fri Dec 20, 2013 11:15 am

RE: kv evac leningrad

Post by charlie0311 »

thx guys,

loki, your para one seems to say that now my kvs are lost forever. Para three seems to say they eventually get rebuilt.

So, if the factory is in production you only get the ones you evac (all at once). If the factory is production pending (starts up in the future) then you can evac in parts as those factories (the destroyed ones) will rebuild if there is enough time to do so prior to production start up.

Perhaps our linguist, the guy who defined (i mean elucidated) huh and duh in such an elegant manner could write up this stuff about factory evac in a cogent, precise, and crisp (not to long) manner.

charlie
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loki100
Posts: 11708
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: kv evac leningrad

Post by loki100 »

can only recommend close study of this thread.

Can't remember exactly how (its in the rule book) but a factory recovers lost elements over time. So if you have, say a SU-76 factory, if you move 1 element, by the time 1943 comes around it will have recovered to full value.

Thing about the KVs is you want as much of them, as soon as you can. So the more you evacuate, the more production you receive (once the factory is repaired).

Don't forget that lost steps and repairing damage from being moved are slightly different concepts
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morvael
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Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: kv evac leningrad

Post by morvael »

In some not so old patches it was changed so that evacuated ground equipment and aircraft factories repair damage but don't grow back to production limit before start date of the equipment produced. So if you evac 1 point it will rebuild, but only during production time. All other points are lost. On the other hand you can evac armament, vehicle and HI piecemeal, but they won't grow - you have that what you evacuated while the rest remains in the original place.
charlie0311
Posts: 940
Joined: Fri Dec 20, 2013 11:15 am

RE: kv evac leningrad

Post by charlie0311 »

thx to all.

my understanding of as to how to do the evacs and the impacts on future production is much improved thx to your helpful replies.

charlie
Gabriel B.
Posts: 501
Joined: Mon Jun 24, 2013 9:44 am

RE: kv evac leningrad

Post by Gabriel B. »

ORIGINAL: loki100
ORIGINAL: charlie0311

hi all,

my question will probably reflect my confusion.

v.07.11, aug 7, moved 2 kv factories from leningrad, and aug 14, none left in leningrad. So, where are they, what to do. etc. The usual questions about what, why, and how to do best.

thx

charlie

for all the named factories you have one go at removing them, so what you don't move first time is then completely lost. So while with armament, truck and heavy industry you can remove over a number of turns, with an eye to rail cap and the 4-7-10 scaling, with things like the KV factories its a one shot decision.

My approach in the key turns (say 3-8) is to sketch out my rail capacity and allocate it between unit moves and evacuations. I then look at what needs to be moved that turn and move what I think I need of the specialist stuff first that turn (so the rail cap doesn't get eaten up by mistake).

How much is needed depends. One criteria is when that particular unit will be actually produced, you can often just move 1-2 bits of a factory and by the time that model comes into production it will be at or near full strength. For the KVs I tend to 'at least 50%, ideally as much as I can', as you need them asap. The T-34s (at Kharkov for eg) you can be a bit more flexible over, you have a decent collection of T-34 plants already in the deep rear.


Hmm, but the kv-1 is one of the soviet most unrealiable tanks (35 or so) and needs more support than a t-34 (20-15 reliable ).most of the time it will broke down before marching to the front.

A heavily entreched tank unit might make good use uf them, but for units that need to move
fast and often it is not the first choice.
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