Proper Way to Transfer Units?

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huhrlass
Posts: 62
Joined: Sun Dec 16, 2001 10:00 am
Location: New York

Proper Way to Transfer Units?

Post by huhrlass »

I am familiar with war in russia and I have the new version. I am just curious about the game regarding the best way to move units in and out of headquarters. Should I leave units under computer operational control and still micro-manage? Perhaps, leave certain sectors under full compter control?

I find the manual really doesnt explain this well and I am just looking for some tips from other gamers about the best method etc. I tend to leave the HQ about 4-5 spaces behid the front line and I like to keep the HQ on a rail hex. I just feel that I am doing something that's obstructing a total victory.

Thanks
Howard
bgiddings
Posts: 72
Joined: Fri Mar 22, 2002 4:38 am
Location: Toronto, Canada

Post by bgiddings »

If you have ever played against the AI then you will know that it does not always do the best thing for the campaign ...therefore personally I manage the movement of all HQs

Factory Control which simply controls when new factories and upgrades of older factories tales place. This is a personal choice.

Equipment Control is another item that could or could not be managed by the player as ity controls the upgrading of tanks and planes in the field when enough are available in the pool.
dtx
Posts: 68
Joined: Tue Aug 13, 2002 6:24 pm
Location: Pennsylvania

HQ Reserve

Post by dtx »

I've found it best to deploy all my divisions out of HQs as opposed to leaving them in an HQ. While leaving them in an HQ allows the AI to reinforce friendly units that are being attacked or attacking, I find this causes more problems than it helps. (if others think otherwise, I'd be interested in your perspective)

For example, the AI will add regular infantry divisions to tank corps. While this reinforcement helps for the moment of the attack, the turn after it hurts the readiness of the unit (because I normally keep each corp at the maximum number of divisions that won't affect it's readiness). Also, keeping reserve divisions in the HQ means that your fielded units are necessarily weaker. The enemy AI generally exploits these weaknesses. I find it much better to deploy the maximum number of divisions a corp can handle without affecting its readiness (i.e., 3 armored/motorized per mobile corp).

Although not asked, as the German, I also give each German corp a Rum/Hun division. This helps the weaker German allies build experience and eventually become proficient.
Tom1939
Posts: 791
Joined: Thu Nov 23, 2000 10:00 am
Location: Hungary

Post by Tom1939 »

It is true most of the time. I think with the soviets there are some reason to leave a few tank korps in a hq. That reinforcement tank korps can stop a german panzer korps at very dangerous places. No bombing will make a fancy panzer encirclement safe this way. Germans won't need to use this trick as usually their troops won't be bombed that heavily, and so can be relied to hold. And the soviets have more tank units, and less tank army to put them in, so this is not that big waste. This tactic is of course the best with a few tank armies in reserve to punish the panzer korpses in trouble. Of course this is tactic needs luck (the right reinforcement at the right place), but can bring great rewards.
dtx
Posts: 68
Joined: Tue Aug 13, 2002 6:24 pm
Location: Pennsylvania

Interesting Idea

Post by dtx »

Tom, What you said about adding tank corp to Russian HQs makes a lot of sense (particularly early in the war).

Your post made me also realize that having divisions in reserve (i.e., in an HQ) is probably of greater value to the defender than to the attacker. That is, if the AI sends a division to reinforce a unit being attacked, the possible loss of readiness due to having the extra unit can be more readily remedied than for an attacking unit whose readiness might already be low due to being at the edge of its supply line.

I'm looking forward to trying your idea in a future game (that's why I like this forum, it helps add new ideas to an old game).
........dtx
huhrlass
Posts: 62
Joined: Sun Dec 16, 2001 10:00 am
Location: New York

HQ Control COmputer? or Partial Control

Post by huhrlass »

thanks for the replies regarding the proper ways each gamer utilizes the headquarters. I was also wondering if anyone uses the feature of computer op control and full HQ control by the computer. I know playing the full campaign is quite an ordeal but do most gamers control each specific unit or leave some of the work to the computer? I usually like to control either the north, central, or south.

Thanks
Howard
Greg J
Posts: 25
Joined: Sun Dec 09, 2001 10:00 am
Location: Melbourne, Australia

Post by Greg J »

I would say most people would control all units and not use the computer HQ control option at all. With a few notable exceptions people seem to let the computer handle the factory production and unit upgrades (I certainly do, but I am yet to start a PBEM),
Greg J
Speedysteve
Posts: 15974
Joined: Tue Sep 11, 2001 8:00 am
Location: Reading, England

Post by Speedysteve »

I personally control every unit and control factory/equipment upgrades to achieve my aims to the fullest. By that I mean I can put what units I want, with the equipment I want, where I want.

With equipment upgrades - its useful to do it yourself since you can choose where you want your best equipment.

Also with factory upgrades it can be useful to micro-manage e.g. Take Stug111B's - You will have 2 production centes. I have found come early 42 you may have enough Stugs to convert one of these centres into producing Stug 111G. This is just an example and depends on your scenario.
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