Soviet Questions
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Soviet Questions
Hi - I have perused many of the Soviet side guides and think I have a handle on most things, but I had some remaining questions which I hope the veterans can help with. I am numbering them to try and make answering easier.
1. The NKPS units which start entering in 1943. How do you use these? They have RR repair attached, but don't seem to send them off automatically like RR units attached to a HQ. I have had one sitting adjacent to 100 percent Soviet rail damage hexes for several turns with nothing happening. Do they need to be moved into the damaged rail hex? Is there some sort of special command? Or should I just disband the unit and/or transfer the attached RR units to a regular HQ?
2. I have seen in various guides where people say that such and such a units OOB updates to X on such and such a date, e.g. rifle division 41a updates to rifle division 41b. Is there a menu in-game that says when these occur? Where are people getting this information? Ditto for air units. There didn't seem to be any comprehensive list.
3. On the Soviet air force, I haven't been able to find a real guide that suggests how each model of plane should be used. Some of them you can easily guess at. But it would be nice if there was a more comprehensive guide telling you.
4. On Soviet airbases, what I gather is that the type of airbase you build is meaningless fluff except for two: the PVO bases will only fly fighter/fighter bomber interceptors missions, whilst the VVS are the only ones that can also fly the partisan resupply missions using level bombers. Is this true? If not, is there a comprehensive list somewhere that indicates what the hard-coded (as opposed to fluff) distinctions are?
5. Also on airbases generally, the guides I read don't seem to indicate any real cut-off as to how many of each aircraft type you should optimally base at each airbase. Or whether the same calculus applies after 1943 when Soviet air unit size doubles. Is there a guide somewhere that says "no more than six fighters per base is best" or "no more than 3 level bombers is best" per base? Or is it basically seat of the pants and no one knows?
6. On air HQs, do they have a command limit? The numbers on the counters don't seem to make sense. Or can you base as many air bases per HQ as you want without having an impact?
7. On land HQ's command limits generally, my assumption is that an army HQ that is, for example, showing 18/18, is OK in terms of not having a malus on checks for support unit participation. You should be able to put a large number of armies under a single front, overstacking the front (e.g. 98/80), but the impact will just be on getting support unit participation from front level and/or also the impact of that front leader's stats. If you have a bad front leader to begin with, it shouldn't be that big a deal to overstack the front, so long as the armies themselves are at or under their limit. Is this right?
8. Finally, do Soviet support units themselves change their composition over time? Or does a sapper battalion remain the same throughout the war? And do the support units change size at a certain point, e.g. a battalion becomes a regiment? Can you combine two sapper battalions into a sapper regiment?
Thanks. I know these are a lot of questions, but I think I have a handle on most other things.
1. The NKPS units which start entering in 1943. How do you use these? They have RR repair attached, but don't seem to send them off automatically like RR units attached to a HQ. I have had one sitting adjacent to 100 percent Soviet rail damage hexes for several turns with nothing happening. Do they need to be moved into the damaged rail hex? Is there some sort of special command? Or should I just disband the unit and/or transfer the attached RR units to a regular HQ?
2. I have seen in various guides where people say that such and such a units OOB updates to X on such and such a date, e.g. rifle division 41a updates to rifle division 41b. Is there a menu in-game that says when these occur? Where are people getting this information? Ditto for air units. There didn't seem to be any comprehensive list.
3. On the Soviet air force, I haven't been able to find a real guide that suggests how each model of plane should be used. Some of them you can easily guess at. But it would be nice if there was a more comprehensive guide telling you.
4. On Soviet airbases, what I gather is that the type of airbase you build is meaningless fluff except for two: the PVO bases will only fly fighter/fighter bomber interceptors missions, whilst the VVS are the only ones that can also fly the partisan resupply missions using level bombers. Is this true? If not, is there a comprehensive list somewhere that indicates what the hard-coded (as opposed to fluff) distinctions are?
5. Also on airbases generally, the guides I read don't seem to indicate any real cut-off as to how many of each aircraft type you should optimally base at each airbase. Or whether the same calculus applies after 1943 when Soviet air unit size doubles. Is there a guide somewhere that says "no more than six fighters per base is best" or "no more than 3 level bombers is best" per base? Or is it basically seat of the pants and no one knows?
6. On air HQs, do they have a command limit? The numbers on the counters don't seem to make sense. Or can you base as many air bases per HQ as you want without having an impact?
7. On land HQ's command limits generally, my assumption is that an army HQ that is, for example, showing 18/18, is OK in terms of not having a malus on checks for support unit participation. You should be able to put a large number of armies under a single front, overstacking the front (e.g. 98/80), but the impact will just be on getting support unit participation from front level and/or also the impact of that front leader's stats. If you have a bad front leader to begin with, it shouldn't be that big a deal to overstack the front, so long as the armies themselves are at or under their limit. Is this right?
8. Finally, do Soviet support units themselves change their composition over time? Or does a sapper battalion remain the same throughout the war? And do the support units change size at a certain point, e.g. a battalion becomes a regiment? Can you combine two sapper battalions into a sapper regiment?
Thanks. I know these are a lot of questions, but I think I have a handle on most other things.
JVJ
RE: Soviet Questions
lets try:
1 - you manually order them to repair, on the counter you'll see the code RRC with a number after it if its in an eligible hex (ie soviet controlled but damaged), click on this number and move to the next hex, if there is still a value you can repair that too. But the hexes must be continuous and must connect to the full Soviet rail network
2- in the war room is a thread for when unit types first appear, you can track OOB changes using the info either on the counters. if you click on TOE it will show you when it next updates. Easier is in the commanders report, there is a column #turns to next OOB (or similar), click on the number and it'll show you what the next iteration looks like
3 - keep it simple. At start the Yak-1 is your star fighter, the LaGG is a workhorse and the Mig-3 fast but less effective. By late 42 you get La-5/Yak -7 and base your fighters around these and the lend lease. The US P-40s are handy as while they are less well armed, they have a much more decent range. Get your tactical bombers onto the Il-2 asap and then stick to that. for level bombers, the Pe-2 is your workhorse but the lend lease A-20 is pretty useful. The Il-4 is handy as a long range bomber.
You may want to dig into the equipment tab on the commanders report, this'll tell you when some planes become available and you can compare different types to work out which you may want to use ... but also remember you are constrained by what is being produced.
4 - quite right
5 - there are two things to watch. One is the support level, you'll see this on the airbase counter. You must keep the support used lower than capacity or your planes won't repair etc. The other is supply/truck demand, if you put too much on a base you'll start to put demands on both ... and managing your truck fleet at least into 1943 is a major task.
if you want you can work it out, each plane has a load factor (on the plane counter or in the commanders report), this times the number gives you the load. But crudely I'd try for 6 single engined planes, 4-5 double engined, 3-4 Il-4s. Transports are a bit demanding and U2s are all but for free (so 9 are fine on a base).
6 - no, there is a small issue about AA allocation but you can ignore this
7 - try never to overstack armies, I find around 10% for fronts is ok, remember your limit expands every April, also from 1943 when you start building more corps (which tend to be easier to command than divisions), you'll find it gets a lot easier to manage
8 - some do, some don't ... check out the commanders report as above and if there is no number in the update column then they never change as the game goes on.
1 - you manually order them to repair, on the counter you'll see the code RRC with a number after it if its in an eligible hex (ie soviet controlled but damaged), click on this number and move to the next hex, if there is still a value you can repair that too. But the hexes must be continuous and must connect to the full Soviet rail network
2- in the war room is a thread for when unit types first appear, you can track OOB changes using the info either on the counters. if you click on TOE it will show you when it next updates. Easier is in the commanders report, there is a column #turns to next OOB (or similar), click on the number and it'll show you what the next iteration looks like
3 - keep it simple. At start the Yak-1 is your star fighter, the LaGG is a workhorse and the Mig-3 fast but less effective. By late 42 you get La-5/Yak -7 and base your fighters around these and the lend lease. The US P-40s are handy as while they are less well armed, they have a much more decent range. Get your tactical bombers onto the Il-2 asap and then stick to that. for level bombers, the Pe-2 is your workhorse but the lend lease A-20 is pretty useful. The Il-4 is handy as a long range bomber.
You may want to dig into the equipment tab on the commanders report, this'll tell you when some planes become available and you can compare different types to work out which you may want to use ... but also remember you are constrained by what is being produced.
4 - quite right
5 - there are two things to watch. One is the support level, you'll see this on the airbase counter. You must keep the support used lower than capacity or your planes won't repair etc. The other is supply/truck demand, if you put too much on a base you'll start to put demands on both ... and managing your truck fleet at least into 1943 is a major task.
if you want you can work it out, each plane has a load factor (on the plane counter or in the commanders report), this times the number gives you the load. But crudely I'd try for 6 single engined planes, 4-5 double engined, 3-4 Il-4s. Transports are a bit demanding and U2s are all but for free (so 9 are fine on a base).
6 - no, there is a small issue about AA allocation but you can ignore this
7 - try never to overstack armies, I find around 10% for fronts is ok, remember your limit expands every April, also from 1943 when you start building more corps (which tend to be easier to command than divisions), you'll find it gets a lot easier to manage
8 - some do, some don't ... check out the commanders report as above and if there is no number in the update column then they never change as the game goes on.
RE: Soviet Questions
6. Air HQs have no penalty from number of attached airbases, though air bases work better if they are all placed near their HQ. Which means if you want to spread your bases across the front you'd better place each group under separate HQ.
8. Just like with on-map units there might be some TOE upgrade chain hardcoded in game data, so make sure what upgrades to what if you want to reach some later types. No way to combine two battalions into a regiment, no way to alter TOE to something else (so you can't make a Tank Corps from a Rifle Division like they did IRL). File from this thread will help you to check various TOEs and what do they upgrade to:
tm.asp?m=3243508
8. Just like with on-map units there might be some TOE upgrade chain hardcoded in game data, so make sure what upgrades to what if you want to reach some later types. No way to combine two battalions into a regiment, no way to alter TOE to something else (so you can't make a Tank Corps from a Rifle Division like they did IRL). File from this thread will help you to check various TOEs and what do they upgrade to:
tm.asp?m=3243508
RE: Soviet Questions
ORIGINAL: elxaime
Thank you this was extremely helpful.
Re air units, this is rough and ready but should help:
First there is an important doctrinal issue. The Soviet airforce is designed to support ground operations and the idea of air superiority (in its own right) was of no importance. The fighters are there to ensure your bombers reach their targets and to deter axis bombers. The full name of the Soviet airforce was VVS:RKKA, ie the airforce of the Red Army, the game actually models this well.
Early Game (1941-2)
What is obsolete
All the I-series really are past their use date. You want the I-153/I-15bis in reserve asap as they just can't cope (though worth noting the Soviets still used the I-153 at Stalingrad). Of the fighters, the higher numbered ones have merits, especially speed and you do need them for a while.
Fighters
Of the three modern ones, the Mig3 is fast and climbs but is under-armed. The LaGG3 and Yak1 both use the 20mm ShVak machine gun which has real hitting power. The LaGG 3 is your most common, if you can get it into contact it can shred most axis planes, the problem is pilot morale and experience. The LaGG-3 was made of reinforced wood, Soviet pilots report it as really very manouverable (prob not reflected in the game) but it was easy to shoot down. The Yak is your best all rounder, but for 1941 you will need Migs and LaGGs as well.
For 1942 the Yak-7B is a good upgrade on the Yak-1 and the La-5 on the LaGG (the latter will convert under the automatic update routine so just let it do its thing). I tend to upgrade my I-series fighters to 7B.
Of the lend lease, the Hurricane is plentiful, perfectly ok but with weaker weaponry than Soviet planes ... another good conversion route for your I-series planes. The US P-40s have a huge advantage of long range.
The Soviet built Pe-3 comes in small numbers but is a two engined fighter with a long range. Good for use in the north where the gaps between airbases is more of a problem.
Tac Bombers
You won't have many Il-2s for a while. Evac the Voronezh factories very early and mass production only starts when the Moscow Mig factories relocate and retool. The Su-2 is actually pretty good so don't ignore.
By mid-42, its all about the Il-2, the upgrade chain to M and then M3 variants works automatically. By the summer of 1943 sit and watch those Tigers burn.
The use of the U2VS is a matter of debate. Some players advocate making sure the Germans capture the factories. I like them. Used on a quiet sector as night harrassment bombers you can inflict steady attrition, my favourite target is the Finns as killing off 100-200 a week actually really harms their manpower pools.
Level Bombers
The SB-2 is ok, esp in 1942 but the Pe-2 is better (if shorter ranged). The lend lease A-20/B-25 are fine if a bit hungry for airbase support. The Il-4 has the merit of long range and is good to supply the early partisan war. The Pe-8 is useful, you'll probably only have enough for one squadron due to its massive range.
For upgrades, I convert the SB-2s to the lend lease bombers as they appear.
Don't go mad with using of LBs, they are truck and supply hungry, but esp in 1941 you need them.
Late Game
it all gets easier, the bombers simplify into the Il2-M3, Pe-2, Il-4 and the A20s. Transports should be mostly Li-2 and C-47s.
For the fighters, the Yak-9 is the first that can take on the axis fighters. In its vanilla form its short lived, but the Yak 1B is a good upgrade for the Yak 1. Of the specialist Yak-9s, the D/DD sequence are good as they are long ranged and can fight. Really helpful if you have a major offensive that is outstripping your rail net and good for escorting level bombers when the Sturmoviks can't reach.
Just fall in love with the Yak-3.
I tend to keep upgrading squadrons with LL fighters to the more recent, the US P-xx remain valuable for their range, the P-47 is deadly but you don't get many.
In any case by 1944 the Luftwaffe is beaten, more due to squadrons being pulled back to the west.
Build strategy
Don't build any more LB squadrons, your at start selection are all you'll need. Do build tac bombers, by late 1942 you should have massive production and they are game changers. Build some new fighter squadrons (say about 30-50).
When the VVS shifts to the bigger plane squadrons at the end of 1942, you'll find you don't need all your squadrons. They do no harm sat in the national reserve but you may want to scrap any that are still using obsolete planes.
RE: Soviet Questions
Great and detailed explanation, loki100. I have always read that Germans should go on manual update for the airforce, but I still don't know how to micro-manage it. Is there any similar information for the Axis as you have described it?
RE: Soviet Questions
Great summary Lokki. I bought Red phoenix Rising to try and work out which planes to keep.
Regarding U2VS I think bi-planes are an insult to the Soviet people and their factories go west.
Regarding U2VS I think bi-planes are an insult to the Soviet people and their factories go west.
RE: Soviet Questions
ORIGINAL: speedy.gh
Great and detailed explanation, loki100. I have always read that Germans should go on manual update for the airforce, but I still don't know how to micro-manage it. Is there any similar information for the Axis as you have described it?
beyond my ability [8D]. I'm playing the axis in a WiTW PBEM and completely lost at the endless minor variants of what seems to be the same planes. Not least I'm sure each is optimised for a role but managing to get them where that role is really needed seems near impossible.
I think with the Soviets the auto regime now works very well on the LaGG-3/La-5/La-7; Il2-M/M3; Yak 1-1B/3 chains, I think you need to intervene a bit to force the I-series fighters to convert and to make use of the low numbers of some planes but mostly you can leave the automated routine to sort it out for you ... which helps to conserve Admin Pts
ORIGINAL: Sorta
Great summary Lokki. I bought Red phoenix Rising to try and work out which planes to keep.
Regarding U2VS I think bi-planes are an insult to the Soviet people and their factories go west.
One of the things I love about this game is the different views of people. Flavius too has often suggested moving the U2VS factories west so they get destroyed.
I rate the U2s. The thing is they annoy your opponent, and things that annoy people attract more attention than they are worth.
If you've ever played any AGEOD games you either hate or love partisans and light cavalry. In their Russian Civil War as the Reds you can send a white player bonkers with partisans and cavalry raids as its so annoying to lose control of rail lines and small towns ... if you are lucky they vastly over-react. In Rise of Prussia, I often play the Austrians in PBEM but there is a Prussian Hussar regiment/commander who one of my regular opponents uses to wind me up. I can have cossacks and Hungarian Hussars running wild, but if that unit grabs a depot, the urge to respond is masssive.
More seriously, its all about the uneven application of force. The U2s offer this.
RE: Soviet Questions
A major fan of AGEOD games, just starting 30 Year War PBEM.
I still use U2s that I started with for night attacks but haven't built any more. It may be wrong but I feel that the its better for morale for the Soviet soldier seeing modern planes overhead (and de-clutter production). Talking about morale and Ageod the NM morale system seems a much more sophisticated programme than WIEs hardcoaded NM and would alter behaviours if holding/taking a city mattered. For example winter 41/2 I am close to Smolensk but am not going to waste troops on a fortified city for something that has no real effect.
Also being far further west than historical my NM shouldn't collapse to 40 (I know it schanging but still hardcoaded).
I still use U2s that I started with for night attacks but haven't built any more. It may be wrong but I feel that the its better for morale for the Soviet soldier seeing modern planes overhead (and de-clutter production). Talking about morale and Ageod the NM morale system seems a much more sophisticated programme than WIEs hardcoaded NM and would alter behaviours if holding/taking a city mattered. For example winter 41/2 I am close to Smolensk but am not going to waste troops on a fortified city for something that has no real effect.
Also being far further west than historical my NM shouldn't collapse to 40 (I know it schanging but still hardcoaded).
RE: Soviet Questions
when I first started playing WiTE I was really surprised at the lack of conditional triggers. Guess its very hard wired deep into the design philosophy.
Its a pity as I think the AGEOD approach (in particular around scripted events/triggers) are a great way to keep things realistic but at the same time reward differential performance compared to reality. Pride of Nations really shows how this works out ... by 1920 you have a different Europe, and most likely a very different colonial landscape, but its recognisable compared to reality.
The 1942 NM issue typifies this by reversing cause and effect. There is no doubt that the combination of the overall failure in the winter offensive, the Kharkov disaster and defeat at Voronezh-Rostov had an adverse effect on Soviet morale. There's plenty of mentions of 'a return to the days of 1941' and Chuikov is clear as to how demoralised the units falling back to Stalingrad were (there maybe a bit of self-aggrandising in his report but its supported by plenty of other evidence). But that morale loss was the product of the German victories, in game the morale loss becomes the reason for the German victories.
Its a pity as I think the AGEOD approach (in particular around scripted events/triggers) are a great way to keep things realistic but at the same time reward differential performance compared to reality. Pride of Nations really shows how this works out ... by 1920 you have a different Europe, and most likely a very different colonial landscape, but its recognisable compared to reality.
The 1942 NM issue typifies this by reversing cause and effect. There is no doubt that the combination of the overall failure in the winter offensive, the Kharkov disaster and defeat at Voronezh-Rostov had an adverse effect on Soviet morale. There's plenty of mentions of 'a return to the days of 1941' and Chuikov is clear as to how demoralised the units falling back to Stalingrad were (there maybe a bit of self-aggrandising in his report but its supported by plenty of other evidence). But that morale loss was the product of the German victories, in game the morale loss becomes the reason for the German victories.
RE: Soviet Questions
OK, here is another question.
How does one know what support units can be attached to Soviet corps? I have noticed that if you create support units at STAVKA, when you select a Soviet lower level HQ, all the list of support units attached to STAVKA appear and any can be selected by that HQ. However, once you create Soviet Corps, for example a Soviet Rifle Corps, not all the STAVKA attached support units will appear as available for reattachment. For example, I have sensed a Soviet Rifle Corps can only attach Tank, Sapper or AT regiments, but not mortar or artillery units.
Is there a limit on what types of Soviet support units can be attached directly to Rifle, Cavalry, Tank or Mechanized Corps combat units? If so, how does one know which? Thanks.
How does one know what support units can be attached to Soviet corps? I have noticed that if you create support units at STAVKA, when you select a Soviet lower level HQ, all the list of support units attached to STAVKA appear and any can be selected by that HQ. However, once you create Soviet Corps, for example a Soviet Rifle Corps, not all the STAVKA attached support units will appear as available for reattachment. For example, I have sensed a Soviet Rifle Corps can only attach Tank, Sapper or AT regiments, but not mortar or artillery units.
Is there a limit on what types of Soviet support units can be attached directly to Rifle, Cavalry, Tank or Mechanized Corps combat units? If so, how does one know which? Thanks.
JVJ
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RE: Soviet Questions
What you have sensed is correct. 
Don't know where any list might be. Same for axis.

Don't know where any list might be. Same for axis.
RE: Soviet Questions
ORIGINAL: elxaime
OK, here is another question.
How does one know what support units can be attached to Soviet corps? I have noticed that if you create support units at STAVKA, when you select a Soviet lower level HQ, all the list of support units attached to STAVKA appear and any can be selected by that HQ. However, once you create Soviet Corps, for example a Soviet Rifle Corps, not all the STAVKA attached support units will appear as available for reattachment. For example, I have sensed a Soviet Rifle Corps can only attach Tank, Sapper or AT regiments, but not mortar or artillery units.
Is there a limit on what types of Soviet support units can be attached directly to Rifle, Cavalry, Tank or Mechanized Corps combat units? If so, how does one know which? Thanks.
direct to unit you can attach:
tank bns/regs
heavy tank regs
SP art (su-76 et al)
sapper bns/regs
AT
AA (but not the PVO ones)
AT rifle
MG bns
m/cycle bns
ski bns
flame tank/flamethrower
what you can't attach is artillery of various forms. I think the same basic logic applies on the German side as I've attached machine gun units to divisions and so on.
Each corps can only have 3.
As the game evolves be prepared to change your allocations. As an eg, early game a couple of tank bns are a great addition to a cavalry corps, by late 1943 I'd replace these with SU-76/85 (in part as the ToE already has a lot of T-34s but also as you shift to the T-34/85 you run into a shortage). Equally the KV heavy tank is removed from your usual ToE by the end of 1942, while the 1943 KV is not much use you really do want the IS-2 in action. So you may need to replace early tank SUs with heavy tank SUs ... and remember the Soviets used the IS in a breakthrough role so it fits nicely with a rifle corps (as do the SU/ISU-122/152).
Another that has its place and then becomes useless is the ski bn. With its value 4* in blizzard its a nice attachment in winter 41/42 and then 42/43 but useless after that.
Another quirk is any SU in Stavka can be attached to any unit. So if you have just raised a batch and want them to gain experience, you're better using one of your rear area MDs and only transferring to Stavka when you think they are ready. I don't think you can control which SU (of a type) is assigned and you don't want to use your admin pts attaching a weak SU when you have stronger ones available.
RE: Soviet Questions
ORIGINAL: charlie0311
What you have sensed is correct.
Don't know where any list might be. Same for axis.
The "list" is somewhere in the manual. I think it states construction and artillery SUs can be attached only to fortified regions, but not to other combat units.
RE: Soviet Questions
Another two questions.
1. First, on using units in reserve mode when you wish to attack. I understand how to use them defending as "fire brigades" but not so much attacking. Here is an example:
As Soviets, you have six rifle corps in two hexes that you wish to assault three strongly entrenched German infantry divisions in a single hex. Nearby, close enough that you can either add them to the initial attack (swapping out a rifle corps) you have two Guards rocket artillery brigades. You also have two strong tank corps nearby. And you have air assets that can launch an initial bombardment of the defending hex. You have sappers attached to your rifle and tank corps. If you put the rocket brigades and tank corps on reserve adjacent, if they commit will they aid the assault even if it means they would theoretically be over-stacking the attacking hexes when they do? Is their participating abstracted in terms of considering whether you are over-stacking? In other words, do I have to reduce the numbers of attacking rifle corps, e.g. taking them down to two per hex, to ensure the reserve units will participate?
2. Second, as to Soviet sappers. I read in many AAR's how the Axis bemoan the Soviet sappers. How many should you actually use? Is there is top limit to their effectiveness? Or should every combat unit with an empty slot get a sapper regiment? The Axis players make them seem like Gods, so I am wondering. My instinct is to vary the attached units, e.g. a Rifle Corps will get a sapper regiment, an AT regiment (with 76mm AT guns) and if I can something else like a tank or SP AT battalion. But is it better to just put all sapper regiments?
1. First, on using units in reserve mode when you wish to attack. I understand how to use them defending as "fire brigades" but not so much attacking. Here is an example:
As Soviets, you have six rifle corps in two hexes that you wish to assault three strongly entrenched German infantry divisions in a single hex. Nearby, close enough that you can either add them to the initial attack (swapping out a rifle corps) you have two Guards rocket artillery brigades. You also have two strong tank corps nearby. And you have air assets that can launch an initial bombardment of the defending hex. You have sappers attached to your rifle and tank corps. If you put the rocket brigades and tank corps on reserve adjacent, if they commit will they aid the assault even if it means they would theoretically be over-stacking the attacking hexes when they do? Is their participating abstracted in terms of considering whether you are over-stacking? In other words, do I have to reduce the numbers of attacking rifle corps, e.g. taking them down to two per hex, to ensure the reserve units will participate?
2. Second, as to Soviet sappers. I read in many AAR's how the Axis bemoan the Soviet sappers. How many should you actually use? Is there is top limit to their effectiveness? Or should every combat unit with an empty slot get a sapper regiment? The Axis players make them seem like Gods, so I am wondering. My instinct is to vary the attached units, e.g. a Rifle Corps will get a sapper regiment, an AT regiment (with 76mm AT guns) and if I can something else like a tank or SP AT battalion. But is it better to just put all sapper regiments?
JVJ
RE: Soviet Questions
Sappers arent godly but the reason axis players complain is they have a limited amount of engineer units while the Soviet player can build all the sappers they want.
However it takes AP and you will find as the Soviets you have a ton of things demanding/draining AP. Building sappers is good for getting more CV in your corps and supposedly help with breaking Axis forts but so far up to 1942 Ive rarely seen even 12 regiments of Soviet sappers make German forts useless so it seem only amazing rolls from the Soviet engineers will drop forts pre-battle calculations.
They do help you dig in faster and give you more combat power due to all the sapper squads added to your CV calculations though. Typically 1-2 sapper regiments is standard addition to Soviet Corps.
However it takes AP and you will find as the Soviets you have a ton of things demanding/draining AP. Building sappers is good for getting more CV in your corps and supposedly help with breaking Axis forts but so far up to 1942 Ive rarely seen even 12 regiments of Soviet sappers make German forts useless so it seem only amazing rolls from the Soviet engineers will drop forts pre-battle calculations.
They do help you dig in faster and give you more combat power due to all the sapper squads added to your CV calculations though. Typically 1-2 sapper regiments is standard addition to Soviet Corps.
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RE: Soviet Questions
Re question #1.
The Sov on map artillery has a range of two, so just include it with your mouse as you do the other units for deliberate attack.
You don't have to make adjustments in the number of attacking units when considering reserve activation. In your example, the forward 6 xxx attack, everything else that is eligible will participate, MP's, die rolls, Ldr initiative, more.
The Sov on map artillery has a range of two, so just include it with your mouse as you do the other units for deliberate attack.
You don't have to make adjustments in the number of attacking units when considering reserve activation. In your example, the forward 6 xxx attack, everything else that is eligible will participate, MP's, die rolls, Ldr initiative, more.
RE: Soviet Questions
ORIGINAL: charlie0311
Re question #1.
The Sov on map artillery has a range of two, so just include it with your mouse as you do the other units for deliberate attack.
You don't have to make adjustments in the number of attacking units when considering reserve activation. In your example, the forward 6 xxx attack, everything else that is eligible will participate, MP's, die rolls, Ldr initiative, more.
Both these answers were extremely helpful - thanks!
JVJ