Flavio: Hmm, setting motorized divisions to static because you know they'll turn into Rifle division is an interesting, if somewhat gamey idea. Is there a reason why the poor quality/wrecked Tank divisions don't get the same treatment? Brigades are cheap to reactivate.
Comrade question. I've been building RR construction regiments (maybe battalions?) and i'm wondering if i attach them to an HQ do they help all attached units construction value if they are in range? I've seen the AI also break them off to repair rail lines as well. Hopefully i didn't waste those men by making RR construction units.
There's currently hardly any reason to build construction battalions in 1941, considering that RR repair brigades are much better and also cost only 1 AP. It obviously takes more manpower to fill them up, but that's not a problem in 1941. A construction unit is a construction unit as far as the game is concerned. RR repair brigades will also assist with fort construction.
Also i don't remember if it was you or comrade or both but soviet cav rock.
The thing you should keep in mind is that they're REALLY lousy offensive units when they downgrade to brigade size, even as corps (which are essentially the same size as the units they start with). Use them to hit enemy supply lines or to encircle. The Axis will just bulldoze over them when you're using them for defence.
Late war, they're quite good as Guards cavalry corps, but it's not a good idea to use them as offensive weapons early on, unless concentrated in significant numbers. I try not to leave gaps in my line for cavalry to sneak through as the Axis. Even if they do, an attack or two will usually rout them.
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The more I think about it, the more the value of the +1 odds bonus is seriously underestimated (possibly by the developers too). The Axis really have no unique bonus like it. Experience or morale is in no way such a good bonus as a +1 odds modifier. Not to mention that there's nothing limiting the Soviets to get to 99 experience/morale. The only thing limiting from getting leaders that are as good as the Germans is that combat skills can only be increased to 6, but I'm not really sure the difference between a leader with an inf/mech rating of 6 and one with 7 is substantial.
Let's say you're attacking an Axis infantry division with a CV of 80. You're using 4 Rifle divisions with an average CV of 25. The Soviets supposedly lose more men from defensive fire, but it's difficult to truly see that as such a test would require units of equal experience. As your units are not as experienced as the German unit, it's difficult to see what's caused by poor experience and what by the increased casualties modifier. Let's say you lose 20 CV from defensive fire, or 20% of your total, which is extreme as you'll normally not lose more than 10% of your men, tops. You end up with 80 CV. As you're the Soviets, odds are around 1:1 (support units will add a bit) you win the battle and the Germans retreat. As the Germans, such attacks fail per definition.
The more difficult the attack, the greater the benefit of the odds bonus. Most of my failing attacks in swamps in my game with notenome come up with odds between 1 and 2. The Soviets would win all of them. Keep in mind that, after all other modifications, if your odds jump from 1.0001 to 2, they're almost doubled. The Germans can only dream of that. Their unit CV's might double after their leaders make the checks, but they can't cope with such an essentially post-battle increase in odds (it happens based on the final odds, so after the shooting stops).
The key thing to note is that, as far as I know, the Germans have no bonus that the Soviets can't get, aside from slightly better leaders, a bonus which will again be nullified if the leader skill increase cap is increased to 7. German units decrease in size over time and as said there's nothing limiting you from getting units with 99 experience or morale as the Soviets. Your support units are bigger and you get on-map artillery units. The Germans have what comes down to no unique force multiplier, or no real force multiplier at all aside from the Luftwaffe, but the Luftwaffe's performance is questionable with the current state of the air war. Of course, the Soviets also have the VVS as a force multiplier, which does even out the Luftwaffe when it comes to ground battles as the VVS can commit a lot more planes.
The +1 odds modifier might be the Soviets' best friend, and not many people seem to realize it yet. The Germans have more or less no counter: as you're attacking on your turn, you decide how many men to bring to battle, so a tougher stack will just mean you'll bring more men.