March 1942

- Russia Center Mar 42 crop.png (1.45 MiB) Viewed 2141 times
Army Group Center is again mired in snow and mud. That's six straight months of bad weather on the Moscow front. Most of them involving mud. All Fall and Winter the Axis has basically crawled toward Moscow one hex per month. The weather has got to break sometime, right?
Notice I've prepared for the opening assault on Russian fortifications. Two supporting artillery. Two HQs close behind the front line, each providing 8 supply. Tanks on the right wing wait to envelop Moscow from the south. Also, off screen a couple more tanks move north toward Ryazhsk.
With all the bad weather, USSR's land units have increased to 40 at the end of March. Compared to 28 at the end of September last year, arrggh.
Here's some advice for new players hoping to improve their game play:
The three keys to success in WaW are supply, supply, and supply. Yeah, sounds pretty simple, but man supply gets complex.
And the key to supply, especially in Russia, are HQ units.
HQ Management for Beginners (and everyone else)
Some people don't bother managing HQs. Too much trouble. Don't like micromanagement. That's a huge mistake. HQs extend supply and provide combat bonuses. Supply and combat bonuses are both crucial to unit combat effectiveness.
Each HQ can command a certain number of units. The base is 5 units.
Researching "Command & Control" (C&C) increases unit command by one unit for each level. C&C also increases command range and HQ command rating. And C&C is cheap to research. And its improvements are automatic! Yes, researching C&C is a must for any major.
HQs have three modes: Auto, Auto-Assist, and Manual.
Auto allows the AI to fill all command slots.
Auto-assist allows units to be manually assigned an HQ. But if you leave command slots open, the AI will automatically fill open slots with a unit.
Manual requires units to be manually assigned to an HQ.
I don't use Auto because the AI doesn't always select the best unit for command. When left to its own the AI may select a garrison unit behind the front. I don't use Manual because if you accidentally leave a command slot open or move a unit out of command range, the AI won't fill the open slot. Might as well fill all open command slots, even if they're not optimal.
I set the mode for every HQ unit to "Auto-Assist". On the first turn of the game and as I build them.
At the beginning of each turn before I move, attack, reinforce, or upgrade any unit, I click on each HQ unit. When you click on an HQ in Auto-Assist mode, units within command range are highlighted in colors:
Blue indicates that unit is not commanded by any HQ. An uncommanded unit will not perform well in battle. Also, air units that are not commanded by an HQ will not be supplied by an HQ. That means the air unit is supplied by the hex and in Russia that's usually bad.
Green highlight indicates that unit is commanded by the selected HQ.
Red highlight indicates that unit is commanded by a different HQ than the one you clicked on.
I evaluate each blue highlighted unit to determine if that unit needs to be commanded by an HQ. For example, maybe the unit is going to be involved in an important battle or is likely to be attacked during the enemy turn. If you decide to command the unit, right click on the unit and click "Attach" to attach the unit to the selected HQ. If "Attach" is faded when you right click, that means the HQ doesn't have any open command slots. You have to detach another unit to open a command slot.
While the HQ is selected, right click on a green highlighted unit. Click "Detach" to remove command from that unit. Now you got an open slot and you can assign another unit to the HQ. You can go back and forth all you want detaching and attaching units with no penalty.
Once you move, attack, reinforce, or upgrade the unit, you can't attach or detach it with an HQ. Once you move an HQ, you can't attach or detach units with that HQ. So it's critical to finish HQ assignments before you start moving units.
The minimum you should do each turn is assess blue highlighted units. They are uncommanded and lose combat effectiveness. Especially make sure all your air units and tanks are commanded.
If you want to go the next step, make sure that important units are assigned to the highest rated and most experienced HQ. For example, if I have a critical battle coming up, I'll assign all units I expect to involve in the battle to the best available HQ. Sometimes I have to juggle units between HQs to make that happen but it's worth it.
Anyway, I hope that helps some of you new (and old) players.