What to do about Russia?
Posted: Sat Nov 25, 2006 8:57 pm
I've been struggling, really struggling to optimize Russian play and have come up with the following (hints/suggestions/criticisms are of course more than welcome) general guide to help avoid the worst:
Spy on Germany - this is tough to do, a good 8 PPs/24 spy points are required to make headway and is indeed a bitter pill to swallow (until you start getting your first tech steals.) It is quite hard to keep pace with German technology, but if the investment is made early enough and is sustained over the course of the game, perhaps 1 spy every 2 turns after 1940, can really make a difference. It is unfortunately equally necessary to raise your own security into the high teens/low 20s to make sure the German does not know this is going on. Typically, after the commencement of Barbarossa, the German player will find himself so short on supply he will neglect security and spies vs Russia, in other words, it's really tough at first, but gets easier as the action picks up.
Do not hesitate to move factories. This too is quite hard, but if the German is advancing rapidly or even failing to grab important places quickly enough, moving the factories at Kharkov, Rostov and Stalingrad is an option. The key benefit here is the denial of VPs to Germany for the AV. Avoid unit builds in border areas because of this, use them to build research or even supply, any units on the production spiral in these places will be lost when you move the factories, ouch![:-]
Build some tacair/HBs. 2 or 3 of these are typically enough, but you really need them to get the combined arms bonus for tricky situations. Remember when building spies to keep at least 1 tech point on each unit attribute you think the German may be researching, this is particularly important for your tacair, otherwise it is the type of unit that languishes because the Russians cannot afford to upgrade. With lots of spies and only 2 tech points invested (typically EV and LA) you can keep relatively equal with the other, more modern, air forces. Clearly, the same applies to fighters, but here you will need to buy 1 initial point for speed (range) as well in order to get the most bang for your buck.
Build INF in Leningrad from turn 1 onward and never stop/strat move any away. Again, retention of the place is more about denying an easy AV than it's actual strategic position (which quite frankly is not that important.)
Build tanks in Moscow and Kharkov starting on turn 1 and never stop.
Move the tanks you build in Moscow to Kharkov while frozen, there is a chance that you can retain this town for quite some time if you continually reinforce it. Move a tacair and some fighter protection here as well if the German appears to be going for the Caucasus via Turkey, they will op-fire on naval forces in the Black Sea and slow this tactic down a bit.
Do not abandon Vladivostok. When things get crazy with Germany early on, there is a large temptation to pull the units out of Vlad, this just makes a bad situation even worse if Japan gets tempted by an easy grab. Again, because of the RP and factory, this equals a VP for the Axis. Again, if the Japanese are so inclined they can then move even farther inland, destroying/occuppying resources on their way west.
Always spend whatever is humanly possible on the EV and LA ratings for tanks and INF, maybe ART as well (though I no longer do this due to the suppression rules and the impossibility of keeping up research on 6 unit attributes with intensity.)
Seriously consider builing 1 more factory in both Central and Southern Urals, these become vital to your ability to sustain the effort if the German takes out more factories on turn 1 than just Kiev and Belorussia, they are also relatively safe from air attack and do have population points (so you can build combat units.)
DO move INFs from Karelia/Caucasus, etc to Eastern Poland (must repair the rail there first to do this) until you hit production multiplier 2, after that, it starts to hurt your internal redeployment too much and exposes too many units to an easy kill upon the commencement of Barbarossa. With the WR increase of +1 for each inf moved, this generally results in Russia hitting x2 production quicker by 1 turn and pays for itself (the easily lost units on the border and the 5 supply for the rail repair.) Unless you really think the German will wait until the last moment to attack you, do not continue to commit more units here, the costs far outweigh any benefit.
Spy on Germany - this is tough to do, a good 8 PPs/24 spy points are required to make headway and is indeed a bitter pill to swallow (until you start getting your first tech steals.) It is quite hard to keep pace with German technology, but if the investment is made early enough and is sustained over the course of the game, perhaps 1 spy every 2 turns after 1940, can really make a difference. It is unfortunately equally necessary to raise your own security into the high teens/low 20s to make sure the German does not know this is going on. Typically, after the commencement of Barbarossa, the German player will find himself so short on supply he will neglect security and spies vs Russia, in other words, it's really tough at first, but gets easier as the action picks up.
Do not hesitate to move factories. This too is quite hard, but if the German is advancing rapidly or even failing to grab important places quickly enough, moving the factories at Kharkov, Rostov and Stalingrad is an option. The key benefit here is the denial of VPs to Germany for the AV. Avoid unit builds in border areas because of this, use them to build research or even supply, any units on the production spiral in these places will be lost when you move the factories, ouch![:-]
Build some tacair/HBs. 2 or 3 of these are typically enough, but you really need them to get the combined arms bonus for tricky situations. Remember when building spies to keep at least 1 tech point on each unit attribute you think the German may be researching, this is particularly important for your tacair, otherwise it is the type of unit that languishes because the Russians cannot afford to upgrade. With lots of spies and only 2 tech points invested (typically EV and LA) you can keep relatively equal with the other, more modern, air forces. Clearly, the same applies to fighters, but here you will need to buy 1 initial point for speed (range) as well in order to get the most bang for your buck.
Build INF in Leningrad from turn 1 onward and never stop/strat move any away. Again, retention of the place is more about denying an easy AV than it's actual strategic position (which quite frankly is not that important.)
Build tanks in Moscow and Kharkov starting on turn 1 and never stop.
Move the tanks you build in Moscow to Kharkov while frozen, there is a chance that you can retain this town for quite some time if you continually reinforce it. Move a tacair and some fighter protection here as well if the German appears to be going for the Caucasus via Turkey, they will op-fire on naval forces in the Black Sea and slow this tactic down a bit.
Do not abandon Vladivostok. When things get crazy with Germany early on, there is a large temptation to pull the units out of Vlad, this just makes a bad situation even worse if Japan gets tempted by an easy grab. Again, because of the RP and factory, this equals a VP for the Axis. Again, if the Japanese are so inclined they can then move even farther inland, destroying/occuppying resources on their way west.
Always spend whatever is humanly possible on the EV and LA ratings for tanks and INF, maybe ART as well (though I no longer do this due to the suppression rules and the impossibility of keeping up research on 6 unit attributes with intensity.)
Seriously consider builing 1 more factory in both Central and Southern Urals, these become vital to your ability to sustain the effort if the German takes out more factories on turn 1 than just Kiev and Belorussia, they are also relatively safe from air attack and do have population points (so you can build combat units.)
DO move INFs from Karelia/Caucasus, etc to Eastern Poland (must repair the rail there first to do this) until you hit production multiplier 2, after that, it starts to hurt your internal redeployment too much and exposes too many units to an easy kill upon the commencement of Barbarossa. With the WR increase of +1 for each inf moved, this generally results in Russia hitting x2 production quicker by 1 turn and pays for itself (the easily lost units on the border and the 5 supply for the rail repair.) Unless you really think the German will wait until the last moment to attack you, do not continue to commit more units here, the costs far outweigh any benefit.