ORIGINAL: lwcasss
Thanks for the fast and detailed answer, btw how to actually play by e-mail? I'm going to play via skype with my friend. And what's the recommended amount and type of division for each korp/panzer unit?
I have never played PBEM, but I am guessing that you send a game save to the other player after doing your turn, who then sends a save back when he has completed his part of the turn. The 'game saves' go in the main game folder, do some saves and look in the game folder (looks like - SAVEA.CD, SAVEB.CD, etc.) Choose 'Saved Game' from the intro screen and the letter which has been saved A/B/C etc..
How many units in each Korps : the short answer is - as many as you can. [:)]
Realistically you have to make the best of your divisions, as this is what the game is all about, organising your army to the best advantage, depending on your strategy and what the enemy is doing.
You can have up to 8 units (listed A-H) in each Korps. These can be full divisions, or support units like Flak, Stug, JPz and Artillery. So it depends what you are going to do with the Korps, if it will be defending a quiet part of the front, or railways in the rear, then one, or two divisions will do (maybe SEC Divs). If you are setting up a defence line in the rear, you can put a Korps with only one unit, to start entrenching and then if you need to activate the line you can transfer more units in and they will then have the benefit of entrenchments.
If you are preparing a main attack, maybe assaulting a city, you need a big Korps full of units, 6 infantry units and also a Stug Battalion and Artillery to help batter down defences. If you might encounter enemy tanks, put in a JPz (Jagd Panzer) battalion. Big concentrations of troops especially Armoured Korps are a tempting target for air attacks, so you need some Flak.
Army HQ and Army Group HQ also represent airfields with your aircraft, so they should have some Flak units as protection and a couple of Infantry, or Security divisions, to defend the HQ from direct attack. The divisions held in an HQ might be deployed by your AI commanders to help other units in combat, so check the Korps each turn to see if infantry units have been put into Armoured Korps and transfer them out (unless you want to have infantry support).
Armoured Korps should contain mobile units (tank/panzer and motorised), if you put infantry divisions in an Armoured Korps it either slows down the Korps (need to check this), or the Infantry units get burned out trying to keep up with the extra moves.
Look how the Korps are set-up at the start of the scenario to see how the Korps are organised, but the whole point of the game is to set your forces up depending on your strategy and put powerful units where you will need them, but be more economical elsewhere, you will not be able to have 8 units in every Korps.
You might need to have HQ and other Korps in the rear loaded with units to be able to exchange (TRANS) attached units, which are reduced to low readiness, with new units at full strength.
Here is a useful feature that may not be in the Manual, during a turn use
ALT/R, this will save a text file in the main game folder which looks like this :
Ge220641 (German turn 22nd June 1941). This file can be copied and printed and is a complete status of your all forces. Do this print-out from time to time and you can check the progress and state of your army, as the file updates with each turn. Do it during the Soviet turn and you get an SUxxxxxx text file.
This game might be old, but you will be surprised how good it can be.[:)]