Playing Soviets in Road to Leningrad - What to do in a turn?

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Hoggorm
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Playing Soviets in Road to Leningrad - What to do in a turn?

Post by Hoggorm »

Hi,

I'm a complete noob. I've played the Germans a few times (and never mastered them either) but this time I wanted to try the Soviets.

But what should I do in my turn? After moving my units to favorable defend positions and moving forward the new arrivals I usually just end the turn.

I assume this is not how you pros do it? What else should I consider doing in my turn?

Thanks for helping someone who is at the bottom of the knowledge three :)
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loki100
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by loki100 »

there isn't that much you can do with the Soviets, it is a relatively reactive scenario.

Things to do is to make sure your support units are where you need them - ie those armies that are going to form the shield for Leningrad (this is probably the main learning pt from the scenario around the impact of SUs in the right place - for both sides).

Your offensive options are limited really to using cavalry divisions to probe the axis flanks and maybe interfere with their supply. Those tank divisions that start around Leningrad are good for a single powerful attack if you see an opportunity (or a need).

In some ways 'Road to Smolensk' allows more for both sides. The Soviets can do some serious counter-attacking and the axis has the sort of armoured force allowing it to try for large scale encirclements.
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821Bobo
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by 821Bobo »

Your offensive options are limited really to using cavalry divisions to probe the axis flanks and maybe interfere with their supply. Those tank divisions that start around Leningrad are good for a single powerful attack if you see an opportunity (or a need).

Problem with the tank divisions is low movement points. With only 18 it is really hard to get them in suitable position for deliberate attack. However on reserves if activated they can decide few battles in Soviet favor.
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Hoggorm
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by Hoggorm »

ORIGINAL: loki100
Things to do is to make sure your support units are where you need them - ie those armies that are going to form the shield for Leningrad

How do I do this exactly?
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loki100
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by loki100 »

ok, you can do it automatically by learning how the priorities work or manually at the expense of admin pts. I'd strongly suggest the second as the first is a route to immense frustration (imho).

So if you open up an army, you can either send the attached Support Units away - up the command chain or to another nearby army. If you open a front you can send the attached Support units to any subordinate command (regardless of range - for this scenario).

Just click on the SU, it'll show you the current command on the lhs, click on that and choose the new destination. Think about the 2 (this is what you'll need) armies that are going to defend Leningrad. Make sure they have lots of sappers (=faster entrenchments) and artillery (this will help disrupt any German attacks). I'd say at least 4 sapper units and 5-6 artillery, a bit of AA is also a good idea.

Whats left you can scatter around the other armies. For the scenario you can let the Germans run rampant in the south so strip those armies of extra equipment and bring it up the units that are going to fight for Novgorod, the Volkhov and, of course, Leningrad.
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Hoggorm
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by Hoggorm »

ORIGINAL: loki100
Just click on the SU, it'll show you the current command on the lhs, click on that and choose the new destination.

Ah! Thank you! Finally, I understand what I'm doing when transferring support units. That help was highly appreciated!

After transferring support units, I have a few armies with neither combat nor support units. Should I disband those armies, or just leave them?

Is it a good idea to add corps level HQs? Can I do that by the way? Most of my divisions are attached directly to an army or STAVKA
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loki100
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by loki100 »

in this scenario I'd just send any empty corps deep to the rear - they'll disband on their own soon enough. Those still with combat units I'd leave close to the relavant army - its a useful extension of the command range and helps you to cover the less well defended sectors.

I wouldn't scrap any armies - you do get quite a lot of reinforcements and you'll need them to bring that lot under proper command.

I personally don't disband the corps, there are always better things to do with the admin pts than use them for something that happens for free in a few turns in any case.
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by Sammy5IsAlive »

ORIGINAL: loki100

in this scenario I'd just send any empty corps deep to the rear - they'll disband on their own soon enough. Those still with combat units I'd leave close to the relavant army - its a useful extension of the command range and helps you to cover the less well defended sectors.

I wouldn't scrap any armies - you do get quite a lot of reinforcements and you'll need them to bring that lot under proper command.

I personally don't disband the corps, there are always better things to do with the admin pts than use them for something that happens for free in a few turns in any case.

Could you expand on this a little as I wasn't aware that it could happen?

Not got onto the campaigns yet but if you are playing Soviets and potentially keeping a Corps HQ empty to take on future reinforcements could they disappear in the meantime? Do all reinforcements come alongside the HQs needed to support them?
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821Bobo
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by 821Bobo »

All Soviet Mechanized and Rifle Corps HQs will automatically disband in July/August 1941. It is semi random, you don't know exact turn but at end of August all will be gone. Cavalry Corps HQs will disband in November. Airborne HQs stay on map.
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by Sammy5IsAlive »

ORIGINAL: 821Bobo

All Soviet Mechanized and Rifle Corps HQs will automatically disband in July/August 1941. It is semi random, you don't know exact turn but at end of August all will be gone. Cavalry Corps HQs will disband in November. Airborne HQs stay on map.

OK that makes sense I think. So the combat units start reporting directly to Army HQs rather than to Corps HQs?

I have to admit at this point I still get a little bit confused about the unit sizes - as a general rule of thumb am I correct in thinking that size-wise at least the Russian structure sits 'in between' the German one (so that a Russian Rifle Corps combat unit is between a German Division/full Corps; a Russian army is between a German Corps/Army and a Russian Front in between a German Army/Army Group)? And in terms of gameplay/combat power the Russian formations are roughly equivalent to a German formation the step below (so a Russian Corps = a German Div, Army = German Corps etc)?

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821Bobo
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by 821Bobo »

Every unit(combat or support) after its superior HQ is disbanded will report to next one in chain of command. So in most cases it is the Army HQ but some ends directly under Front or even Stavka HQ.

Regarding unit size your assumption is correct.
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Hoggorm
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RE: Playing Soviets in Road to Leningrad - What to do in a turn?

Post by Hoggorm »

I appreciate the help!

I finished the scenario yesterday with a minor victory as Soviets. For the first time I felt that I actually had some idea of what I was doing and that was a great feeling! :D

Thank you again!
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