JB and I both enjoyed our last game together a few months ago so a rematch was due! We've both learned a lot since our last game so i'm looking forward to seeing how this game plays out. This is my first Soviet game since i last played JB as i've been learning Axis but i feel like it will make me a stronger player now. I have a better understanding of what Axis can and can't do. Similarly, so far we are 8 turns in on the game and it's clear JB has further improved his game too.
I generally write my AAR as and when i'm playing the turn so that's how it should be read.
We've decided on an 8 turn delay but can amend if another update frequency makes sense. We want to be as open as possible in this AAR without giving away anything that the opponent wouldn't already know so we have to strike a balance there. This game won't move as fast as our other one (pretty much daily turns for 2-3 months!) but turns are still fairly quick being 1-2 days at most.
T1 - Soviet Perspective

- 1.png (29.27 KiB) Viewed 9460 times
A huge opener from my worthy opponent. 760k pocketed along with 11k guns, 4.5k AFVs and a whole lot of trucks. Will need to unit scout the Rovno pocket as there might be some opportunities to break it (unlikely) but the others look 100% tight.
I do find Soviet T1 very painful. A crazy amount of admin! Naturally the first thing I do is change all my HQs to supply priority 4 and cancel all the auto-transfers across the map for the next 20 turns. I don’t have the willpower to do the entire game all on T1 (if only there was a setting to do it for us!).
I can’t find the exact details in the patch notes anymore but I recall there being some changes to low exp pilots sent back to the pool as air is sent to the TB. They will no longer get added back to units if they are below the national air morale which is a great change. On this basis, it’s “ok” to send aircraft to the TB now. The VVS will get destroyed heavily in 41 no matter what you do but I do plan on using in specific circumstances. Everyone has their own process but these are the steps I take on T1
- I start of by changing all aircraft on map to report to Arkhangelsk command so it’s all in 1 HQ. Makes it a lot easier for sorting air assets.
- I send low exp air groups to reserve for training (generally less than 45ish). Soviets have more air assets than they can use initially anyway as they are limited by airfields and flying range.

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- Where there air groups that are virtually wiped out of aircraft but have good pilots, I send them to North Caucasus air HQ and place them all at Saratov. I then place this HQ on rest + restricted. I do not want these filling out with new aircraft/pilots automatically. As and when I build up surplus of both, I can pick which aircraft/air groups I want to fill out and use on the frontlines
- Its tedious but I group all airplanes of the same type into an AOG so I have groups full of Migs, Yaks, SB2s etc rather than all co-mingled. For fighters I try and avoid mixing area of operations too so if I’ll concentrate i-16 Type 24 to one area on map and ill put the i-16 Type 29 in another area of the map. Ideally I don’t want to mix fighter aircraft in the same air battles.
- I try and avoid overloading airfields but it’s a bit impossible given all the moving parts and I don’t spend the time + effort calculating every transfer before I move air assets around.
- Where possible, never transfer aircraft to airfields that are likely to be overrun the next turn. When you transfer air long distances it often uses 100% of the flying miles for the turn. When an airfield is overrun, if the air groups have already used all their flying miles then they do not evacuate and all aircraft/pilots are destroyed on the ground.
- Each to their own but I’ve consolidated all my air into the Leningrad and Southern air command as they have leaders with the highest Air stat. Hopefully some of the bad leaders from the other air HQs get killed/dismissed. The other reason I like this approach is it gives more flexibility for GS as you don’t need to worry having GS commands not pre-set for specific fronts. You can run several fronts to the one Air HQ for GS purposes. Just make sure it remains under the 600 CP limit for Air HQ.

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Soviets have an opportunity to use air in the first few turns with “lower” losses as Axis are unable to set up effective AS given they advance so quickly In the ground phase. I’ve put all my airforce on rest this turn with the exception of long range bomber command where I wanted to run some indirection on the key paths of advance. The main benefit of this is it reduces admin movement so will slow down the axis advance a little bit even without combat. This is very important on the Luga/Smolensk front as you need time to build up enough of a defence in the favourable terrain. The indirection on the Riga area failed as axis fighters flew and intercepted/killed my bombers in the area given he moved them up to Riga.

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JB has done the smart move and placed a unit just south west of Proskurov. As can be seen from the yellow rail hexes, this along with the Romanian infantry at the bottom stops the ability for the SW front to rail out. Without rails, a lot of these units will be caught in a pocket over the next turn or 2. Depending on how lucky the soviets are on T1, they might have enough firepower to dislodge the German unit near Proskurov (usually a panzer regiment with SU’s attached – I attach RFFS to this) or attacking the Romanian on the border. The 12=12 across the river looks daunting but when attacking in overwhelming numbers, defensive CV crumbles quickly by the end of combat which is where it counts. I’m undecided at this stage if I’ll attempt it as it will mean sacrificing a few units in the attack. Will check how much I could get out without rail first and then decide