A few tips for the Soviet player in '41
Posted: Wed Jan 26, 2005 9:18 pm
I have good experience playing the Soviets and holding out against top players, so here are a few tips for surviving into '42.
Production and equipment
You want to switch as quickly as possible to T34 and Yak1 production. The T34s will first go replacing the T37s in those huge 200 tanks batallions several Soviet divisions have. Then replace the rest of the tanks in those divisions, giving priority to the ones with 4 batallions. You will get several tank divisions with 300-400 T34s this way. They still have low experience, but will make an impact.
The Yak1s will first go into making a pool of 1000 of them. The reason for this is, everytime an air group gets replacements it loses experience. But if you have more than 1000 of that type of aircraft in the pool, you will get 30 replacements each turn instead of the usual 10. So you will lose experience 3 times as slowly, which means for the Russians that you can actually gain some.
After you have 1000 Yaks, the next ones produced replace into groups with 200 aircraft (I16 etc) that you kept in training so far. Sometime in October, you will get wings of 200 Yak1s with 60 experience. These fight decently against the Germans. Send half of them to the front; they will get decimated but will inflict loses as well. Next turn, withdraw them to rebuild and send the other half in. Keep alternating like this and you are on the way to gaining air equality in '42.
The most profitable employment for the Red Air Force (before '44 at least) is hunting German bombers. That's why you need to go for big cannon ratings. My favourite line of production is thus Yak1 - Yak7b - Yak9t. Used properly, the few Hurricanes you get can be devastating.
Deployment & battle
The mech corps will disappear on July 20, so you want to make good use of them before that. Put a weak mobile division in each and send them to cut German supply lines. On average, a mech corps will execute 3 of its 5 plots. They are most predictable when ordered to move in a straight line.
While this guerilla warfare is going on, you need to build a defensive line. First you place all the army/corps shells available, with weak units in them, so they can gain entrenchment. Then you fill them with divisions as these arrive by rail. The order of preference for defensive terrain is:
1. behind a river
2. mountains, swamps, arctic terrain
3. a straight line covering as many forests as possible
I have a favourite location for the line of defence myself, but I'll let you figure out the best for your needs. The reason for a straight line is that each unit in it can only be attacked from 2 places. If for any reason the line protudes, such units have to be overstrength since they will receive stronger attacks; this is a good place to use shock armies.
Now take those huge divisions with 400 tanks you have and place them as reserves in the HQs behind the lines. Make sure the most threatened areas get the best commanders since they are most likely to commit the reserves. Nothing destroys those PzKorps like running into 100 T34s (this is how many will actually fight, for experience and readiness reasons) commited from the reserve!
The German player will still penetrate your lines, but will take losses and won't be able to cut off too many units. Keep a secondary line entrenching a short distance behind the first and be prepared to give way instead of being cut off. Once a position becomes untenable, withdraw the units and fill the secondary line; at the same time establish a new secondary line 2-3 squares behind that. To prevent cutoffs, you also need to keep some units linking the front line and the secondary line.
Other small tactics
Often a PzKorps will run out of its fighter cover. You can bomb it, but this won't affect it much. More effective is to put a lot of fighters in an HQ and suicidally attack the PzKorps with a unit attached to that HQ. You'll destroy a fair amount of Nazi bombers this way.
Watch the German rail line conversion. It is very valuable to prevent such conversion with your guerilla units if you can.
Conclusion
These tips have helped me hold my own in more than one game. I hope they will be useful to other players as well and will make the game more interesting in the standard version. Happy hunting!
Production and equipment
You want to switch as quickly as possible to T34 and Yak1 production. The T34s will first go replacing the T37s in those huge 200 tanks batallions several Soviet divisions have. Then replace the rest of the tanks in those divisions, giving priority to the ones with 4 batallions. You will get several tank divisions with 300-400 T34s this way. They still have low experience, but will make an impact.
The Yak1s will first go into making a pool of 1000 of them. The reason for this is, everytime an air group gets replacements it loses experience. But if you have more than 1000 of that type of aircraft in the pool, you will get 30 replacements each turn instead of the usual 10. So you will lose experience 3 times as slowly, which means for the Russians that you can actually gain some.
After you have 1000 Yaks, the next ones produced replace into groups with 200 aircraft (I16 etc) that you kept in training so far. Sometime in October, you will get wings of 200 Yak1s with 60 experience. These fight decently against the Germans. Send half of them to the front; they will get decimated but will inflict loses as well. Next turn, withdraw them to rebuild and send the other half in. Keep alternating like this and you are on the way to gaining air equality in '42.
The most profitable employment for the Red Air Force (before '44 at least) is hunting German bombers. That's why you need to go for big cannon ratings. My favourite line of production is thus Yak1 - Yak7b - Yak9t. Used properly, the few Hurricanes you get can be devastating.
Deployment & battle
The mech corps will disappear on July 20, so you want to make good use of them before that. Put a weak mobile division in each and send them to cut German supply lines. On average, a mech corps will execute 3 of its 5 plots. They are most predictable when ordered to move in a straight line.
While this guerilla warfare is going on, you need to build a defensive line. First you place all the army/corps shells available, with weak units in them, so they can gain entrenchment. Then you fill them with divisions as these arrive by rail. The order of preference for defensive terrain is:
1. behind a river
2. mountains, swamps, arctic terrain
3. a straight line covering as many forests as possible
I have a favourite location for the line of defence myself, but I'll let you figure out the best for your needs. The reason for a straight line is that each unit in it can only be attacked from 2 places. If for any reason the line protudes, such units have to be overstrength since they will receive stronger attacks; this is a good place to use shock armies.
Now take those huge divisions with 400 tanks you have and place them as reserves in the HQs behind the lines. Make sure the most threatened areas get the best commanders since they are most likely to commit the reserves. Nothing destroys those PzKorps like running into 100 T34s (this is how many will actually fight, for experience and readiness reasons) commited from the reserve!
The German player will still penetrate your lines, but will take losses and won't be able to cut off too many units. Keep a secondary line entrenching a short distance behind the first and be prepared to give way instead of being cut off. Once a position becomes untenable, withdraw the units and fill the secondary line; at the same time establish a new secondary line 2-3 squares behind that. To prevent cutoffs, you also need to keep some units linking the front line and the secondary line.
Other small tactics
Often a PzKorps will run out of its fighter cover. You can bomb it, but this won't affect it much. More effective is to put a lot of fighters in an HQ and suicidally attack the PzKorps with a unit attached to that HQ. You'll destroy a fair amount of Nazi bombers this way.
Watch the German rail line conversion. It is very valuable to prevent such conversion with your guerilla units if you can.
Conclusion
These tips have helped me hold my own in more than one game. I hope they will be useful to other players as well and will make the game more interesting in the standard version. Happy hunting!