BletchleyGeek
Posts: 4713
Joined: 11/26/2009 From: Living in the fair city of Melbourne, Australia Status: offline
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quote:
ORIGINAL: ComradeP quote:
Soviet unit quality decays alone due to supply shortage and replacements due to extremely high losses. And damaged elements that go into the pool come back as "recruits" as far as I know. You don't want to train the shells, you want to keep the professional units edge. I'm not convinced that Soviet unit quality decays so much that it will usually be worse than the quality of replacements. Checking a save from Flavio's game with James has not changed that, in fact, it has made me less convinced that grinding can normally push most units below where they would be as shells. It all depends on the morale of the units due to losing battles. Also artillery and support weapons suffer the most, since they're most of the losses incurred during retreats (the most common result of combat, by far, for the Soviets in 1941). quote:
ORIGINAL: ComradeP quote:
Such as Cavalry and mountain divisions, both of which get morale bonuses now so their destruction is more useful than ever before. Airborne brigades also don't come back, which means 1 less Guards division to worry about later for every 2 you destroy. As I answered to 76mm, the only real concern are mountain units. And to be honest, they're not really a "vengeance" weapon. They're nice, but not essential. About Airborne Bdes: how many of them they're at the start? Twelve? How many do usually survive, even with pocketing? 8? People use them to build up forts, and you don't really build up right on the front line? And then, how many do you get for free in December? quote:
ORIGINAL: ComradeP quote:
The Soviet motor pool rises like a balloon by itself. This balloon punctures itself as soon as mud hits. You can check the numbers on the spreadsheet I keep for my AAR about my game with Q-Ball. The Soviet motor pool rises like a balloon due to vehicle mobilization and unit downsizing. Tank and motorized divisions often use only 1/3 to 1/4 of the vehicles full strength Tank or Mechanized corps need, so that balloon soon pops. Whereas the reduction in the mud is temporary and due to the supply system requiring more vehicles, the reduction with corps creation is permanent. That's the reason why I think that getting worried about Motorized Divisions being pocketed is a bit like getting worried that when one gets out of his house a lighting might strike him. You only get Corps if you survive 1941. Before that, they're things you fancy you had available, but you haven't. quote:
ORIGINAL: ComradeP quote:
It's not much different. One thing is to generate "new recruits" - the difference between manpower pool in two consecutive turns and the number of manpower produced, and another one is what is reported in the Logistic Reports which amalgamates reinforcements from elements already in the pool. With proper management of armaments, the Soviets can equip 500.000 men or more in a single turn if they want to. 90.000 men is a really conservative average for the summer campaign. I might even say it's an unrealistically low estimate. I can get the exact numbers for you ComradeP. But there's a big crunch in the ability to replace losses that starts, approximately, at the beginning of September. The reasons for this are varied, and I'm not sure I know all of them. One of the most significant is that about that time you start feeling the effect of all those factories having been evacuated in the previous 10 or 12 turns. 500k men per turn is only possible for a couple turns or three, more if you spend a lot of AP disbanding Corps HQ's. And you'll have possibly gobbled completely the armaments pool (I did, because of "opening the flood gates"). A more gradualistic approach might be more intelligent in the long run. There's no point to spend more resources than strictly necessary on units which are going to be smashed or pocketed no matter what you do. You can only delay, you can't really stop the German Army. Besides that, those "massive refits" are limited by the number of slots needing replacement in your units and Refit mechanics, which always assign the most priority to SUs replenishment. One don't have enough AP's to do simultaneously all the disbanding of HQ's, Airbases and SU's, leader appointment, Command and Control reestructuring and the occasional fort building. quote:
ORIGINAL: ComradeP quote:
But your thinking and planning can't become dependant on "shots in the arm". They're emergency measures. Depending on those measures is a bad idea, but you shouldn't ignore them either. You can, and in my opinion should, plan ahead for the injection in manpower you get from corps disbanding and can get from other (hard-coded) efficiency measures (mostly downsizing support squad requirements in most TOE's). Indeed. On the topic of support squads I'm noticing - by watching the stats - that Support Squad building has cyclic nature. During two or three turns, not a Support Squad is built, then, all of a sudden, and for one or two turns, several thousand of them are built in one go. Looks to me that the hard-coded algorithm for choosing what elements to build assign to them the lowest priority. The problem is that these "spikes" might come right when it's most inconvenient.
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