governato
Posts: 1079
Joined: 5/6/2011 From: Seattle, WA Status: offline
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b]UNITS TOE, ORDER OF BATTLE AND EQUIPMENT FILE Axis Allies: each of them (Finnish, Romanian, Hungarian, Italian and Slovaks) have separate infantry units and equipment, with different disband events and replacement rates. This was important to simulate the relative contribution to each force to the campaign and to provide the Red Army a real incentive to knock the Axis allies out of the war as soon as possible. Assault units as Pioneer and Sappers Squads are now separate from Construction Squads that have no attack capabilities but provide 'engineering capabilities' to their parent units.Construction squads make a unit go into defensive (D,E & F modes)faster. (...btw the Red Army does not have many of them until Summer 1942). The TOE of armies and corps is handled differently for the Axis and the Red Army. For the Axis units the crucial events were the modernization of tanks, (the Pz Kpw III and IV adopting guns with longer barrels and the introduction of the Panthers and Tigers), the introduction of high caliber AT guns and the improvement in infantry AT capabilities. These factors are modeled introducing the appropriate equipment slots in every unit. For the Red Army Armies and Corps formed in different years have very different TOEs reflecting the different structure of infantry divisions, tank corps and the attached support units. Several Red Army infantry armies and all tank armies withdraw (via Theater Options) and are replaced with Guard units with significantly more fire power. Glantz books and Matrix's WITE were a useful reference for the details of the TOEs. From the above sources Martin Schenkel created a list of all Red Army Support Units attached at different times , which I used extensively. For example a Guard Army has the TOE of 3 Infantry Corps ( roughly nine divisions, but not quite), and many attached regiments: 3 Artillery, 3 Mortar, 2 Rocket, 2 AT, 3 Sapper, 2 Construction, 1 Heavy Tank, and 2 Self Propelled Guns..). It's a much stronger Army than one formed in 42, that would include 7 infantry divisions, 2 Artillery, one Mortar, 1 medium tank, 1 AT, one battalion of AA and Rockets, and one tank brigade. The armies upgrades make sure that the number of divisions and attached regiments stays close to historical at all times. REPLACEMENTS MANAGED BY ACTIVE DISBANDS. For a campaign of this size and scope it is vital that the scenario adopts the correct replacement rates. The scenario models in great detail the replacement rate per turn for each weapon and infantry type, as provided from several historical sources. While Rifle Squads replacement peaked for each side in 41-42 and decreased later on, the production of heavy guns and tanks followed the opposite trend as the industrial output of the Axis and the Soviet Union peaked in 1944. Lend Lease was a major sources of trucks, medium tanks and planes for the Red Army. This complex process is accurately modeled by combining 1) the game varying replacement rate and 2) numerous 'disband unit' events that directly dump equipment in the replacement pool. Most of disbands event happen automatically and are transparent to the player. This allows the scenario to have a unique production rate for *every* equipment entry based on historical sources (and cross checked whenever possible!). As an example the plot shows the total replacement rates for the Red Army rifle squads and the Wehrmacht rifle squads. The peaks in the Red Army are due to seasonal levies and the one for the Wehrmacht in the Summer of 44 from the release of a large number of reserves (see Dunn's 'Stalin's Keys to Victory' book). Note that Axis allies are not included. Also the Wehrmacht had alarger ratio of Pioneers to Rifles squads than the Red Army. Still the Red Army got a lot more infantry squads!
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< Message edited by governato -- 1/2/2021 3:27:34 AM >
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