NKVD regiments question(s) (Full Version)

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Darth Michalek -> NKVD regiments question(s) (1/5/2011 1:15:13 PM)

Two questions regarding those units:

1. Do they have any extra features (e.g. improving morale of other units in same hex)?

2. They seem to have better morale than other Soviet units in 1941 but also always seem to be undersupplied and with less ammo than needed (even in november '41 and later). Also due to size their combat value is rather small. Is there any real use for them or should they disbanded when more ground units arrive? They have some construction value after all so maybe building and maintaing fort levels in deep rear is their proper job? Whats their best use after first few turns?




ComradeP -> RE: NKVD regiments question(s) (1/5/2011 1:28:50 PM)

They have no extra features that I know of aside from a hard coded morale bonus.

They're ideal for holding the no attack line or as roadblocks. If you're using other units to hold the no attack line, you could disband them (I disband all the regiments I'm not using at the no attack line).




FredSanford3 -> RE: NKVD regiments question(s) (1/5/2011 2:24:43 PM)

Due to their somewhat better morale, and relative expendability, I find them useful as delaying or outpost units during the early portions of the campaign.  Since they tend to retreat more often than routing (relative to other Soviet units at the time) they are good screening units.  I don't bother disbanding them, since by autumn they're usually dead.

I've noticed, based upon my limited play time, that cavalry also does well in a similar "screening" role.  Which makes sense, as that was a historical mission for cavalry.  They are too small to try to hold in place, but when attacked, the result tends to be a retreat vs a rout or shatter, all things being equal.  In the summer of '41, a retreat for the Soviets is a win for them in my book, since the retreating unit is likely still in the way.




jay102 -> RE: NKVD regiments question(s) (1/5/2011 2:26:37 PM)

Why does these NKVD regiments has ZOC? Isn't only divisional unit has ZOC effect? These ants are very annoy as they simply stand there block the way, absorbing several deliberate attacks still no routing.




ComradeP -> RE: NKVD regiments question(s) (1/5/2011 2:41:43 PM)

They have no ZOC for capturing adjacent terrain, but they have regular ZOC and yes: they can be very annoying as ants, but the same goes for Axis regiments. If you split up an Axis infantry division with a morale of 90, you get a pretty impressive roadblock.




FredSanford3 -> RE: NKVD regiments question(s) (1/5/2011 2:42:12 PM)

All units have a ZOC. The place where units under division size suffer in ZOC is when converting adjacent hexes to their side's ownership. Remember these are week-long turns, so a unit could adjust it's position to remain in front of an enemy's axis of advance. IMO, this is needed for week long turns to reduce gamey 'drive by' manuevers while the other side just sits there.




jay102 -> RE: NKVD regiments question(s) (1/5/2011 2:56:24 PM)

In regular sense of wargame, if a regimental unit mauled by a division once, the second engage should be an overrun, to prevent unrealistic ants tactic.




FredSanford3 -> RE: NKVD regiments question(s) (1/5/2011 6:21:24 PM)

That depends what you mean by "mauled". Ever hear of "delaying action"?




KenchiSulla -> RE: NKVD regiments question(s) (1/5/2011 6:47:21 PM)

quote:

ORIGINAL: jay102

In regular sense of wargame, if a regimental unit mauled by a division once, the second engage should be an overrun, to prevent unrealistic ants tactic.


Delaying tactics! You will loose many men but will force the enemy division to deploy parts of it 15.000 men strength to push you away. Before the breaking point retreat to a new (perhaps even prepared) position to start again untill you have no men left, or rout.. whatever comes first...

You are only saying what you are saying because you are on the receiving end of well played delaying tactics?




pompack -> RE: NKVD regiments question(s) (1/5/2011 11:10:40 PM)


quote:

ORIGINAL: jay102

In regular sense of wargame, if a regimental unit mauled by a division once, the second engage should be an overrun, to prevent unrealistic ants tactic.
\

It all depends on morale and leadership. That would be true for some units in RL, but in other cases it was fire and fall back until the last man stands with only a bayonet. Although I guess you could call going over that last man an overrun.




FredSanford3 -> RE: NKVD regiments question(s) (1/5/2011 11:44:36 PM)

It also depends on whether the defender is trying to hold ground or simply delay the enemy.  Properly done, a delaying action shouldn't incur a lot of casualties for the defender.  The idea is to set a sucession of defensive positions, and when the enemy encounters the first position on the march, they have to take time to deploy and attack.  BEFORE the attack actually comes, the defending unit slips away, and leapfrogs over the next position, and re-deploys further back.  The attacker ends up "punching air", and reforms, and continues until it encounters the next blocking position, where the process is repeated.  This takes decent training, communication, and decent morale on the defender's part to keep from either getting pinned down, or having the whole thing fall apart and turn into a rout.  So NKVD units, with higher morale, are better at this than plain old infantry divisions.  WAD.




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