kvnrthr -> How to get started as Soviets in GC? (vs AI) (7/4/2020 8:37:35 AM)
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I'm quite a new player though I've lurked on these forums a while, and have only previously tried smaller scenarios. I have a fair handle on the maneuvering of units but the larger decisions confuse me. Every time I see an AAR for the full campaign, there always seems a lot for the Soviets to do in turn 1 of 1941. Someone always mentions disbanding all air groups for some reason (why do this? when exactly should you bring your aircraft back?), and then there is the issue of factory evacuation (I think someone mentioned some factories have no upgrade paths and just die off later in the game?). Someone mentions disbanding mechanized units to pool trucks (how many trucks is a lot or enough? I don't really have a frame of reference.) There are a lot of decisions I don't feel equipped to make. I feel I have a very poor grasp on the bigger picture. Is there any short guide available on what to do in the first few turns as the Soviets? (and later on, how many divisions of cavalry/infantry/tanks etc actually need to be built and how many can you support) I'm not looking for the best optimal set up against multiplayer opponents, I just want to avoid making stupid mistakes against the AI. Still, even if I can get away with fumbling against the AI, I want to get a better understanding of the game mechanics and what is good strategy for this logistical/production game for the Soviets. EDIT: And for air doctrine, can I just set it so some value and leave it at that for the whole game? Or do I need to keep fiddling with it all the time?
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