One thing you have to consider is light rocket regiment. You will soon have a big production of rocket truck, and this production can only be used in light rocket regiment. (And can replace common artillery support regiment).
Also consider Tank hunter compagny that upgrade to SU regiment.
I do think it is better to get Sapper Regiments instead of batallions. First, they pack a lot more punch than batallions for relatively negligible truck cost, Second, Sapper Regiments promote to Guard status. Batallions won't, so there is this morale boost you need to consider.
That goes for all Soviet Support units.. Practically all batallions will never promote to guard status, almost all regiments do.
Good Luck with your game!
correct me if i am wrong but someone did the math and said that you get more for your money when you create sapper regiments instead of batallions. some kind of you get 3 batallions for the cost of 2.
Thanks guys - 42 summer campaign season is upon me...
I was looking at the TOE upgrade path of the support units I have, and I noticed that the sapper btn, rgt, and brig have no oob upgrade. Does that mean they wont upgrade or that it follows another rule for those units?
So I should assume I have to disband when I want to upgrade out of btn where I have them. I am not finding a comprehensive list of SU's type and availability in the rules - only on map units. Can someone reference the number to find?
4 separate panzer balls attacking in the center from Orel to south of Kharkov. They are pretty well designed. I had no meaningful opportunity to snap off any of the attacks. The two northern attacks are the strongest. No indication what the objectives are yet.
I launched brigade attacks on exposed units with the idea of driving down enemy morale on key units while I wait the opportunity for a decisive battle. Also, the July TOE upgrades haven't happened yet of course. Also used heavy air support / ground attack, losing about 900 planes in one turn, but again the objective was to hit HQ's and exposed armor and begin the attrition process. I have mucho replacements and replacement air units in reserve.
Gonna have to let this develop...
Finn line of battle has been extended dangerously south, but for now I am only concentrating on the main attacks.
Looking forward to July TOE upgrades.
< Message edited by topeverest -- 3/26/2017 2:57:56 PM >
As far as AP and SU my strategy is to use the 60AP each turn to 1. build 2 infantry corps 2. necessary command changes 3. build sapper regiments where I have no coverage in an army
Despite active truck management I will continue to lose trucks over the summer campaign. I read the static rules for the inactive part of the MLR, but I remain confused, Units that should qualify don't have the option.
Not isolated, in command, level 2 fort. What am I missing?
German forces push due east and avoid Kursk, Belgorod, and Kharkov. Germans are using a tight 3 hex wide formation and not leaving single units susceptible to easy counterthrust. ensuing posts show combat situation.
Russians are: 1. retreating in good order and preparing river defenses where feasible 2. counterattacked tactically where it made sense. This amounted to about a dozen hexes retaken. 3. maintained defense in depth 4. pulled back from lower Dnieper to shorten line and limit pocketing potential 5. preparing a Volga defense south of Moscow 6. built two armor armies 7. began gathering guard units to create first guard army 8. heavily committed air force on ground support missions 9. using residual AP's for unit reassignments and building support units
I am not at all convinced I can stop the enemy push in a decisive battle. As a result, I am pursuing attritional warfare, and working to drive down enemy morale's, and attacking enemy HQ's where it is feasible.
I am open to ideas, but I am not seeing a meaningful way to outright stop the enemy unless he makes a mistake...
About 12 more turns to mud. I am expecting I might be pushed up against the Volga all the way to Astrakhan. As a result I am going to move some more industry as a preemptive move before he gets close.
< Message edited by topeverest -- 4/2/2017 8:04:35 PM >
German forces are in full-attack mode pushing generally east from Kursk to the Sea of azov to varying degrees of success
1. the 1 hexes south and north of Kursk and pointing east contain the strongest enemy forces - attacking to the south east 2. 6 Russian divisions were pocketed and destroyed last turn north of Khakov 3. South of Kharkov and north of Stalino, the enemy has two panzer balls attacking southeast to get around the Stalino crucible 4. Further south, the Russians have withdrawn unopposed to a line due south of Stalino for fear of being cut off at Rostov 5. Romania Forces have been unable to break into the Crimea through the isthmus yet 6. Russian forces are building up east of the Don from Voronezh towards Stalingrad 7. Russian air forces have performed far better over last two turns - thanks to suggestions from you 8. Russians do not plan to get units trapped if Rostov is threatened 9. Russians continue attritional combat and opportunistic counterattacks
Russians are looking to contain the northern part of the attack at the Don and will be sure to keep its armies intact as the southern campaign pushes towards rostov
am no top expert, but ideally you would have built the sapper regiments way in advance to get them training for XP. 3 sappers Regiments and later on 2 Sapper Regiments + 1 Heavy SU /Heavy Tank Regiment per Corps to fight the Panthers and Tigers. Keep in mind : Sappers give a lot of CV for a lot less truck use. Motorcycle regs./ SU reg/ Heavy Tank Regs really eat away at the trucks. Having said all that. Take a look at briang's game. He is a really good player, and he plays with 3 heavy tank regs per Pz Corps.. So there are more good solutions.
Don't rely on my game versus Sillyflower. My whole support unit attachment scheme has been ad hoc.
Here are my units and support units. I am only building sappers, and 2 inf corps per turn the remainder are reorganizing armies as I move to make guards armies
Sorry for the delay but real life has been quite persistent recently. I was training for an Ironman just after my last post and was hit by a pickup truck while bicycling and quite seriously injured. Only now am I coming out of the fog of the accident. My hat is off to the first responders that kept me alive - and doctors and nurses that started me on the mend. I cant help but see the obvious metaphors. I mean how often does a player become a casualty in his own game!
PRIMARY ACTIONS - 1. Germans combine northern pincers and push due east to Voronezh but fail to cross the Don 2. German armor pushes across the Oskol River ESE of Kharkov in a well planned attack that breached the river defenses 3. German forces push across the river barriers set by the Russians NW of Gorlovka / Stalino, but Russian forces successfully counterattack and re-secure the river 4. German forces stall in front of Stalino in heavy fighting 5. Axis minor forces fail to push around the south of Stalino 6. Axis minor forces fail to push into Crimea 7. Favorable (to the Soviets) AFV and airpower losses continue
From the current sitrep, the big Axis question is if they will attempt to cross the Don near Voronezh or they will do a historical sweep to the SE and drive towards the Caucuses. It will be exciting to play out
This next turn is a major decision point for the Germans. Will they drive east across Voronezh or will they drive SE. Will they do something else. Bulk of Russian strength is highlighted on the map. Roughly speaking Russian strength is aligned at the northern and southern corner of the German advance