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Small units and small problems

 
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Small units and small problems - 1/8/2019 12:19:53 PM   
Dreamslayer

 

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There are a few cases about it.

1) Large units too easy "grinding" morale when attacking small units.
E.g. German Division(one or even 2-3 together) that has about 15k men but "low" morale (for German side) at start attacking NKVD border unit that has about 1,5k men. And after winning this battle( even if NKVD unit had low losses and retreated to next hex) German Division(Divisions) increases their morale from 70 to 72. For so such grand triumph , huh?
I think there is need something like relation/scaling for this, when morale gaining depends from CV ratio or how many men total on both sides of the battle.

2) Small units can get too much support from support units of their HQ.
E.g. small NKVD border units(that has 1,5k men maximum) can get support of 2 Corps Artillery regiments (up to 72 or even more Heavy Artillery guns 122-152mm). It's looks like fantasy.
I guess there is also need relation/scaling for this.

3) Small units costs too much CPs.
NKVD border units which has 600-1,5k men costs half of Division that has 10-14k. Same about Fort Regions.

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RE: Small units and small problems - 1/8/2019 3:42:30 PM   
thedoctorking


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The NKVD border regiments disband in summer 1941 and can't be rebuilt. Subsequently, the smallest on-map units for the USSR will be tank brigades. The fortified regions are low in manpower but have a bunch of guns.

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RE: Small units and small problems - 1/8/2019 4:55:39 PM   
Dreamslayer

 

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Ok. Even during summer 1941 it's already enough turns for these cases that I'm talking about.
Also idk why is in the game NKVD border units are disbanding.
From other topic:
quote:

I discovered that those NKVD border units which we can see in the game was not disbanded,dissapeared or abducted by aliens.Mainly of them (which was not destroyed)was reformed during atumn 1941 from NKVD border (guard) detachments(otryad) to NKVD border (guard) regiments.


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RE: Small units and small problems - 1/8/2019 8:07:58 PM   
chaos45

 

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the NKVD disband fast because long ago--prolly a couple years ago there was much complaining by German players that they had to spend movement points to keep attacking them and it slowed the Germans down to much.

Now the game more or less has Germans being able to advance very fast/to fast early on because against the super Lvov opening the soviets have an extreme lack of units to slow the Germans in the early game.

Ive brought up all the patch changes that have nerfed soviet CV and on map units in the dirt many times in other threads so wont explain it all yet again lol.

I will say this is mainly a big issue against German players than have mastered the opening turn of the game, as its something a soviet play no matter the skill has zero influence on or ability to stop.

Against German players that frankly haven't practiced or suck at the opening the soviets wont have a super lack of units unless the soviet player messes up later on.

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RE: Small units and small problems - 1/10/2019 12:46:07 AM   
thedoctorking


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This is why we need a free deployment option (or a semi-free anyway), to avoid the programmed opening move. That or a historical first turn option like in WitP:AE.

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RE: Small units and small problems - 1/12/2019 2:15:27 PM   
GamesaurusRex


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Or just use a Lvov House Rule that limits German movement in the South in the first three turns of the game.

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RE: Small units and small problems - 1/24/2019 6:01:03 PM   
Zemke


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Joined: 1/14/2003
From: Oklahoma
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You can still do a Super Lvov move without AGC mobile units. It does not create a air tight pocket, and those PzD get cut off, but the result is the same, ALL those Russian units are wiped out, it just takes longer and is very messy.

The first question I would ask, how accurate is the Russian Southern deployment, and perhaps some small adjustments in the current Russian deployment would help.


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