How not to loose PP for new soviet player

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Stelteck
Posts: 1420
Joined: Tue Jul 20, 2004 5:07 pm

How not to loose PP for new soviet player

Post by Stelteck »

Hi.
I did all these mistakes and due to the huge need of PP and very high price to fix any error. (Transfering an HQ from a front to another is really expensive for example).

Common tips :
- Never add more than 18 points of units per HQ. (Because it will be the limit in spring 1942).

- Never add more than 4 HQ to a front.

- Around 3/4 airfield per front.

- Never overload an army. (Overloading a front is less critical).

- Each HQ have a hardcoded level of 3 for construction&sapper units for automatic support unit movement. You cannot change this level so carefull when unlocking an HQ.

- The best armies&shock armies&tank armies with your guard troops and best leader, that you plan to move all other the soviet union have to stay under stavka. Or You can also use a dedicated front for this (like reserve front that appear turn 4/5). It is too expensive to transfert them to local front each time you use them somewhere else.

- Use all PP each turn after november 1941 to avoid paying to replace destroyed units.

- In doubt, create new sappers regiments. (Usefull everywhere for building, fighting and destroying ennemy fortification).

- STay fortified zone to stavka, so when disbanded, attached sapper regiment (usefull for digging) return to stavka.

- Do not merge brigades to division in 1942. You need tons of small units to maintain fortification without paying 4 pp to create a fortified zone, and also it is better to create a corps with 2 divisions and 1 brigades than 3 divisions.

- Do not merge airbone brigade to guard divisions in 1942 (if you are not desesperate), as the merge will create a far more interesting airbone corps in 1943. (And you need tons of small units to maintain second line fortification anyway).

Others tips :

- Tank bataillon is automaticaly upgraded in 1943 to tank regiment. 1 free PP.
- TD compagny (with 4*ZIS-30) upgraded to Light SU regiment (with 16*SU-76) in 1943. 1 Free PP, but the TD compagny is very light.
- In 1943 air unit move from 20 planes per unit to 32. You mostly need more tactical bombers units.


Any other ideas ?
Brakes are for cowards !!
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M60A3TTS
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RE: How not to loose PP for new soviet player

Post by M60A3TTS »

- Around 3/4 airfield per front.

Don’t get into a mindset that a front needs X many airfields. If there is no combat going on, why do you need any? Recon and or supply can always come from adjacent frontal VVS divisions. Fighter, tac air and level bomber divisions should be considered as plug and play assets. Figure out what you need and move the bases around. So long as you’re not doing it every turn x5, you can manage the admin point costs.
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morvael
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RE: How not to loose PP for new soviet player

Post by morvael »

Air groups execute automated missions (like ground support or attack) only for units of a front they're also attached to.
Stelteck
Posts: 1420
Joined: Tue Jul 20, 2004 5:07 pm

RE: How not to loose PP for new soviet player

Post by Stelteck »

ORIGINAL: M60A3TTS
Don’t get into a mindset that a front needs X many airfields. If there is no combat going on, why do you need any?

As there is a minimum limit of airbase and below this limit, you cannot disband airfield anymore. (And this limit is close to 3/4 airfield per front), i find it easier and cheaper in PP to move air unit from airfield to airfield than to move airfield from front to front.

Still, due to the limitation morvael display in previous post, i still find quite difficult to concentrate air force on critical points.


Brakes are for cowards !!
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morvael
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RE: How not to loose PP for new soviet player

Post by morvael »

this limit is close to 3/4 airfield per front
The limit is based on the number of Army HQs.
- The best armies&shock armies&tank armies with your guard troops and best leader, that you plan to move all other the soviet union have to stay under stavka. Or You can also use a dedicated front for this (like reserve front that appear turn 4/5). It is too expensive to transfert them to local front each time you use them somewhere else.
This may cause trouble with air support due to front restrictions, unless you'll mix them with local forces in an attack (and defense). I kept Guards and Shock armies part of the fronts, it was too costly to move them around. Only Tank were truly independent.

Stelteck
Posts: 1420
Joined: Tue Jul 20, 2004 5:07 pm

RE: How not to loose PP for new soviet player

Post by Stelteck »

Thanks you're right the drawback of keeping armies under stavka and issue with air support.

Did airfield under long range command under stavka react to support armies under stavka ?
Brakes are for cowards !!
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morvael
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Location: Poland

RE: How not to loose PP for new soviet player

Post by morvael »

Yes, it should work since 1.08.05:
new features
105. All nations will be able to use staging bases that belong to the same army-level air HQ, as bases of origin (including indirect attachment through intermediate HQs). In case both bases will have no such HQ, it will be enough to be part of the same army group/front HQ (such as VIII Fliegerkorps and Fliegerfuhrer Hungary belonging to Army Group North Ukraine in 1944-45 Campaign).
bug fixes
63. Fixed a bug where looking whether an air base is under the same Front HQ as units in battle could not work correctly in all cases (for example where an air base was attached to a regular Army HQ instead of the expected Air Army/Command HQ, which happens in some scenarios). An air base not under Front HQ will be allowed to support units in battle that are not under Front HQ as well.
64. Fixed a bug where looking whether German air bases are attached to the same Luftflotte could not work correctly in all cases (for example where each base was attached to different corps-level HQ within the same Luftflotte).
65. Fixed a bug which caused no bombers or tactical bombers fly automated air missions, for nations other than Germany, because the code checking for nationality/front units in battle was also tested when outside of battle, and then none of those groups could fly. This bug was made active after applying bug fix 63, previously it was working (in most cases) due to unintended side effect.
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