DorianGray -> RE: 1st Turn Redistribution of Support Units (8/2/2011 12:12:38 AM)
I have played about 10 games against the computer AI up to the first winter, mainly focused on organization of the German Armies during the initial blitz.
I really enjoy micro-management of my armies to get the most ideal support unit mix, but have found myself running out of admin points rather quick if I do everything manually.
So, I needed to figure out a way to allow the AI to do some of the work for me - with the finer micro-management left to me later.
The following is what has worked best for me.
1. Given the initial support unit distribution is a mess (for me anyways) and needs to be completely redone from scratch, I set the following initial (Turn 1) settings for the German troops:
a. Set all German HQs to SL 1
b. Then set all Air HQs to LOCK
c. Then set all Security HQs to LOCK
This starts the process of moving support units up the HQ hierachy chain to OKH. From OKH, at least we can manually distribute down to other HQs for free AND it makes the SU globally accessible for most manual attachments.
2. On Turn 2, there will be a noticable increase in SUs showing up in Army and AG HQs. That is ok.
3. Now, starting around turn 3 or 4, most of the SUs will be in OKH with most every Corps HQ having 1 of each SU type. This is pretty much how I want it as a baseline anyways. Now it is time to set all German HQs to LOCK. The reason why this is important is because I start to manually distribute my SUs to how I want them AND I do not want the computer moving my construction / road building engineers around. I tend to pull all the construction / road building engineers back to OKH / AGN / AGC / AGS.
Why? Well, for what ever reason, the computer AI tends to do a better job of automatically assign them to rail building when they are at a higher tier HQ. ( probably due to increase range ) I really like having as much rail repair going on as possible. It is VERY noticable when all the construction engineers are pooled at the higher HQs.
4. During the first 10 turns, I try to spend my admin points each turn on:
a. one major expenditure ( i.e. appoint of a new leader, chain of command reorganization, reassignment of RU units to non-AGS HQs, etc )
b. assignment of unassigned mechanized divisions / brigades to appropriate Pz Corps HQs
c. Remainder of turn's admin points on:
c1. assignment of one Stug per motorized division
c2. assignment of FlamPz SUs to the SS
c3. assignment of one Pioneer to each Pz / Motorized division
c4. assignment of one Flak to each Pz / Motorized division
c5. assignment of one LW AA SUs to each HQ
c6. assignment of one misc SU to each infantry division with a morale of 90 or greater ( higher morale units move farther and it is nice to see them flagged on the map. plus it makes sense to have them overstrength a bit. )
c7. assignment of extra Arty SUs to Corp HQs in key areas (I like to load up AGN and PZ HQs in general with 4+ Arty SUs, all other HQs get 2-3 Arty )
c8. manual unassignment of *idle* construction / road engineers to a higher HQs.
If you start to see *idle* construction / road engineers in OKH / AGN / AGC / AGS, then it is time to move that HQ so it can reach more repairable rail hexes.
And finally, once you are ready to start digging in for the coming Russian Winter, you may feel the need to start moving some of the construction SUs back down to various Corps HQ to increase their construction rate appropriately.