In regards to the RR units unless i missed something you can't control them. The HQ's dispatch them where they want to. If there is a way to control where they go now i'd be glad to hear about it. :)
By "control" I mean move them to a more appropriate HQ. You should probably move about half of the ones you have back to Stavka (and lock) and then next turn move them to HQs that are in command of forts along the line you want to dig, plus add some more (and lock). 5 RR construction brigades per HQ in the rear area line is not too many, you can always disband the excess in 43 (although I find that building surplus in 41 and keeping them just means I don't use the NKPS units as much).
Right now, your best defensive weapon is the shovel.
I think it's been pointed out earlier that you can put a fortified region unit every 3 hexes along the line you want to fortify. Those FRs shouldn't be under Stavka control, they should report to an HQ chock full of RR construction brigades (there are also construction batallions, but they aren't as good and nobody ever seems to build them, they cost the same number of APs). You can go to fort level 3 in every hex then (see the notes below) and up to level 4 in the hexes occupied by the FRs (but you'll want rifle corps with attached sappers to be able to dig that fast). Once you've reached fort level 3 in the hexes in and either side of the FR you can disband it.
Also, what is this "new beta" you refer to? I thought I had the latest beta which is 1.05.53 and the Axis offensive definitely starts in the first week of March. If it had started in May I may have held Moscow in my current game, but that's just not possible in 1.05.53.
20) Changes to Fortification Rules
a. Requirement to build up to Fort Level 5 - Only will be built in port hexes that have a fort unit. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in a swamp hex.
b. Requirement to build up to Fort Level 4 - Must have a fort unit in the hex. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in swamp hex.
c. Requirement to build up to Fort Level 3 - Must be adjacent to an enemy hex, be an urban or city hex, or be in or adjacent to a fort unit. Once the level 3 is reached, the condition does not have to continue to be met to keep the level 3 fort.
d. Fort levels that have reached their maximum fort level for the hex may continue to build up to 10% towards the next fort level.
e. Building forts in mud now uses a .25 modifier (instead of .33).
f. Level 4 and 5 forts do not decay.
g. There is no fort decay on turn 1 of any scenario.
h. Doubled the rate of fort decay.
i. Increased decay rate of low level forts, based on the weather.
Extra decay percentage:
Level clear snow mud/blizzard
0 20 40 80
1 12 24 48
2 4 8 16
g. Added supply cost for fort construction as follows:
fort 0->1 1 tons per fort point (no cost for isolated units, construction rate is halved)
fort 1->2 2 tons per fort point (no cost for isolated units, construction rate is halved)
fort 2->3 20 tons per fort points
fort 3->4 200 tons per fort points
fort 4->5 2000 tons per fort points
*note each fort point represents 2% toward the next fort level
Ahh cool yea i didn't know if sappers were ever useful i was always attaching separate tank battalions to my RC's. But sappers make a lot of sense.
It's a beta tester patch we're testing.
-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command