Any expert Soviet players care to weigh in?
You cant disband units that cant trace supply (this is, the ones that are shown in red if you have the option selected in the tab) or are more than five, iirc haxes away from a working rail or not farther than 3 hexes from an enemy unit (this is all to prevent players from "teleporting" their men to safety). Dont worry about airbases or hq units because they will be displaced once they come in contact with an enemy unit. You will lose some men that way, but nothing important. Regarding fortified zones, in general terms, it is better to let them dig in the rear and disband them when the enemy comes close, but in the early turns as soviet you really want anything that can hamper the german advance so I always let them as rearguards to be sacrified.
Regarding unready units just send them to the rearguard. No need to put them at refit this early in the game simply and plainly because you want your men in the front units, not in rearguard ones. Much later, if a unit becomes unready it might be worth to put it at refit, but not now.
The first turns as soviet is a race against the german juggernaut. Luckily, the AI has no idea how to make blitzkrieg and it will be a sluggish opponent, leaving you time to set up your defenses.
< Message edited by No idea -- 6/7/2018 3:45:55 PM >