1. Yes, absolutely. Especially if you can isolate significant Axis forces. Even if they can re-establish their lines of communication easily in their turn, if they are isolated in the logistics phase they won't get any supplies for that turn (barring air resupply) and will have tiny movement factors. Displacing Axis HQ's will also interfere with supply delivery to units under their command, and displacing air bases will interfere with Axis air support and maybe destroy some aircraft (damaged a/c on displaced air bases are destroyed, so be sure to get in some air battles in the area before making the move).
2. In the campaign game, you should attack if you can win and not get yourself pocketed for your pains. Victories mean that the unit has a chance to promote to Guards status. In the scenarios, probably not unless it gives you a chance to capture victory locations or to distract the German player from victory locations.
3. A lot of your reinforcements are going to be at like 10% manpower. These are the units that reorganize after being destroyed in the early going. You will have to balance the needs of your front-line guys for replacements versus channeling replacements to your new guys. Use the max TOE control (on the unit detail window) to control how many replacements a unit can take. In the early going, there will be a lot of Soviet units that you set at 20% TOE and park behind your lines. They can still interfere with long-range breakthroughs and build fall-back fortification lines, and as your manpower situation improves, they can be shifted to 80% and grow into real units. Another use for them is to bring them forward after their morale and training have gotten up a bit and merge them into existing units to provide a targeted boost of replacements. Make sure to do this after you have already spent all your AP for the turn, though, otherwise your AP stock will evaporate (the system charges the AP cost to rebuild the unit, usually 10 or 20, when you do the merge but it won't take you below zero. So make sure you are at zero when you do any merges).
4. Exactly. Another way is to win battles.
5. The anti-tank artillery brigades are fairly useless. I use them to hold the Finnish no attack line. You can also merge them to produce semi-effective units. The regular artillery brigades that you start being able to build in 1942 are actually pretty useful. I don't know why they wouldn't go back to ready status, though? Look at their TOE and morale levels - if TOE + morale is less than 100 (I think), they won't go to active status.
6. I often build more fortress units up there, especially behind the Finnish no attack line to the north of the city and along the Neva river to the east of the city. Schlisselburg is another very important place to have a fortified zone. The advantage of fortified zones is that you can have a higher fortification level there and also they keep digging even if you don't have a combat unit there. They can also have artillery support units assigned to them, unlike corps, meaning that artillery will certainly participate in the battle. I like to give the important ones the big guns plus, for units in the open, anti-tank or MG-artillery units to fend off enemy tanks.
< Message edited by thedoctorking -- 10/29/2019 4:44:06 PM >