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How to get started as Soviets in GC? (vs AI)

 
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How to get started as Soviets in GC? (vs AI) - 7/4/2020 8:37:35 AM   
kvnrthr

 

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I'm quite a new player though I've lurked on these forums a while, and have only previously tried smaller scenarios. I have a fair handle on the maneuvering of units but the larger decisions confuse me.

Every time I see an AAR for the full campaign, there always seems a lot for the Soviets to do in turn 1 of 1941. Someone always mentions disbanding all air groups for some reason (why do this? when exactly should you bring your aircraft back?), and then there is the issue of factory evacuation (I think someone mentioned some factories have no upgrade paths and just die off later in the game?). Someone mentions disbanding mechanized units to pool trucks (how many trucks is a lot or enough? I don't really have a frame of reference.) There are a lot of decisions I don't feel equipped to make.

I feel I have a very poor grasp on the bigger picture. Is there any short guide available on what to do in the first few turns as the Soviets? (and later on, how many divisions of cavalry/infantry/tanks etc actually need to be built and how many can you support) I'm not looking for the best optimal set up against multiplayer opponents, I just want to avoid making stupid mistakes against the AI.

Still, even if I can get away with fumbling against the AI, I want to get a better understanding of the game mechanics and what is good strategy for this logistical/production game for the Soviets.

EDIT: And for air doctrine, can I just set it so some value and leave it at that for the whole game? Or do I need to keep fiddling with it all the time?

< Message edited by kvnrthr -- 7/4/2020 8:39:19 AM >
Post #: 1
RE: How to get started as Soviets in GC? (vs AI) - 7/4/2020 10:55:12 AM   
Telemecus


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Joined: 3/20/2016
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quote:

ORIGINAL: kvnrthr
Someone always mentions disbanding all air groups for some reason (why do this? when exactly should you bring your aircraft back?)


Do not confuse disbanding air groups with sending them to the national reserve. There are good reasons to send many of your airgroups to NR, but they will be there to bring back in any future turn.

quote:

ORIGINAL: kvnrthr
and then there is the issue of factory evacuation (I think someone mentioned some factories have no upgrade paths and just die off later in the game?).


Some do not have upgrade paths, but many do. You need to look at every factory details to check

quote:

ORIGINAL: kvnrthr
Someone mentions disbanding mechanized units to pool trucks (how many trucks is a lot or enough?


A lot believe you should disband motorcycle support units as they provide no special benefit given the vehicles they use. If you are playing the new beta v1.12 the consensus seems to be that vehicles are no longer a constraint for the Soviets.

quote:

ORIGINAL: kvnrthr
Is there any short guide available on what to do in the first few turns as the Soviets?


The AARs by Shalkai are good for giving you a lot of those details on the first turns

quote:

ORIGINAL: kvnrthr (and later on, how many divisions of cavalry/infantry/tanks etc actually need to be built and how many can you support)


There are scattered posts about how many millions of men you need or how many guns at different parts of the war. And old advice on how many tank corps you want an what Red Army 2.0 should look like. I could search to find some of the links. It is not consolidated.

quote:

ORIGINAL: kvnrthr
And for air doctrine, can I just set it so some value and leave it at that for the whole game? Or do I need to keep fiddling with it all the time?


You can just set it to a value and leave it. Fiddling can improve your results but not fiddling will not cripple your air force.


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