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A flow-chart : CF's > WF's > equipment > stockpile > divisions .
An INF unit needs X number of guns, support equipment, and some artillery (to survive), a few days training; and out the door .
Your WF's make equipment at a fixed rate, more WF's set to doing rifles, gets large numbers into stockpile real quick; from which a division draws to fill its needs .
The object is to have a bigger stockpile than your building divisions require, so you can pump out units in job lots .
Units that you have at the start of the game should be {selectivly, by armies} excersized to L3 Regulars for better stats; new units will {before MAY '41} be excersized, and sent to the armies close to the border .
Training centers (TC's) must be established in Moscow and Stalingrad, and perhaps Leningrad; use a weak general (L1) to command the excersizing units, and make sure you don't have too many units training under the same general (less than 24), and as you can AFFORD a new unit, spread them around to your TC's as more WF's come on-line .
Example : Week 1, 1 unit at Moscow; week 3, 1 at S'grad; week 5, 1 at L'grad; and so on .
15-25 WF's for support equipment, 15-25 WF's for artillery, and 30+ WF's for rifles should do the trick .
Use a 'fallback line' covering just THAT city, and let the Germans break their teeth trying to take them . Build L10 forts in those cities to keep them STRONG .
You can also try using your light armor and motorized infantry units to encircle hostile troops that break through holes in your lines, causing disproportionate casualties to hostile troops (or even leave deliberate holes for them to flood through, although this is risky).
IF you have time, L2 forts on the German side, L3 on your side .
Mean, nasty, painful, elegant .
I did build a line of level 3-4 fortifications from the Vitebsk/Smolensk line south to Gomel behind the river and have fortified Leningrad (level 4) and some of the surrounding provinces (level 2-3). I think I'm allocating production pretty well at this point, but might be getting too fancy in my divisions.
Is spamming small divisions (like 10 width infantry divisions with a support arty) worth it or should I stick to my standard 20 width divisions?
The best option for until divisions you as russia should get a strong backbone of 24-30width all infantry divisions (you have the manpower) they suck yes, but they are a great fallback or even front line...
Try to get engi's and support artry - 6-7 infantry and a 1-2 plain artys in your division template, and the germans wont stand a chance
The larger Divisions pack a bigger punch, too; as you have more line battalions to work with .
One silly idea I like is [6 ARTY, 11 INF], for a 40 width division; and a few side-orders of support battalions .
I think that 10 width is for small countries with little manpower; or MP units .
To summorize : when knocking down Bozo's door,10's are pocket knives, 20's are fire axes, and 40's are crew-served battering rams, if you get my drift .
By spamming 10's, you have expended a WHOLE RAFTLOAD of support equipment; but bigger units get by with much less equipment to build .
You get a 4:1 savings in support equipment by bulding 1*40, rather than 4*10's; and as USSR, you'll need to steamline production to higher efficiencies to keep a RESPECTABLE army in the field .
Manpower is NOT a problem; building into production IS .
You need 900 rifles for an INF division, then produce, say, 200 rifles a day, and 1 division every 10 days ... that puts 1100 rifles into the stockpile, which is your piggy-bank for a rainy day .
OK, that's 3 divisions/ month and 3300 rifles stockpiled/ month ... and you should do better than that . The same goes for artillery and support equipment, adjusting numbers to need .
Over time the stockpile will get to be HUGE, if untapped; and this will give you a cushion for when you NEED to panic-build { 3-5 months before Barbarossa } .
MAKE DAMN SURE to find the time to build REFINERIES in numbers, you'll need Rubber for trucks and airplanes .
As USSR early game, I tend to build mainly Civilian Factories and the odd Military Factory in high infrastructure areas (takes less time with better infrastructure.)
Until your policies change, you take a time penalty on constructing military factories early game.
Consumer goods factories % take from the full factory pool, so building too many Mil Factories early on also means you have less Civilian factories available to build them.
This way, you can drop a load of Land Forts at the border once you get the Eastern bit of Poland (before Germany do the dirty on your treaty with them.)
You also have enough construction capacity already in place for building refineries, air bases & nuclear plants whilst maintaining the ability to repair all the Privinces that're going to get bombed back into the Stone Age once it all kicks off and the midden is hitting the windmill.
If you've carried on researching the Mass Assault Doctrine, eventually your Infantry take up -0.4 less Width, so you can pump out 10-Inf 2-Arty Divisions that still have 20-Width once placed with the Field Marshal with Offensive Doctrine.
You can also combine Infantry with Heavy Armour to good effect but the tanks take ages to build and one should probably have been planning & implementing this from the get go.
As indicated by dasaard200 above, you ideally want to be stockpiling guns and bullets since your forces are going to be looking at years of fighting so 4 lines of 10 factories each (to avoid major loss of productivity when you research and produce new tier arms.)
Equipment that you're planning on upgrading you may wish to split the allocated factories this way too.
Or, as USSR, quit as soon as you start the game and you still come 2nd in score with no effort at all :)
In General (Not only Soviet Union but all factions)
1. Either go with the 22 width infantry + 2 artillery brigade set up and simply outgun the enemy everytime or keep them 22 width all infantry and MASS PRODUCE the regular infantry divisions. (of course use support artillery). Having 100 really strong divisions or 200 mediocre ones both work thanks to stuff like planning bonus and enemy attrition.
2. Fighters, Fighters, fighters. Also Tactical Bombers if you fight in Russia/Asia/US or Africa. For Europe use CCS instead.
3. Built Carriers with 80% Naval Bombers to 20% Fighters. Boom - Naval domination.
4. Switch to war economy asap. Get free factories from national focus asap, built some civilian factories early on then all out military faction production.
Soviet specific:
1. No matter if Germany gives you eastern Poland or not. You will always have exellent defense positions. Station your armies behind rivers and built level 5-6 forts in between rivers were the enemy could get through. (level 3 forts are useless - get bombed down far too easily and will not outweigh the AI's full planning bonus). If you feel strong enough built forts along the border to Germany after Germany finishes poland. With your big industry it gets really fast.
2. You can actually outproduce AI Germany soooo much(if you dont buff them) that you can initiate the attack on Germany but I would still advise against it. Let the Germans attack you and wait a few months until their supply of manpower and weapons runs low (the orange-grey bar next to the green bar for organization) then simply counteratack and wash them away.
3. DONT built refineries as Russia early! Its useless. You can trade with allied nations and capture all of romania's and Germany's (through refeneries) oil and rubber supplies and if you then still lack something then you can built refeneries.
One thing I do for fun with the Soviets and Germans is to built heavy tank and heavy tank artillery (with two mechanized infantry for organization) 22 width divisions which are simply unbeatable in defense.