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For China I’ll stick with MA for a little bit, as your focus should also be on upgrading your officer corp/clearing your debuffs which takes EXP. Then I’ll switch to GBP or SF, depending on Japan.
In reality, as USSR you can really do any type of build due to it's unique position as being able to Roach with mountains of infantry, Mobilize Tanks, Entrench, etc.
I always use deep battle for USSR Larp, Mobile for German Larp, usually go Battleplan if I'm using a smaller country who can't afford armour, and if it's a nation that can really invest into arty and I want to play them as infantry, Firepower.
Deep Battle in particular is an interesting combination of multiple factors that's hard to describe entirely concretely. It is mostly focused around a combination of strategic factors with some tactical factors splintered in.
Namely, you get:
A decent decrease in supply consumption (strategic value)
A massive amount of reactionary capabilities and later offensive capability in the form of reinforce rate (strategic/tactical)
A mild bonus to planning (strategic/tactical)
An infantry combat width reduction (strategic)
Buffs to tanks (tactical)
Basically, the focus is almost custom tailored to the USSR as it helps manage supply concerns, provides a bend-don't-break defensive style with reinforce rate that bolsters a future offensive, buffs infantry in a unique way via allowing higher stats through high inf count divs, and later on provides the means for a counter offensive via tanks.
The reason it's so very peculiar to the USSR is not many other nations share factors important for the doctrine:
-A large frontline that demands supply needs and demands more then potentially purely tactical buffs.
-The ability to mass recruit infantry to bolster stats via human waves.
-The ability to do the former and still build proper tanks on top of that considering the need for a trifecta of resources, research, and manpower.
- The later parts of the USSR tree in particular really bolster the philosophy of this focus (particularly the military buffs part of the tree).
Tbf you can basically ignore air too in most cases with div AA.
What does SF do? It severely boosts infantry.
It might come online later as USSR, but when it does it kicks ass.
You always want to sacrifice early game in favor of late game. Sacrificing late game for early game is just disastrous, it just means you'll get outpaced.
Not sure what "sacrificing late game for early" supposed to mean.
The buffs it provides are far less utilizable for a front like Barb. It does buff infantry org and def but the other relevant infantry buffs are not that desirable such as Arty improvements. Elite infantry will really struggle to encircle and have logistical issues (although vs AI you wont see this as much as you will steam role before a stalemate sets often times). Tanks excel far better for the large front in general.
Don't be afraid to change doctrines as mentioned above as the strategic situation changes.
Just to throw a hat in the ring, Russia on Mobile Warfare with fast tanks and fully tooled up mountaineers in vast numbers is great fun.