Fri Jan 23, 2015 1:25 am
Thanks, ERISS, I got a little carried away and neglected presentation. I see now that my post looks like a great text block.
I did think of another couple things that I do as Reds to suggest. A couple more things, and then I promise I'll stop:
* I used to use partisans to continually scrap enemy rail behind enemy lines. This was helpful, but the partisans would eventually get killed because anti-partisan troops were assigned to always look for them. Now I keep my partisans silent for several turns in a row behind enemy lines and wait to use them in combination with an attack (cutting off rail reinforcements to that area) or just to pester the opponent for a couple turns and then go silent again. They seem much more useful if the enemy forgets they are there and leaves the area.
* Whole divisions or even corps can be built from Red Guards. Not to actually use (except in emergency, I suppose), but as a ruse to throw off the opponent and make your numbers seem higher in a region than they really are. The only drawback is you might run into supply issues if you have a whole lot of them. They can always be disbanded later, though. Red Guards are really useful, as they recruit very quickly and don't require any WS to build.
* Tachanka are really cheap, and so while you don't get any special abilities for having more than one in a unit, I will often include more anyway because they eat up the opponent's readiness. Even though the last two won't show on your unit diagram, you can squeeze 32 elements into a division, so why not add another tachanka or two? (Actually, it might be 33 elements. I forget if it is 32 or 33.)
* I argued elsewhere that armored cars are preferable to tanks because they are cheaper and you don't really get much more for the tanks. Recently, though, I noticed that tanks' "disruptor" ability may have more value than I thought--from the gamelogic file:
[INDENT]cbtMaxDmgIncDisrupter = 50 // Each disrupter functions at +50% for retreat damage[/INDENT]
If I'm understanding this correctly, if you had several tanks in a battle, you could really do some damage to the enemy if they retreat. I haven't tested this, though.
* Use your remote deployment command (one per turn) to shift generals around to your advantage. For example, if I have a low strategy 2-star general ("Anatoli") in an area that now is going to see active combat and maneuvering, I will deploy a higher strategy 2-star general ("Boris") there and assign Anatoli to command of a division in the corps he used to lead. Anatoli will stay there until Boris gets deployed elsewhere, and then Anatoli will get command of the corps again. This way the unit gets the benefit of the better abilities of Boris, but Anatoli still has a chance to gain some experience during the battles and get better. Boris will also develop quickly into an amazing general, since he is getting moved from one combat area to another.
OK, I'm done now. Thanks for reading! I hope this helps.