According to Wiki, IRL he became head of the VVS in the spring of 42 so that would make sense.
Glad to see this rolling again.I'm back... exams are over and I finally managed to wrap up this update I've been working on for a while now. I think an overview of the big picture at this point seems useful as we still have time to move some things around if need be, before mid-1941 (probably) drags the USSR into a large scale war. The maps were a test to see if I could reproduce the effect of the map in 17th of November, Flight to the Far East: 'Tri', calls about German DOW on Greece; Infrastructure update #10. I'm not entirely satisfied with the outcome for the time I put into them and will probably be using mostly continue using unmodified in-game maps at this scale. As I spent several hours on them, I thought I'd post them anyway as I don't think that they look worse than the standard Terrain Map-mode I would otherwise have used. Thanks for your support.
RoverS3, I will do a proper review of your comprehensive update soon, when I’m back at my computer (and agree it’s great to have you back after some mandatory attention to important RL businesse).Glad to see this rolling again.
Very good overview of your force-#s - well-done.
I think the new map was interesting and looked good but witnessing your "attention to detail inside your updates?" Yeah, take the easier route of using various in-game maps to good effect (fyi, I don't remember to use the terrain & weather tabs near-enough) because you are planning to report a huge amount of details on all Fronts? I think the comical saying; "busier than a long-tailed cat in a room full of rocking-chairs"...may apply to you very soon.
Onward through the fog...of war!
Looks great...fine idea friend. (and saves file-space to boot) A nice addition to your AAR-toolbox.The Silhouette of the Kyiv-Class is a mash-up of the silhouette of the Gangut-Class Battleship and the silhouette of the Carrier Béarn. This, following the assumption that the first rudimentary Carriers were based on existing hull designs, or even existing hulls in most cases. The technologies stolen from the Allies that made this development possible are: CAG (UK), CVL (Fra), and Nav (Fra). CV, and Air-launched Torpedoes were developed in the Soviet Union.
Yeah, take the easier route of using various in-game maps to good effect (fyi, I don't remember to use the terrain & weather tabs near-enough) because you are planning to report a huge amount of details on all Fronts? I think the comical saying; "busier than a long-tailed cat in a room full of rocking-chairs"...may apply to you very soon.
But just quickly, I think the switch will get thrown to action and combat reporting soon and maps will be vital. I think your statistical approach may be able to morph into casualty and outcomes reporting in lieu of the peacetime or at stuff you pretty much have been forced to keep to thus far. But you can play with the format and see what works at that point. Whatever helps you tell the tale you want to.
RoverS3, I will do a proper review of your comprehensive update soon, when I’m back at my computer (and agree it’s great to have you back after some mandatory attention to important RL businesse).
Onward through the fog...of war!
Looks great...fine idea friend. (and saves file-space to boot) A nice addition to your AAR-toolbox.
The silhouettes were a very nice touch. The judgement on the Navy is an interesting one: it only has relevance if you are now confident of being able to eventually hold and defeat the Germans in the main conflict. If you are, then a carrier strategy is an interesting, quirky and possibly useful adjunct. But if not, and it costs you those extra divisions that might have held Moscow or Leningrad, well ... Tucha may be right!
But as a story device and an emblem of sorts for the AAR, I think these ‘accidental carriers’ that were inspired by stolen plans are an interesting diversion and I’d like to see how the carrier-destroyer fleet fares! So I vote keep them going, though at the minimal sustainable level until you know you have the German’s number. Then you could concentrate on fleets, LCs, marines and aircraft to your heart’s content, as you only then need the additional offensive land forces to roll them back to Berlin.
It probably does concern me that at this stage, with a substantially AI run land defence, you are spending twice as much on the Navy as armoured divisions - indeed carriers by themselves matching that - but you’re the boss! Cutting it back by half would probably be a good idea. That said, maybe the Navy will help you counteract Japan better in the later game (if you have any usable ports left in the Far East, and the Allies have already crippled the IJN).A quick overview of production IC usage:
- Army Units: 95.00 / 41.4% (Add-on Regiments: 28.36, Motorised Divs: 25.46, Infantry Divs: 24.74, Armour Divs: 16.44)
- Real Estate: 56.31 / 24.6% (Land Forts: 13.8, Air Bases: 11.05, Fixed AA: 10.92, Radar Stations: 8.12, Infra: 6.9, IC: 5.52)
- VVS Units: 45.63 / 20% (Int: 20.40, CAS: 14.82, Ftr: 10.41)
- Navy Units: 32.25 / 14% (Carriers: 16.26, Destroyers: 8.61, CAG: 7.38)
Consider this a snapshot, investment will be shifted further towards Army Units in the coming months. Navy spending will probably be cut by half. Some more can be gained by halting IC expansion and Air Base Expansion. It would be interesting to know what you would consider the 'ideal' ratio in the Soviet Union's current situation, however you choose to frame it.
Not sure about the overall production ratio: I tend to work by an idea of what I specifically need or want for the main job (in this case stopping the Germans), build that and then just see what feels good for anything left over. I’ve only played one full game as the Soviets (micromanaging, for a win, can’t remember the difficulty setting), but seem to recall it is so huge I just ‘flew by the seat of my pants’ pretty much!
Ouch! I know a challenging game can be interesting, but that ...One time I played the USSR I declared war on Finland early and everybody declared war on me, both Axis and Allies.
My fears are spit between fearing we will not have enough to hold back the Japanese and not having enough to crush the Germans/Italians quickly...
Air Base Expansion will be very important for both.
It probably does concern me that at this stage, with a substantially AI run land defence, you are spending twice as much on the Navy as armoured divisions - indeed carriers by themselves matching that - but you’re the boss! Cutting it back by half would probably be a good idea. That said, maybe the Navy will help you counteract Japan better in the later game (if you have any usable ports left in the Far East, and the Allies have already crippled the IJN).
Not sure about the overall production ratio: I tend to work by an idea of what I specifically need or want for the main job (in this case stopping the Germans), build that and then just see what feels good for anything left over. I’ve only played one full game as the Soviets (micromanaging, for a win, can’t remember the difficulty setting), but seem to recall it is so huge I just ‘flew by the seat of my pants’ pretty much!
My focus would now completely shift to the ground-game i.e. 25% on wheeled-units, 25% planes and the rest on INFx3 +ART & AT.
iirc...your fleets will also be A.I. led?
One time I played the USSR I declared war on Finland early and everybody declared war on me, both Axis and Allies.
- Training and deploying one or more new L Arm based Divisions (possibly lighter less supply- and fuel-hungry variants i.e. (L Arm, Mot, Eng, AC) ) directly into Siberia, leaving 2 KK to shore up reserves on the southern end of the German Front. This would take some time but is better than doing nothing
- A small touch could be the addition of Eng Regiments to the existing Far East Rifle Divisions.
Maybe adding a fifth Regiment should also be more of a priority in the west, where many units are still only Infx3, AT... Adding Engineers in the East is relatively cheap to do, 4.5k ICdays approximately for the 20 needed Eng Regiments, or the price of 3 slimmed down L Arm Divisions, or slightly more than a Carrier... It might well be the most effective course of action to start by adding Engineers before investing in L Arm.As I am worried most about the Far East right now I would put forward that this two choices are the best. I somewhat learn towards the latter as I think our Rifle Divisions need to be at their highest standards. In other words, don't increase the Divisions we have just improve on them.
Given the fact that there seem to be no tanks in the area at all (the Japanese don't seem to have any Armoured units), light armour would theoretically be a big advantage, despite the not always advantageous terrain. I remember a game I played as Japan, where I had 2 or 3 L Arm based Divisions in China, and even in mediocre terrain (woods, hills), these would decimate unsupported infantry, especially on the offensive, let alone Militia units. More importantly, their mobility was a huge asset. Then again, I didn't run the Army on AG level AI during that game... Maybe we should just deploy a single Division of L Arm, Mot, AC, Eng (x2) and see how it fares... There are also quite a lot of plains in Manchuria, not that the AI would properly exploit them though...Also I am not to sure how well Tanks, even Light, will do in the Far East regions.