Hi Melvin, (and others)
I´m in my second RB campaign, the Barrikady. Second time as the Russians. The first one I lost. After 5 days I was so decimated that me and my gaming buddy MJ decided that the Russian case was hopeless.. In this universe the Germans would win the war..
I´m in day two now. First day I lost 33 VP´s (one KV tank, the rest squads) and the Germans just 5.
We´re starting turn 6 of day 2 today, and already I´m down 39 VP (again one KV, the rest squads) and I´ve killed a whopping 3 VP from the Germans.. 3? Yes 3.. :-(
I´m trying to find out what I´m doing wrong. Somehow the noble art of killing Germans eludes me.
Looking at the AAR´s I seems to position my troops correctly. I bought 2 companies in day 1 and 3 in day2. Day 1 I bought dug in KV´s, in day 2 I bought 2 arty. All very traditional. My set up also doesn´t seem to differ from others. Spent most of my fortification points.
I thought off the following options:
- Artillery Not very effective, scored some VP´s but not much
- MMC Direct fire: Usually too weak to have an effect. So I break a German. He just rallies
- MMC + Machine guns: Same thing. I break some, kill some, but not much. As soon as I unconceal I get killed by Killer stacks
- Mines: Didn´t use them yet. Will try day 3
- Mortars: didn´t use them effectively yet. Will try to fire from roofs (yuk.. Stuka´s) or work with spotters
- CC: Tried that too. Always a good trade. But getting close is a problem (got killed or broken) and sneaking up on the Germans by HIP, from cellars or sewers didn´t work out that well.
Looking at your AAR Melvin, the Russians do seems to fight back.. But how?..
Any hints & tips are greatly appreciated.
.
It may simply be your approach to game play.
1. Keep buying ARTY, it'll pay off.
2. Being in Stone buildings, you can afford to stack somewhat or use multi-location FGs. If conscripts are in factories they won't cower either. Also, when you fire and break a unit, keep kicking it, especially if it's a German leader. Don't waste you concealment if it's only a questionable shot. If you have to think about it, don't do it.
3. His MG "buzzsaw" stacks are awesome targets for ARTY (esp. Smoke) or those fearful 3 ROF Mtrs you have on rooftops, perhaps even engaging them with dug-in T-60s. Failing that, plaster him everytime he is so foolish to form them (love taking on those "killer stacks" as it mostly kills the killer). Put them on the horns of a dilemma, sure you'll suffer some but if you're persistent those positions he will learn are bullet magnets and quite unhealthy. As an aside here: I think you over-bought on the KV's. A buy of T-60's or T-70's dug-in and set up concealed/HIP (IIRC this can be done per SSR or by the rules), are much more effective especially early.
4. Mines in certain circumstances can be relatively effective, but remember, they are impediments (obstacles) to movement but not defensive positions by themselves. If not covered by fire (or the area around them that you wish to push him into), they are not much of an impediment at all, just a nuisance. Best use is on the flanks or to deny him access to the Volga.
5. Mortars, keep putting them on the rooftops and using them as often as possible. Damn the Stukas and full speed ahead! If he's engaging them, he's probably missing out on other targets, especially repositioning Russians.
6. Sewers, Tunnels, HIP guys popping out of cellars and CC can be your friends in the right circumstances but timing is everything. You must take calculated risks for each such action. Rule of thumb is not to use conscripts for this unless absolutely necessary.
7. Probably too late, but the burn & run gambit has to be well timed and not done too early. The best killing ground the Russkies have is in the early fight as the Germs enter from offboard. If your left flank is fortified with mines and perhaps even wire to deflect the Huns into the open or face some tough decisions to breach in the face of Russkie FP. The options he'll be faced with are somewhat daunting. Meanwhile he'll have to advance in relatively open ground towards the Reds ensconced in stone building (and perhaps fortified ones at that). A note on Fortified buildings: 1st, they should be placed in locations critical to your defense only; 2nd, if at all possible, place them in a manner to gain maximum benefit to you and marginal benefit to him should they fall and be taken by him. 3rd, consider using at least one to make a tunnel from a covered and concealed reserve location to a critical defensive position. Springing a couple of concealed (formerly HIP) SMG units through a tunnel on a Germ MG kill stack or critical assault element has a deleterious effect upon your opponents PMC.
Just a few thoughts and as always, Roll Low! (it helps a lot).