GD 1938 v3

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Playing tips for the Soviet Union

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    • #185
      PythonMagusPythonMagus
      Participant

      I have lost twice as CCCP in v2 and have just about lost in my current v3 game. However, I am getting closer every time. Things to think about:

      1. It is about the economy. Improve the economy and a city every turn. Every turn! This means canabalising your army at the start of the game. Move your units to their HQ, transfer all, delete the unit
      2. Convert your colonial cities in Siberia to normal at the start. Much better return than an annex.
      3. Do your units upgrade tech early: Engineer II, Staff II, Rifle II. Your supply stockpiles spoil so you want to spend them on upgrades (which do not spoil).
      4. Diplomatic points to control countries seems like a waste – it costs you more than you ever get back – until Germany gets them. Then your pain begins, particularly if they get Turkey. I don’t bother this Mongolia because that will drift in. I focus points on Persia (for lendlease later) and try to interfere with what Germany is doing. I ignore the Baltic States. Germany can have them!
      5. I used to preach “new tech before quality”. I was wrong, wrong, wrong. Always quality
      6. You do not need every type of plane or tank – just research and produce your favourites. I do not like heavy tanks because they cost too much and die too easily. Stalin said “there is a certain quality in quantity”.
      7. German artillery destroy fortifications fast. Fortifications cost 10pp. I only build a few. I do not think they help me much
      8. Light trucks vs Medium trucks vs Heavy Trucks – I do not know what to suggest here. I only do Mediums, but next game I’ll try doing only Heavies.
      9. Accounting and long turns are boring. Use TOE for most of your units, but craft a few units for special cases. This makes them fun to use.
      10. General infantry corps, artillery and tank corps to cover your front. Specialist anti-tank, tank killer, flak, light infantry and recon brigades to spice up important salients.
      11. Cavalry dies quickly. Just split up those units and put 3-5 cavalry in each infantry corps to give them better recon
      12. Stacking limits really matter. I don’t have any real advice except don’t overstack cos you can die in great numbers
      13. Industrial sites in Siberia are better bet than unnecessary research. Late in the game you will be short cities and manpower. Having a steady supply of guns and tanks at that time is a huge blessing.
      14. Just build fighters until you know what Germany is up to. If they go light on planes you can convert some industrial sites to bombers, but I have never got to that stage yet. Just keep shooting down German planes!
      15. Only build trains, guns, tanks and planes in industrial zones until the war starts. You will want all your PP for the economy and research and improving economy. Riflemen just sit around eating your stockpile of supplies. You really have enough
      16. Build some supply industrial zones because you will need them once the Ukraine falls.
      17. About 200 trains is right. You will want to be able to build new corps quickly far from STAVKA.
      18. Do not counterattack until your combat penalties are gone – third stage. You are only serving Germany by getting out of the trenches.

      Can anyone improve on this advice?

      • This topic was modified 1 year, 11 months ago by PythonMagusPythonMagus.
      • This topic was modified 1 year, 11 months ago by ernieernie.
    • #221
      MariusMarius
      Participant

      Good write up. I just have a couple of comments
      1. Very hard to improve economy and a city every turn. You also need technology, improvement of
      troops, and construction of industrial/supply centers. It is a balancing of resources. Every
      country faces these decisions.
      2. I am not sure what is meant by converting Serbian cities to normal. Is this just a Russian
      option?
      4. Do not ignore diplomacy. If you do, Germany will end up with Hungary, Romania, and Turkey. This
      gives the Germans additional armies to cover the vast Russian front.
      8. I build medium trucks with minor country production.
      14.Russia can be competitive in the battle for air superiority but only if they build a lot of air
      bases. The cites are in general too far apart to support each other with air. The down side of
      this is that the Germans will capture these bases as they advance. Perhaps only major cities
      should have serious air defense.

    • #222
      ernieernie
      Keymaster

      Regarding turning Siberian cities into normal ones, I am pretty sure that he means to convert them from colonial to non-colonial. It is something anyone with a colonial city has the option of doing. Colonial cities look like normal cities, on the map, that is they have the same color texts and dots, but they can only produce guns and infantry type equipment. They also have a lesser production output, as they are not industrialized.

    • #223
      MariusMarius
      Participant

      So this is “Industrialize City” card?

    • #225
      ernieernie
      Keymaster

      Yes.

    • #226
      MariusMarius
      Participant

      I have never used this card in any game. It never seemed to be worth the PP to me.

    • #280
      BomburBombur
      Participant

      It´s useful for USSR, since they are alwsus expected to lose some territoty.

  • Author
    Posts
    • #185
      PythonMagusPythonMagus
      Participant

      I have lost twice as CCCP in v2 and have just about lost in my current v3 game. However, I am getting closer every time. Things to think about:

      1. It is about the economy. Improve the economy and a city every turn. Every turn! This means canabalising your army at the start of the game. Move your units to their HQ, transfer all, delete the unit
      2. Convert your colonial cities in Siberia to normal at the start. Much better return than an annex.
      3. Do your units upgrade tech early: Engineer II, Staff II, Rifle II. Your supply stockpiles spoil so you want to spend them on upgrades (which do not spoil).
      4. Diplomatic points to control countries seems like a waste – it costs you more than you ever get back – until Germany gets them. Then your pain begins, particularly if they get Turkey. I don’t bother this Mongolia because that will drift in. I focus points on Persia (for lendlease later) and try to interfere with what Germany is doing. I ignore the Baltic States. Germany can have them!
      5. I used to preach “new tech before quality”. I was wrong, wrong, wrong. Always quality
      6. You do not need every type of plane or tank – just research and produce your favourites. I do not like heavy tanks because they cost too much and die too easily. Stalin said “there is a certain quality in quantity”.
      7. German artillery destroy fortifications fast. Fortifications cost 10pp. I only build a few. I do not think they help me much
      8. Light trucks vs Medium trucks vs Heavy Trucks – I do not know what to suggest here. I only do Mediums, but next game I’ll try doing only Heavies.
      9. Accounting and long turns are boring. Use TOE for most of your units, but craft a few units for special cases. This makes them fun to use.
      10. General infantry corps, artillery and tank corps to cover your front. Specialist anti-tank, tank killer, flak, light infantry and recon brigades to spice up important salients.
      11. Cavalry dies quickly. Just split up those units and put 3-5 cavalry in each infantry corps to give them better recon
      12. Stacking limits really matter. I don’t have any real advice except don’t overstack cos you can die in great numbers
      13. Industrial sites in Siberia are better bet than unnecessary research. Late in the game you will be short cities and manpower. Having a steady supply of guns and tanks at that time is a huge blessing.
      14. Just build fighters until you know what Germany is up to. If they go light on planes you can convert some industrial sites to bombers, but I have never got to that stage yet. Just keep shooting down German planes!
      15. Only build trains, guns, tanks and planes in industrial zones until the war starts. You will want all your PP for the economy and research and improving economy. Riflemen just sit around eating your stockpile of supplies. You really have enough
      16. Build some supply industrial zones because you will need them once the Ukraine falls.
      17. About 200 trains is right. You will want to be able to build new corps quickly far from STAVKA.
      18. Do not counterattack until your combat penalties are gone – third stage. You are only serving Germany by getting out of the trenches.

      Can anyone improve on this advice?

      • This topic was modified 1 year, 11 months ago by PythonMagusPythonMagus.
      • This topic was modified 1 year, 11 months ago by ernieernie.
    • #221
      MariusMarius
      Participant

      Good write up. I just have a couple of comments
      1. Very hard to improve economy and a city every turn. You also need technology, improvement of
      troops, and construction of industrial/supply centers. It is a balancing of resources. Every
      country faces these decisions.
      2. I am not sure what is meant by converting Serbian cities to normal. Is this just a Russian
      option?
      4. Do not ignore diplomacy. If you do, Germany will end up with Hungary, Romania, and Turkey. This
      gives the Germans additional armies to cover the vast Russian front.
      8. I build medium trucks with minor country production.
      14.Russia can be competitive in the battle for air superiority but only if they build a lot of air
      bases. The cites are in general too far apart to support each other with air. The down side of
      this is that the Germans will capture these bases as they advance. Perhaps only major cities
      should have serious air defense.

    • #222
      ernieernie
      Keymaster

      Regarding turning Siberian cities into normal ones, I am pretty sure that he means to convert them from colonial to non-colonial. It is something anyone with a colonial city has the option of doing. Colonial cities look like normal cities, on the map, that is they have the same color texts and dots, but they can only produce guns and infantry type equipment. They also have a lesser production output, as they are not industrialized.

    • #223
      MariusMarius
      Participant

      So this is “Industrialize City” card?

    • #225
      ernieernie
      Keymaster

      Yes.

    • #226
      MariusMarius
      Participant

      I have never used this card in any game. It never seemed to be worth the PP to me.

    • #280
      BomburBombur
      Participant

      It´s useful for USSR, since they are alwsus expected to lose some territoty.

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