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[WarInEur] Soviet Cavalry (Yet Again....)

Subject: [WarInEur] Soviet Cavalry Yet Again....
From: Karl Gaarsoe
Date: Tue, 26 Jan 2010 10:43:22 -0800 PST
Let's try and handle the reworking of the Soviet Army in small bites.

1.  ALL players of WiE "Maximize";  No one is going to BUILD cavalry units for 
the Soviets unless we FIX the cost problem.  

2.  You can argue "Why Cavalry?" (Jacob W. Kipp, personal communication, 1987- 
go LOOK HIM UP) until the horses come home....

But they did exist, and were used. And used up, in the course of 1941-42.

Until there were only the seven (7) Guards Cavarly Corps, 1943-45;  
Structuraly, they look like a Tank/Mechanzied "corps" without heavy tanks.   

Proposals: Change the build cost for 1-3 Cavalry Divisions (KD) to 2p/1a for a 
block of four (One cycle, just like Rifle Divisions) (RD = Rifle Divisions, KD 
so I don't get confused with the cyrillic for RD).  And up the counter Mix 
limits.... (Duh) (60?).

At some point in 1941, allow the assembly of up to twelve (12) 4-3 Cavalry 
Corps "In the field" (Like FJ- can the code be applied?). Either a random, "x" 
cavalry corps are available for assembly (Three 1-3 KD) or just a fixed 
appearance, three or four cycles after mobilization. (Several Cav "Groups" 
Floating around in the late summer of 1941, a couple later become Corps).

(I know, this would be a lot simpler in the boardgame than the computer game)

Starting in 1942, offer an upgrade for two 4-3 to two 7-5 KK, cost/time as for 
the assembly of the 9-6 Mech Corps, counter mix limit of eight?

(A cav-mech group is a KK stacked with a tank/mech corps).

Allow 1-3 KD to disband, as per RD.  (Breakdown a KK to have KD to disband, 
duh).

Upping the basic Movement allowance for Soviet Cavalry is another optional 
rule, useful but not required.  A 4-3 with a ZOC in rough Swamp is useful by 
itself.

Sources: Too Many to list, mostly in Russian.

Karl Gaarsoe






      
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