Hearts Of Iron 4 | Soviet Union Part 3 | Live #13 | 2K

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  • čas přidán 8. 09. 2024
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Komentáře • 6

  • @wendydelisse9778
    @wendydelisse9778 Před měsícem

    At 47:28 you noticed a decrease in manpower. Most of that decrease was combat losses. As you conquer lands in Poland and Germany, the need for soldiers to suppress resistance will grow rapidly, sending your manpower even lower. Before advancing into the core territories of other countries, it is often good to increase conscription percentage.

    • @BloodyFoxDK
      @BloodyFoxDK  Před měsícem

      Yeah,I was like where did my 1M manpower go. Had to go for next conscription law.

    • @BloodyFoxDK
      @BloodyFoxDK  Před měsícem

      I was thinking of fresh start and going for One Step Forward achiev with Soviets.

    • @wendydelisse9778
      @wendydelisse9778 Před měsícem

      You might by accident get a 2nd achievement for not ever losing any Soviet core territory tiles to the Poles or Germans. Make sure to have your subs convoy raiding in regions where the Poles or Germans might sea invade you.

    • @wendydelisse9778
      @wendydelisse9778 Před měsícem

      Part of national supply is potential supply, which is approximately proportional to the number of your Military Factories plus Civilian Factories plus Naval Dockyards. The other part of national supply is how well that potential supply actually gets to your army divisions and airwings and warships.
      Regarding potential supply, in January 1936 you as the Soviet Union need more Military Factories anyway if you want to wage war against Poland and Germany at the same time, but a couple of new Civilian Factories would have some uses too.
      Part 1. Find a Tankograd state where you have enough or almost enough building slots to get up to 3 Military Factories. About 30% of the time, even though you want your new Military Factories fast, you want to increase the Infrastructure in the area by 1. If the starting Infrastructure is 1 or 0, then add 1 to the Infrastructure before building your new Military Factories, partly so that your Military Factories build faster. Even if your starting Infrastructure is greater than 1, if there are a lot of resources then most of the time you still want to add 1 to Infrastructure first, since more Infrastructure will add about 8% to resource extraction.
      Part 2. Find a non-Tankgrad state somewhere slightly to the Moscow side of the Ural Mountains to build a Civilian Factory, perhaps in the vicinity of Gorky or Kazan, somewhere far enough from Germany that German airplanes aren't especially likely to drop a lot of bombs on it. Again, if the starting Infrastructure is 1 or 0, or else if there are a lot of resources there, add 1 to the Infrastructure first, before building the Civilian Factory.
      Part 3. Find a 2nd Tankograd state in which to build Military Factories.
      Part 4. Find a 2nd non-Tankograd state in which to put a Civilian Factory.
      Regarding the actual distribution of your potential national supply, the Soviet Union suffers from a severe lack of sea convoys. Reduce construction of all warships to using only 1 Naval Dockyard each, and put all but 1 of the remaining Naval Dockyards onto building sea convoys, with the 1 remaining Naval Dockyard being reserved for naval repair purposes. Trains and trucks are important too.

    • @wendydelisse9778
      @wendydelisse9778 Před měsícem

      Poland has forests. Cavalry battalions are excellent in forest. In forest, cavalry is faster than motorized infantry Early Truck tech, and draws less supplies than motorized infantry. Cavalry also uses zero fuel, a great advantage over motorized in low supply areas.
      A good no fuel cavalry template for forest use is
      Cavalry 1937 (12 to 16 Combat Width)
      6 to 8 cavalry battalions
      1 towed artillery support company
      1 towed anti-air support company
      1 towed anti-tank support company
      1 cavalry recon support company
      A fuel using version fairly good for attacking into forests is
      Attack Cavalry 1937 (16 to 20 Combat Width)
      6 to 8 cavalry battalions
      2 light tank battalions
      1 towed artillery support company
      1 towed anti-air support company
      1 towed anti-tank support company
      1 light tank recon support company
      Light tanks for infantry use should be 7.8 kilometers per hour in order to avoid slowing down infantry in forest, and 7.8 kilometers is also fast enough to make light tanks acceptable for use with cavalry.