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

Karl Gaarsoe oscardalibrarian at yahoo.com
Tue Jan 26 13:43:22 EST 2010


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






      


More information about the WarInEur mailing list