This tactic should only be used later on in the game. This tactic will include:
-A damaged Squad
-A Conscript squad
-(Optional) Medics
Firstly, recruit a squad of conscripts to stay at your base. Next you retreat your squad that has lost men back to your base by pressing the 'Retreat' button on the HUD while having that squad selected. When the damaged squad reaches your base you then select your conscripts, then select the 'Merge Squad' button on the HUD, left click on your damaged squad, this will replenish them much faster and at half the cost. You may also wish to have medics at your base to heal the survivors for the brief time they spend there. You now have a fully replenished/healed squad ready for your orders. You then replenish the conscript squad at their standard rate.
The benefits of this tactic are that; you can replenish units very quickly and at a reduced cost, for example, replenishing a penal battalion member at your base costs more than a conscript and so merging a squad of conscripts and then paying for their replenishment is much cheaper and faster.
A word of warning though, do not try to do this early on in the game, you must use your conscripts in better situations. Use this tactic only if the game is either; dragging on or it is late in the game when the Germans may have mobilized tanks and your infantry are suffering.
Feedback appreciated, many thanks!
Soviet Rapid Redeployment Tactic
26 May 2014, 21:43 PM
#1
Posts: 25
27 May 2014, 06:27 AM
#2
Posts: 246
Remember: merging cons to shocks does not give the new members the 1.5 armor.
27 May 2014, 10:13 AM
#3
Posts: 25
Very true, however, it does give them the weapons and the abilities. Alternatively, you may choose to use an M5 half track and have it behind your front line so damaged units can reinforce without retreating, but this will cost more.
27 May 2014, 11:45 AM
#4
Posts: 2693 | Subs: 1
This is not a good tactic. It will only pay off when you have 1 conscript squad and like 6 guard squads.
Here are the problems with it:
1: Initial cost of the reserve conscripts: 240 man power
2: Upkeep of reserve conscript squad: 9 manpower per minute
3: Possible savings per model: Engies=1; cons=0; penals=2; weapon crew=-5 (crew is cheaper to reinforce); guards=10; shocks=12(no armor).
There is simply no benefit to keeping a conscript squad at your base for reinforcement purposes. It just takes too long to earn back your 240mp investment considering there is also a 9mp/minute upkeep.
Here are the problems with it:
1: Initial cost of the reserve conscripts: 240 man power
2: Upkeep of reserve conscript squad: 9 manpower per minute
3: Possible savings per model: Engies=1; cons=0; penals=2; weapon crew=-5 (crew is cheaper to reinforce); guards=10; shocks=12(no armor).
There is simply no benefit to keeping a conscript squad at your base for reinforcement purposes. It just takes too long to earn back your 240mp investment considering there is also a 9mp/minute upkeep.
1 Jun 2014, 02:36 AM
#5
7
Posts: 1664
This was almost a viable idea six months ago when the reinforce cost for anything in the Soviet army besides set-up teams was at least 5mp higher than Conscripts but now none of the infantry you would want to merge with cost much more than Conscripts anyway and you're better off just capping with the squad.
1 Jun 2014, 02:55 AM
#6
Posts: 783 | Subs: 3
There is definitely something to be said for merge-micro in your base. It's way better to get 2 full health squads back on the field to stall or cap then to wait for 4 squads to all reinforce, for example. But OPs idea of keeping a conscript in the base for this purpose is a huge waste of manpower.
2 Jun 2014, 09:14 AM
#7
Posts: 1162
Yeah dont waste a whole squad sitting in your base.
When you have squads reinforcing and it makes sence, sure, merge to get squads out faster.
Dont forget to use merge out in the field, its better to keep a penal/guard/shock in the fight a bit longer and send the cons back to base to reinforce. It can even worth doing that to keep a vetted con squad fighting longer.
When you have squads reinforcing and it makes sence, sure, merge to get squads out faster.
Dont forget to use merge out in the field, its better to keep a penal/guard/shock in the fight a bit longer and send the cons back to base to reinforce. It can even worth doing that to keep a vetted con squad fighting longer.
3 Jun 2014, 21:50 PM
#8
Posts: 25
Ok, all of these replies seem viable, i didn't know about the cost/ upkeep because i don't read up about this stuff. However the idea is, as the title suggests, to get units back in the fight faster, merging is faster than reinforcing.
I can see how some people may see this as wasting a squad, having it sat at your base and all but it does work. You can send the squad out of your base too, at any time. It should be used in short bursts.
I can see how some people may see this as wasting a squad, having it sat at your base and all but it does work. You can send the squad out of your base too, at any time. It should be used in short bursts.
3 Jun 2014, 21:53 PM
#9
Posts: 25
This is not a good tactic. It will only pay off when you have 1 conscript squad and like 6 guard squads.
Here are the problems with it:
1: Initial cost of the reserve conscripts: 240 man power
2: Upkeep of reserve conscript squad: 9 manpower per minute
3: Possible savings per model: Engies=1; cons=0; penals=2; weapon crew=-5 (crew is cheaper to reinforce); guards=10; shocks=12(no armor).
There is simply no benefit to keeping a conscript squad at your base for reinforcement purposes. It just takes too long to earn back your 240mp investment considering there is also a 9mp/minute upkeep.
But this is the idea, it should be used in a long game, it short bursts. In a game which lasts a while, the majority of your infantry consists of; Guards/Shock, support and maybe penals, therefore, you do save manpower and time.
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