You should add some option for I dont know for each unit. For example i dont use KV2 or T34-76 for ages. If I(and many others) fill ALL points it ruin the results.
KV-2, in it current form, is a strange beast. Emphasis on
beast.
Since it only comes from the new and "improved" soviet industry doctrine, you are married to it's call-ins and have to work around it.
It's normal firing mode has a 10 second (at 0 vet) reload and a t34s range.
In stationary mode it has the range of a mortar and a rate of fire that as low as 3 seconds. It trades RoF for vision and it becomes almost completely dependent on other units for vision. It also gains a deadzone the length of 2 KV-2s around it, though it can fire in a 360 degree arc.
At vet 1 it gets the standard cap ability that is surely has no use for as an unsupported kv2 is a dead kv2.
At vet 2, provided it has vision, it will be able to cover 2 VP on most maps as its range and accuracy increase dramatically. When you get vet 2, you back it up, stick it in a nice, hard to flank spot covering as many important strategic locations as you can, and park the motherfucking bus.
At vet 3 it gets movement and acceleration bonuses and this is the only time you should consider taking this show on the road as a vet 2 KV-2 should always be parked unless you are being rushed.
It is damn near immune to half track rocket arty and only needs to move when it is being rushed by multiple tank destroyers or more than 2 medium tanks.
Tank killing aircraft will kill a KV-2 as will most on/off map arty pieces so you should always play it safe so keep it alive to get vet 2.
At all times it should have at least 1 KV-8 and an SU-85 or SU-76 and a few cons. With the amount of callings this monster is going to incur, zis guns are a liability.
Behind it should be as many repair stations as you can build.
I had not meant to write that much, but I do love me some KV-2