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| TIPS FOR USING SOVIETS IN IABSM 1. The first thing to realise about our troops is their brittle nature; Wounds represent almost a greater threat to us than dead. The first task of our Big Men will be to remove wounds, maintaining their efficiency in firing and movement. The worst thing in the world is accumulating wounds, which keep us moving slowly and reducing our firepower. It is important to realise we will probably have a maximum of only two initiative dice per section for the majority of our troops. 2. With the above in mind it is essential to keep our Big Men alive. As we will not have rally cards, our ability to remove wounds without Big Men will be impossible. A good tip is to keep the Big Men with rearmost units allowing our front line troops to accumulate wounds before using them to remove at a later stage. DO NOT use Big Men initially to boost troops firing. It is vital to retain the ability to inspire troops. Without Big Men our cause may be lost. 3. One of the most useful cards we have is our ‘Uhraieeee’ card. This will allow our troops an unpredictability to assault cut-off troops or pinned/suppressed troops. Assaulting unpinned troops is not an option as most will be in buildings. It is also worth realising that to be able to use the ‘Uhraieeee’ card a Platoon must still have its Officer, hence another reason for preserving Big Men. We need to retain unpredictability and tactical flexibility. 4. Troops in buildings are a nightmare to fight. We will use this to our advantage. A very useful tactic for the invaders will be to blast away at buildings using, assault guns and such to, to collapse them upon our defenders. As such I suggest that we do not defend the external buildings in built up areas. This will help prevent the invaders using their armour supports and will mean that if they occupy buildings it will slow down their advance, bogging them down. Time is on our side comrades. Therefore our main line of resistance will be within built up areas and not on the outskirts. 5. Another useful card is the ‘Tank Killer’ card. This allows us to use a section to assault AFVs. The key here is realising that this allows us great tactical flexibility. Our troops can assault tanks from 8” range instead of the 4” range that the enemy must use. AFVs fighting in BUA’s are extremely vulnerable to flank/rear attacks by infantry. Our infantry’s ability to resist and hunt tanks is another vital attribute, which must not be overlooked. 6. The NKVD are an important asset to be used carefully. Placing them behind units allows the unit to display great courage and not retreat. This will make fighting in close terrain a nightmare for the enemy, as our troops take ‘not one step back’ in accordance with Stalin’s directive. NKVD are also a powerful force as a reserve for making key assaults. 7. SMG troops are really useful and should be retained at all cost as a fire brigade to rush potential enemy breakthroughs. 8. Commissar’s. Now I know you’ve read bad things about our boys but really they’re useful for removing wounds too and inspiring them to great efforts. They may need to execute a Big Man however, who is hiding anti-Stalinist sympathies. This is all part of the master plan. 9. Soviet tanks. I know we will be using at least a Platoon of T34’s. The T34 is a tough nut to crack. The armour and gun will probably be better than most Panzers, with the notable exception of Panzer IV F2’s. Tanks should avoid closing with the enemy where the enemy’s weak tank guns can have a greater effect. 10. It is worth mentioning that all of our tanks will operate on their own cards due to lack of Radio Communications. However, if within 6” of Comrade Platoon Commanders vehicle then all can move on his card as he signals with flags. This may sound restrictive but could actually be quite beneficial. A) The enemy will find that the pack may be stacked against him making it less likely that his own cards will turn up. B) The individual tank cards allow them to use independent action within their Platoon. Obviously they cannot be motivated twice and use their Platoon card as well, but cunning use of independent action can prove useful. Eg; Tank moves on its own card rather than its Platoon card. · Uses its first ID for spotting, spots threat, · Fires with second ID at threat, thereby making it harder for threat to fire back as under fire. 11. With third ID either moves to block threat to the rest of its Platoon OR holds dice in reserve to spot further threats, or fire at threat again if it moves later in the turn presenting a better target? 12. We should be well served by our AT guns. These are very useful in manhandled into and out of positions and are pretty much a match for the enemy guns particularly the zis 3 76mm field/AT gun. AT guns are extremely useful in defence. These can either be dug in into buildings bunkers etc presenting a difficult target to hit. However, as the enemy will possess the ability to collapse buildings upon us it is recommended that AT guns are kept behind buildings. · At first glance this may seem foolish. Nevertheless it is important to realise that the 45mm AT gun in particular is a very vital asset. Its gun effect is significant but it is its ability to be manhandled that is important. 45mm AT guns can be manhandled/prolonged with upto three ID at half speed. A wise tactic is to use the first ID to move into position from around a building corner or fire if deployed in the open, second ID to fire with the third ID to move back into/around/behind cover. This will prevent direct return fire upon our guns. We may find it difficult to hit as we have moved etc but it is the implied threat that will halt the enemy advance. Plus the enemy will find it frustrating if we skilfully manoeuvre our guns into positions where they cannot be seen. · This tactic is possible with the zis 3, 76mm field gun. Of heavier design, the zis 3 can be prolonged with only one ID. It must be noted that its move distance is therefore very limited and unpredictable. · Prolonging is seldom used by inexperienced Commanders who prefer to keep firing at the enemy. However, given the need to retain strength and frustrate the enemy, it is of more importance to present threats to the enemy to make him hesitate and thereby allowing our reserves to arrive. 13. Hopefully we will have several AA guns to ward off the Stuka’s which are bound to be in evidence. Firing at AFVs is a useful function of these dual purpose guns. 14. HMGs are very effective APC killers having an annoying AT capability. 15. Reserving initiative dice is something that inexperienced Comrade Commanders often overlook. This is a key issue in IABSM. As most of our troops will be only possessing two ID it may be a good idea to use the first ID to spot threats (though more on this later) or spoiling fire upon enemy making their fire less effective when their ID arrives. The second dice should be reserved to fire upon enemy, which present a better target and/or are assaulting. · Reserved dice may be used at any point in the turn when we see fit. This is an important initiative to possess, as it will make the enemy think twice before advancing. He may decide to use his dice to fire rather than advance. As we will most likely be defending the results of this will be poor. Stemming the advance is more important than any initial casualties. 16. Our T60 tanks are not a main battle tank but are a reconnaissance asset. They should be used to appear and move, using their fast pace to surprise the enemy, before retiring to cover after attempting one shot. Hopefully they will prove a focus for the enemy armour. It is imperative that our tanks do not engage the enemy wholesale unless absolutely necessary. Their role is to act as a matadors cape – blinding and focusing the enemy upon them allowing the sword of the AT guns, T34’s and infantry to kill. |
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