Turn 1, build 9, 2 Art or 8 Inf, 3 Art. IMHO, Russia needs lot’s of Inf and as many Art as possible the first two turns. You can build mostly Inf w/a few fast movers(i.e. Mech & Arm) out of Rus turn 3 or 4 if need be, depending on what the Germans do. Build your Inf in Nov and Sukr rounds 1 and 2. Build your Art in Rus and move forward to the front lines, rounds 1 and 2. Bel and Bry are the two key territories to put your units in as much as possible. Usually on Round 1, Germany will have taken Yugo w/a bunch of 9 Inf, 2 Art & 3 Arm. Usually on Round 2, those units will go into Rom or Hun. Combined w/the 4 Inf from Bul(1 German Inf to activate Bul on Turn 1, plus the 4 Bul Inf), you have 5 additional German Inf to move into Rom. That’s a whole lot of German units to attack Russia down south, moving towards Sukr. Usually Germany will try a two pronged attack. Down south and then up north through either Epl or Bal. By staging in Bry and Bel, you can either divide your forces up into a southern and northern defense. If the Germans just go one direction(i.e. south or north) then having your units in Bry and Bel allows you to also put your forces to stop that one direction attack. It will take the German player two rounds to get into Nukr or Sukr(i.e. southern attack) or Bal or Bel(i.e. northern attack). By that time, it will be Round 3 or most likely Round 4. Most Barbarossa’s don’t start until G3. By that time you should have a considerable counter attack force to pummel the Germans. Make sure to put your BB in SZ114 to counter a G2 or G3 seaborne invasion of Bal, Vyb or Nov. Watch any German navy in SZ112 w/German Trans from moving to SZ127 and invading Kar, Arch or Nen. Most Germany players in Alpha 2 will have a first turn purchase of 1 AC, 2 Trans, leaving Germany w/3 Trans. If you’re playing Alpha 3, it appears most German players will buy 1 AC, 1 SS & 1 DD Round 1. This is b/cuz it appears SeaLion is more difficult in Alpha 3 vs. Alpha 2 w/the 5 AA guns in the UK. I’ve seen this a lot from other Russian players, which I feel is a mistake. Always leave at least 1 Inf behind in territories. This forces the German player to usually bring in at least 2 ground units to take the territory. Better to fight at a 2, then attack back at a 1. Yes, most likely you won’t get a hit(i.e. 33.3% chance) but like I said, it prevents just a move in by 1 German Inf. In the Far East, start moving your Inf back immediately. Leave 1 Inf behind in each of Amu, Sib and Sfe. Move the rest of your Inf from Bury, Sak and Amu towards the backside of China and Russia. This will help against the Japanese from moving into Russia, after they blast the Chinese. It will also help in Russia if Germany makes it that far. Most Russian players, IMHO don’t marshal their forces correctly, which leads to the German player(if he’s good) to take advantage of these mistakes. Hope this helps…
do I get a BB in alpha 3? I think it’s a cruiser now.