Turn 0 Starting Picture

The goal of the mission is to hold out to turn 18, not forever. Therefore our overall goal is to delay and disrupt the enemy through battlefield preparation while trading ground for time as necessary.
However, this can only go so far. The southern side of Smolensk must be held as the city is intensely vulnerable to attack from this sector. Therefore armored forces in the south must achieve their objective of defeating the enemy in that region quickly, then move to protect the city.
Planned Order of Battle for this campaign
I will have two rifle corps and a single mechanized corps. If necessary I will put on the field additional infantry supported by artillery.
Rifle Corps:
3x Rifle
1x Engineer
1x B4
1x Assault Gun with indirect switch
1x ATG/dual purpose gun
1x 37mm AA
Mechanized Corps:
2x T-34
1x AT/SPAT
1x AA/SPAA
1x SPART
2x Heavy Infantry (mot) (better at fighting in the open against armor/enemy infantry than any other type of infantry)
1x Engineer (mot)
Unit Thoughts
In my initial play through of the trilogy at difficulty 4 I dismissed the BT-7A as a poor option. My experience with the ISU has taught me to value the advantage brought by mobile armored indirect fire that can double as a tank so I've acquired two and both served well through much of the early campaign.
Similarly I had used the KV-1 previously, thinking the high cost and weak flanks of the KV-2 were an issue. This go round I've ditched the KV-1 due to the immense penalty of the Unreliable trait while a single KV-2 has been acting as a decisive element in support of my current rifle corps. I'm not sure what, exactly the penalty is from Weak Flanks but it certainly doesn't seem particularly noticeable. One KV-2 backed by heavy AA is single handedly holding back a large portion of the German offensive. A KV-1 would not be capable of that!
Previously I largely dismissed the value of rifle infantry, although I did include 4 in my core. I've since learned a great deal about exactly how to use rifle infantry thanks to the master class in tank fighting provided in the later missions of the Soviet trilogy and see they are probably the best unit available in the game when used to their strengths. tldr: terrain is all important, never put them in the open, don't attack so much, support with artillery, anti tank guns and AA. Throughout this campaign I've used my rifle infantry to completely destroy enemy armor.
Tanks have been a much smaller part of my roster, and I have three deployed total (2x T-34, 1x KV-2). I also have a T-26 in reserve that I plan to turn into a T-60.


