WARNO
SURM
themediocrity  [developer] 15 Dec, 2023 @ 8:31pm
An Approximate Guide to Soviet MRB Organization in SURM
One of the goals I had with this mod was to make it possible (but not at all mandatory) to make semi-realistic battalion structures. With that in mind here is, conceptually, how to approximately create a Soviet battalion. I will probably get this a bit wrong but here's the idea as I understand it. Because it's hard to model the asymmetric force numbers well, Soviet units can generally add an extra company or two making a SURM battlegroup a bit larger than a true MRB. This guide also works for GDR units but they lack a weapons platoon and the panzerjagers serve as the platoon HQ units.

How to build it

LOG
  • 1x CMD unit-this is your battalion HQ which provides a boost to all your company level commanders
  • 1-2x supply
  • 1x battalion FO - this is your connection to higher level artillery assets as well as the regimental 122mm battery which provides an ability to delivery a heavy volume of fire against targeted positions
INF
  • 2-3x companies consisting of:
  • 1x Motostrelki - the basic fighting sections mounted in BMP or BTR
  • 1x Motostrelki (BMP) - platoon leadership dismounts and joins one of the squads, adds the platoon SVD
  • 1x Pulemetchiki - What would amount to a weapons platoon in NATO parlance has 3x Metis ATGM teams and 3x PKT teams (using bipod not tripod) in 3 sections. In reality these could be separated at a team level, they're combined this way in SURM because we can only spawn one infantry unit in a given transport. Also in reality, BMP units would use 6 PKT teams instead of 3 Metis and 3 PKT, the logic was that the BMPs would provide ATGM support.
  • 1x Motostrelki Kom - the company HQ I think rode in two BMPs and is split that way here, but some sources claim only a single BMP
ART
  • 1x AGS-17
  • 3-4x forward observer (still labeled Razvedka) - right now these teams access the 152mm and BM-21 batteries (Soviet artillery organization is a really complicated topic and this is kind of a guess at representative available assets but may be way off base)
  • 1x mortar - Soviet battalions had 8x mortars in the late 80s by my understanding, tyically either 120mm or the vasilek automatic mortar
  • 1x [Russian word for bassoon that sounds unfortunate in English] or Konkurs for the AT platoon. For real authenticity you should also have 1x SPG-9
TNK
  • 1-2x T-62, T-64, or T-80 - Tanks are attached from the regimental tank battalion. Soviet tank companies in infantry units had 12 tanks as opposed to 9 in tank units
  • 1-2x CMD tanks - company leadership
REC
Technically the battalion performs reconnaissance with a combat reconnaissance patrol drawn from the fighting units. So doctrinally there would be nothing here, pick whatever you want

AA
  • 1x Igla - 9 launchers at the battalion level, supposed to ride in a few BMPs, but I can't do that here, so you get UAZs, sorry
  • attach whatever additional assets you need from the regimental level or above
HEL and AIR
fixed and rotary wing air support are not organic to the battalion, so again, pick what you want

So there's a basic guide to making a semi-authentic battalion-ish battlegroup for the Soviets in SURM.

How to use it
This CM:Cold War video is honestly the best discussion I can find in an easily digestible format for understanding the attack at the battalion level.
https://www.youtube.com/watch?v=Yey6jil-sUM

Conceptually, you locate the enemy with what amounts to an initial probing attack, followed by a vanguard to fix the enemy and then overwhelm them with your main attack.

Coordination is key in each phase since you want to maximize firepower. Good planning and heavy use of artillery are also critical. Smoke can eliminate fire from enemy supporting positions while HE suppresses the defenders of the position you want to take. You need to time your artillery and attacks to coincide. The attack should be in pursuit of a single objective (town, key terrain, command zone, etc).

A key thing to remember is that the Soviet goal is to stay mounted when possible and only unload infantry if forced to by the enemy or the terrain. Staying mounted means maintaining higher momentum and thus tempo.

At this point, it's somewhat possible to pull off these kinds of things in SURM (though I doubt you'd last long against a human player doing it, just because of the nature of RTS gaming as opposed to actual command).
Last edited by themediocrity; 30 Dec, 2023 @ 8:58pm