R/Precedent
From:212th Mountain field HQ-Hauptmann Wolf
Addressed:212th Mountain company commanders/remaining Volksgrenadier company commanders
Due to various degrees of attrition across the 212th and accompanying Volksgrenadier units OKW Starlight has authorized the transfer of fresh equipment and troops to our operational area. Given the abundance of newer company commanders transferred from credited Volksgrenadier units under 212th authority this missive will include overviews of the incoming equipment and troops in multiple parts.
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Soldier classes
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Soldier training
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Intermediate level rifles
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Intermediate level assault weapons
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Intermediate heavy weapons
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Intermediate vehicles
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Equipment recommendations
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Recommended troop loadouts and tactics
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Regarding the incoming transferees, unlike the previously available units which are of Skill Class/SC-1 and made up of the old, young, and rejects the incoming units are of SC-2. They are properly trained and fit regular units which are leagues better than our previous transfers. This is due not only to their better general physical fitness compared to SC-1 but their better base training. For example SC-2 Riflemen have +2 on their physical scores compared to SC-1 Riflemen’s +1, in addition SC-2 Riflemen have engrained cardio training which means they have better sprint speeds which is superior to SC-1 Riflemen’s inconsequential shot dispersion training. This trend carries across all our new SC-2 transferees, everyone of them have better physical qualities and base training than our previous SC-1 transfers, as such it is highly recommended to rotate out all active SC-1 troops for SC-2s.
On an unofficial note, it will improve the perception of our units and thus our morale for us to no longer have literal children and geriatrics among our ranks, they belong at home and not alongside us.
- Given the ready availability of more physically capable and trained troops this provides an opportunity for us to implement more rigorous training practices during PT. Additional training will be allowed to the respective company commanders discretion.
For Mobility training, it is highly recommended that soldiers be trained in proper speedy application of first aid, with proper training a soldier can increase the speed of applying bandages and other first aid by 75%, this brings an average 8 second bandage application down to 2 seconds. This saves a lot of time which could mean saving the soldier’s life. If the soldier has proper endurance it is recommended to drill the soldier in faster run speed up to 10% or proper weapon handling which can increase aim speed up to 20%. Training soldiers in extra jump height or climbing can also be useful in niche situations though I have found these to be too situational and recommend focusing on the previous skills.
For Vitality training, most exercises are inconsequential with only 3 viable options. First is improved cardio training which can increase soldier Stamina by 100%, while this is highly useful when your soldiers need to reposition it is rendered inconsequential when soldiers are properly hydrated via Flasks which are proven to grant boosts of unlimited stamina for 1 minute, as such if you have proper hydration equipment such as flasks avoid this training.
Most commanders prefer to exercise their troops in strength training which can improve Vitality by 35%. In this Hauptmann’s opinion using this time to train your soldiers in improved first aid to recover 200% more Vitality is more worthwhile for SC-2 units. This is because 35% Vitality training can be too much for some SC-2 soldiers physical ability, in addition trial and error on the part of the 212th concludes that SC-2 units tend to survive longer with improved 200% recovery training.
For Weapon Handling training, improved bolt handling is a must for your snipers, they tend to prefer bolt action rifles and proper training in the handling of such rifles can increase soldier rate of fire by 12%, this can bring a properly maintained Kar98k upwards of 72-80 rounds a minute. If your troops can handle the training improved recoil control is generally best for other soldiers, I’d recommend an emphasis on horizontal recoil control over vertical as horizontal recoil is harder to control under fire. If your soldiers can’t handle that training drilling in proper reloading is recommended. If you have any soldiers with anti tank grenades training in improved throw range can significantly increase the effectiveness of said grenades, especially against tanks as they can be engaged from farther away.
- Multiple new rifle variants are currently inbound and will soon become available. Pre war Kar98ks fitted with ZF-39 scopes will arrive first along with the first SC-2 sniper transferees, they are of a higher quality than our current Kar98k snipers with easier to handle bolts, though if you have properly maintained Kar98ks the pre war Kar98ks are not much of an upgrade and can be avoided.
Kar98ks with Schiessbecher rifle grenade launchers will arrive with the SC-2 Riflemen, Schiessbechers are highly effective against infantry and when doubled with large grenade pouches can allow your soldiers to rain a multitude of explosives upon the enemy, if you prefer the Schiessbechers can supplant any FG-42s your riflemen may acquire though keep in mind a rifle grenadeless Kar98k is far less effective than an FG-42.
FG-42s will arrive with the new Engineers, compared to the Gewehr 43 they are better in every way, they have double the magazine capacity, significantly lower recoil, less obstructive sights, and select fire capability, replace your Gewehr 43s with FG-42s as soon as you can.
Gewehr 43s with ZF4 scopes will arrive after the SC-2 Gunners, while they possess a significantly higher rate of fire than our bolt action Kar98ks they have about half the stopping power, if your snipers are hanging back and actually sniper I recommend keeping your Kar98ks, if your snipers tend to stick with your assault infantry I recommend the Gewehr 43.
- We will be receiving new assault weapons as well. MP 35/Is will arrive with the SC-2 assaulters, compared to our MP 40s the MP 35 has a slightly higher rate of fire and a generally tighter spread but it is more cumbersome to reload, it is more of a sidegrade to the MP 40 and can be avoided if you wish.
VG 1-5s will arrive before the SC-2 engineers, their crude appearance correlates with their quality, these rifles are, put simply, trash. Do not requisition these rifles, in comparison to every smg you may requisition they are inferior in every way.
Beretta M38As will arrive after the Gewehr 43s, despite what you may think of the Italians this smg is of an incomparable quality and is arguably the best smg available in the world. While having a moderate rate of fire the M38 is one of if not the most accurate smg you can acquire. In comparison with the MP 40 the M38 has a higher rate of fire, lower recoil, and a larger magazine of 40 rounds. Of all the smgs you may requisition the Beretta M38A is the best.
- New crew served weapons will also arrive. Flammenwerfer 35s will arrive with our first Flametroopers, while inferior to the Flammenwerfer 41 the Flammenwerfer 35 is still highly effective in close quarters, given that we are currently defending our capitol city it is well suited to the combat environment within the city, outside the city in the Seelow Heights the effectiveness of the Flammenwerfer 35 drops dramatically with the increased engagement ranges. Though situation it is an effective weapon.
MG 42s will arrive just after the Flametroopers, compared to the MG 34 it has a higher rate of fire and slightly lower horizontal recoil, whilst undeniably deadlier than the MG 34 the MG 42 suffers in battlefield endurance due to its higher rate of fire, it is undeniably better in close quarters but the MG 34 is overall more versatile so you opt for the one you prefer.
Alongside the SC-2 Gunners will come MG 34s with Patronentrommel 34 magazines, it is the same as the MG 34 but with a higher magazine size of 75 and a significantly faster reload, compared to the MG 42 it is less deadly but the higher magazine size of the Patronentrommel MG 34 means it is a much more versatile weapon, I highly recommend using the MG 34 instead of the MG 42.
- New squadrons and armored companies are also inbound to bolster our defense. JG 52 will be receiving Bf 109 G-14s, in comparison to the G-6 it is more maneuverable and faster and thus will be more effective against aircraft, part of this increase in maneuverability and speed is brought on by a lack of outboard weapons, without bombs its effectiveness against ground targets is minimal, be sure to inform JG 52 what support you need, anti air or anti infantry, and they will bring the appropriate aircraft.
II/SG3 will arrive in the area in the coming weeks, their Me 410 B-1s are noticeably more effective than the Ju 87 D-5 due to its higher bombload, centerline armaments, and faster speed, you will likely receive more effective support from SG3 not only in the ground support role but also in the anti air role as the Me 410 is an effective heavy fighter especially against Soviet IL-2s.
Any armored companies you may be in command of will be able to utilize Jagdpanzer IV/70As, compared to the Panther Gs your companies should already possess it is inferior in every way, its armor is worse, it lacks a turret and proper machine gun, it is simply worse than the Panther, I highly recommend simply using the Panther.
JG 301 will also arrive in area in the coming weeks, they will bring with them Bf 109 G-10s, compared to JG 52s Bf 109 G-14s the G-10 has much improved firepower due to its outboard MG151/20 cannons on the wings, while the G-6 will still be more effective against infantry thanks to its bombs the G-10 can effectively strafe infantry with its firepower and is our most effective aircraft at engaging enemy aircraft.
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With the new units incoming will also be various pieces of equipment previously unavailable to us. Chief among these are large size backpacks, they offer space to double a soldiers ammo, triple their grenades, and quadruple their medical supplies and tools. The versatility provided by these backpacks is much more valuable than a secondary weapon. Mines will also arrive, anti tank teller mines can destroy or disable any Soviet tank and are easy to hide amidst the rubble of the streets and anti personnel S-mines can effectively lock down a building.
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These new units and equipment will undoubtedly improve our combat effectiveness if used effectively. Given the prevalence of Soviet tanks any troops not equipped with smoke grenades should be issued anti tank grenades, they are still effective against infantry and will provide all your soldiers the ability to combat tanks. A healthy spread of AT Gunners among your companies is also recommended, a panzerfaust is still better against a tank. Every other company should have a Radioman and/or Engineer, the artillery Radiomen can call can decisively clear a point and the rally points and ammo crates Engineers provide can make all the difference in an assault, in addition it is recommended to have your Engineers liberally plant Czech hedgehogs to funnel and slow the masses of Soviet tanks. Narrow chokepoints across the city encourage the use of mines but prioritize equipping your soldiers with decent weapons before requisitioning mines.
Units my men have found to be particularly effective include Riflemen, Assaulter, Flametrooper, and Engineer units. Riflemen units support the largest companies and when equipped with FG-42s or Schiessbechers they are highly effective at taking and defending points, that said their effectiveness against tanks is highly limited due to a general lack of AT Gunners.
Assaulter units can be equipped to handle any enemy or provide protected battlefield utility, AT Gunners can be brought to kill tanks, Radiomen to clear key points with artillery, Engineers to build support constructions, and a Sniper or Gunner to engage distant targets all in various combinations. Upwards of three Assaulter companies can be placed under your command and the flexibility of their unit composition makes them your most versatile companies.
Flametrooper units are the best units at close quarters, with multiple Flametroopers and Assaulters available to each company the can single handedly clear an objective. I recommend taking at least one Engineer per Flametrooper company as their ammo crates are the only means Flametroopers have of resupplying their flame throwers.
Given that we are primarily on the defense Engineer units provide invaluable fortifications. Mg nests and Flakvierling Anti air guns can halt a Soviet charge and Pak 40 anti tanks guns are capable of destroying T-34s from most angles.
A recommendation for tank companies is to equip tankers with large backpacks and smoke grenades. With the large backpack a tanker can carry multiple tool sets for multiple repairs as well as a medkit or two which not only increases the tank’s survivability and battlefield endurance but the crew’s as well as medkits can be used inside the tank. Smoke grenades are useful is repairs are required as they can be thrown at the base of the tank to cover the exposed crew member conducting repairs.
On a final note, I know many of you are tired, worn, and in the case of some beaten. We have a duty to our country and our families, the longer we hold the more time our citizens have to flee west towards the Allies. You all know I have never been a party man, this is not about them, not for us,
we stand for each other and our families, unlike many of our peers we have maintained our honor. I will return you all to your families honorably, one way or another.
Bewahre die hoffnung, bleib stark.