Welcome Comrade! Here you will find a guide to understand the Soviet Union (USSR)'s position and role in the game.
Part 1 - Soviet Strategy
There are 3 factors that make the Soviet Union the weakest country in A&A:
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Its position in the middle of the two Axis powers, forcing it to play a defensive two front war.
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It has the lowest starting income of all powers, limiting its purchases to ground units and the occasional plane/sub.
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It is the best target for the Axis to achieve victory due to the conditions above.
However the USSR also possesses 2 key advantages to balance its initial disadvantages:
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Russia is at the center of the board and is the only country with easy land access to all of its starting territories, plus several key map areas. This allows it the benefits of quick reinforcement of its defenses and the ability to easily switch armies between fronts.
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Russia plays first - it can take advantage of any opening created by the UK against Germany or any opportunity created by an US attack on Japan. And any Soviet moves against Japan can also create openings for the UK to explore against Japan. The UK-US-R combination against Germany and the US-R-UK combination against Japan can be one of the Allies’ greatest assets, if you know how to use them.
Within these conditions, the Soviet Union’s objectives are here defined as:
These 2 objectives are the center of the Soviet strategy presented on this article. It is a defensive strategy but that requires an aggressive attitude towards the Axis. Or, in other words, mess with the bull, you’ll get the horn. By itself, it does not assure an Allied victory but it can make an Axis one long and costly.
Objective 1 - The Motherland
The Motherland consists of the territory of Russia and the six territories adjacent to it (its main line of defense). Control of that line will protect Russia from any attacks on Moscow and give it a combined income of 21 IPC. If the Axis move an invincible stack into any territories of the defense line it is usually bad news for the Soviets.
The six territories of the main line of defense are:
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Caucasus - Usually the main target of the Axis thrusts against Russia. It can be attacked by either Germany or Japan from several land territories (Ukraine, Kazakh, Persia) and SZ16 (with the Dardanelles open). If captured it allow either G/J to build units right next to Russia, if the Allies don’t recapture it.
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West Russia - The pivot territory of the Eastern front, giving access to six land territories, including Russia. German control of this territory will allow it to directly threaten Russia/Caucasus and to force the USSR to abandon Caucasus.
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Kazakh S.S.R. - Kazakh is very similar to West Russia, although a less important because of the different Asian geography. Due to the ICs on Russia and Caucasus, Kazakh can be transformed easily into a ‘dead zone’ for the Axis - any stack of units moved there will be destroyed by the Allies.
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Novosibirsk - While it can be harder to turn it into a ‘dead zone’ than Kazakh, Novo is the key territory to block Japanese advances through Yakut/Sinkiang.
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Archangel - Besides its value this territory is strategic to any Allied reinforcement of the USSR.
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Evenki National Okrug - Sometimes may not be worth the effort of being retaken by Russia, however it can be used as a gateway for Japanese tanks to strike into Russia.
Objective 2 - Increasing Income
The 2nd aim for the Soviet Union is to raise its income to 30 or more, at the expense of all other powers. The higher the number, the lower the Axis income and the more units G/J will have to spend to retake territories away from the Soviet Union. Besides keeping the Axis units away from the main line of defense, the higher production will also allow the Soviets to replace destroyed units and build up its forces, specially armor.
The main territories for the USSR to increase its income are:
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Karelia - 2 IPC. This can be the easiest since either the UK/US can liberate it through an amphibious assault after Germany has taken it.
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Ukraine S.S.R. - Its 3 IPC value makes it important, however its position makes it easier to be fortified by Germany/Japan against a Soviet counterattack.
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Yakut/Buryatia/SFE - 1 IPC each, for a total of 3. Bur and SFE are very unlikely since J usually takes those territories on the first turns and it is not worth it to send units just to retake them. Yak is more possible to maintain/retake, depending on the number of Japanese units on the area.
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Norway - 3 IPC. Norway is usually taken by the UK/US but you might want to reconsider it, especially since Germany tends to leave it empty of units after the first rounds. If the German transport on the Baltic has been sunk then a single Soviet tank in Arc/WR can take Norway after the US/UK liberate Kar.
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Belorussia - 2 IPC. The Soviets will need to have available forces on WR, although attacks from Kar/Ukr are also possible.
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Eastern Europe/Balkans - 3 IPC each. Not that uncommon, depending on dice results, the overall situation and the position of Soviet/German units.
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Manchuria - 3 IPC. A long shot, depending if the USSR has massed its 6 infantry on Buryatia on R1, if J does not attack that stack on J1 and how much units are left there at the end of J1. Usually the best chance to take Manchuria happens on R2, after which any Soviet units on Buryatia face destruction by Japanese amphibious assaults.
Imagining on R3 that the Soviets have lost the 3 Far East territories (-3 IPC) but has control of Kar/Nor/BR/Ukr (+10), it will receive 31 IPC. Of course if G/J are pushing hard against the Soviet Union this number might be impossible to obtain but the ‘30’ should be kept as a reference.
Finally, one very important thing to remember is that any Soviet infantry moved into those territories is effectively removed from the defense of Soviet territory for one full game turn.
Secondary Objectives
Finally, the following are the territories that the USSR can conquer/liberate, in case the opportunity presents itself. They can greatly help the overall Allied strategy but most are special/rare occasions where it is necessary to weight the benefits/cost for Russia.
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India - While it may not look worthwhile for the USSR to spend units, specially armor, to liberate it, there are very good reasons to do so: the UK will receive critical income from it and Japan will not be able to place an IC there on the next turn.
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Persia - Like Evenki it may not be worth the effort of being liberated by the Soviets, however it can be used as a gateway by Axis armor on India against Caucasus.
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Trans-Jordan- Rare for the Soviets to liberate it, usually happens to prevent the Axis from using the Suez channel.
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Sinkiang/China - Unless Japan can’t retake them, it is useless and a waste of units for the USSR to liberate any of them, since the US will never receive any income from it because Japan plays before the Americans. But if Japan has left the corridor empty them it can be used to threaten the Japanese coastal territories.
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Southern Europe - 6 IPC. Somewhat rare for the Soviets to take it, usually happens when the UK/US take Balkans and Soviet armor blitz to S. Eur.
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Kwantung/French Indochina - 3 IPC each. Rare, unless the Allies are pushing Japan hard.
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Germany - 10 IPC. Very rare situation, unless the combined UK/US assaults will fail but there’s a Soviet armor stack within range to conquer Berlin.
Like the previous territories, Soviet units moved into those territories will be most likely unable to assist in defense of the Motherland during the next game turn(s).
With the objectives defined, I’ll now go over the geography to explain the dynamics of Eurasia and how the USSR can achieve its goals.