Ways to run soviet commisars?

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7dot62mm
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Re: Ways to run soviet commisars?

Post by 7dot62mm »

Political work was performed on all levels in the Red Army. Typically, at least during the early war, each company would have a commissar. A battalion would have a commissar plus some underlings. A network of informants - typically Communist Party members - would be present on every level to keep the political officers informed.
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Truscott Trotter
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Re: Ways to run soviet commisars?

Post by Truscott Trotter »

I have interesting first hand accounts of commissars and they do vary.
Main thing is not too make them too powerful and to cost them appropriately or balance their powers with risks.
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Truscott Trotter
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Re: Ways to run soviet commisars?

Post by Truscott Trotter »

The other role esp LW is like an adjutant with maybe +1 to FM but SP2 or 3?
sackatatties
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Re: Ways to run soviet commisars?

Post by sackatatties »

Commissars were allocated at company level and above and were part of the command structure up until late 1941. Commissar responsibilities are actually well defined within the Soviet order throughout the war. I added the Commissar as a National Characteristic for the Smolensk PSC as shown below. A Commissar is a List 2 item (one only).

"6.2.1 YES COMMISSAR!
In July 1941 the Commissar had the right to influence military decisions and take part in the chain of command. The only Commissar that we’re likely to see in CoC is the one that was allocated to Company HQ.

A Commissar may be deployed from a JoP on a CD roll of 5 and may be activated on a Command Dice roll of 5. If the player deploys or activates the Commissar, he does not increase his Chain of Command tally by one.

When activated a Commissar moves as normal. If attached to a squad he may move with that squad without being activated himself. He counts as two men for morale purposes when considering Shock levels and one man in any Close Combat. A Commissar does not fire or crew weapons.
When activated a Commissar acts as an inferior Junior Leader and has 1 Command initiative that he can use on any unit he has joined. If he uses his single CI to remove shock, he removes 2 shock rather than the usual 1.

Finally, when a Commissar is selected as a support option the Soviet Player adds 1 to his Force Morale dice score at the start of the game.
Treat a Commissar as a JL for wounds and ‘Bad Things Happen’ tests. When he takes his first wound (rolls 4-6) he loses his CI but can still remove 1 shock from a unit he’s attached to when activated (it is not doubled when he’s wounded). A second wound kills him (roll of 4-6). Wound result rolls of 2 and 3 knock him out and a roll of 1 kills him as normal."
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