Stalingrad: 13th Guards Rifle Division
The 13th Guards Rifle division is one of those heroic Soviet units that you learn about after doing some reading about the battle of Stalingrad. 13th Guards commander General Rodimtsev They suffered almost 100% casualties and were present throughout key moments of the struggle: when the Germans entered the City, the fighting at Pavlov's House off January Square, the central height of Mamaev Kurgan, Operation Hubertus, the factories, etc. They of course make an appearance in my first Stalingrad scenario about Operation Hubertus. What's left of them (about 500 men) is clustered in fortified positions at the southernmost end of the 62nd Army's Volga river defense line. As part of the 13th Guards, I've also included Yakov Pavlov's small reinforced command and the apartment building that he held with his men in this scenario as well. The stats for Pavlov's men are above (I need to add in their anti-armour weapons (14.5mm anti-tank rifles). I am st...

Comments
how are you finding the game at Bn level? Anything odd in the unit behavior? I'm wondering how the routines that decide whether a unit presses on the attack - with the objective of overrunning the enemy position - or stop at stand off range and fire work for Bn's, which have much bigger footprints than Coys.
Re: oddness in unit behavior. Just keep a close look on how the AI develops attacks (routes look okay, attacking units closing in with the defender at a reasonable rate, etc.).
I also wonder about casualty rates in general, if they've changed.
On the other hand, what you should definitely expect is that, for units subordinated to the AI, reactions are somewhat slower. This is due to the situation re-assessment cycles of Bn-sized formations, which is something like 2 hours.
The casualty rates seem right. I have noticed the slower behavior but it hasnt been unreasonable. I will build in an extra day for the scenario to give the Soviet player the time it needs to move into the city and take the objectives.
Playtesting again now. Will post some screenshots hopefully.
Re: the Arty Bn's - I'll take a look into that when you release the files. I can't think of any reason for that (we've got plenty of German Arty Bn's in Bulge and Greece/Med Packs).
Re: the Regimental HQ. I also need to check that. That happens when the AI decides it is time to have the Reserve to move onto the objective. Sometimes the Reserve, typically the HQ, gets into trouble because the attacking forces have got pinned down short of the objective.