LCU squads disabled in combat

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Chris21wen
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Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

LCU squads disabled in combat

Post by Chris21wen »

I just made an attack on Tavoy using 3 x inf div, 3 x ind Bde and 2 x inf Bn. The ratio of disabled inf sqds in the smaller organisations was much greater than the larger organisations. The figures below are not those immediately after the combat but two turns later so would have been even worse.

Disabled/not Disabled/% disabled to undisable after the combat
Divisions
49/311/16
32/309/10
82/259/31

Bde
12/88/14
40/68/59
40/68/59

Bn
26/10/260
39/13/300

All units started off with only one or two disabled units. Has anybody else noticed this. I will monitor it.
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BigBadWolf
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Location: Serbia

RE: LCU squads disabled in combat

Post by BigBadWolf »

Smaller units always get more punishment in combat, it's always been the case in the game.
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Puhis
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Location: Finland

RE: LCU squads disabled in combat

Post by Puhis »

Like he said. That's why I use battalions only for garrison or defense duty.
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Rob Brennan UK
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RE: LCU squads disabled in combat

Post by Rob Brennan UK »

I'm a great believer in combining the odd fragments of allied troops in Malaysia and Burma early war. The full divs last a lot longer in combat than individual regiments.

However I have had problems with one Aussie Division that I just cannot recombine due to the awful replacement rates of 43 infantry. Kinda my fault but recent patch allows for stockpiling of individual type of troops/tanks/guns etc. Did the same with the Chinese too. Lesson learned on that score so beware breaking down units and leaving the upgrade and replacement path on. for the Indians its not too much of an issue as they get more men as the game progresses, but beware Aussie units, losing 30 inf43 to a base units can be v painful in the long run. Wish I could swop them out for militia and use the 43 squads in my 1st Aussie div which I suspect will have militia until the end of the war for now. [;)]

Have fun tinkering.
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
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rjopel
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Location: Charlottesville, VA, USA

RE: LCU squads disabled in combat

Post by rjopel »

The current patch has a switch to turn on automatic upgrade of obsolete squads. The IJ player has to make the switch in PBEM but you as the squads become obsolete they will automatically upgrade to the next version. Also the 30xINF 43 when they upgrade a force the 30xOLDGUHYS automatically become 30xINF43's. I managed to upgrade 70+INF42 to INF43 with only 6 INF43's in the pool.
Ryan Opel
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Puhis
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Location: Finland

RE: LCU squads disabled in combat

Post by Puhis »

Japan produce squads when needed. It takes just manpower points and armament points. Japan do not produce squads in pool.
Smeulders
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RE: LCU squads disabled in combat

Post by Smeulders »

ORIGINAL: Rob Brennan UK

I'm a great believer in combining the odd fragments of allied troops in Malaysia and Burma early war. The full divs last a lot longer in combat than individual regiments.

However I have had problems with one Aussie Division that I just cannot recombine due to the awful replacement rates of 43 infantry. Kinda my fault but recent patch allows for stockpiling of individual type of troops/tanks/guns etc. Did the same with the Chinese too. Lesson learned on that score so beware breaking down units and leaving the upgrade and replacement path on. for the Indians its not too much of an issue as they get more men as the game progresses, but beware Aussie units, losing 30 inf43 to a base units can be v painful in the long run. Wish I could swop them out for militia and use the 43 squads in my 1st Aussie div which I suspect will have militia until the end of the war for now. [;)]

Have fun tinkering.

Upgrading the base forces should not do anything to the pools of 43' squads (you lose .5 squads for every disabled squad upgrading, but that shouldn't be a huge drain). One favourite trick for me is to first upgrade an Australian Bn or two and disband them. This gives an instant boost to the pools allowing larger formations to upgrade. You can set the bn to return in 120 (?) days, so you can fill them out again and repeat when the next squad type becomes available.

Of course, you probably lost the 43' squads to base forces that haven't been fully filled out yet, it's true they are a pain to manage sometimes.

(As a little adendum, why oh why do the squads in the pools not upgrade. I know that might get the new squads into action a bit too soon, but I hate the micromanagement of trying to rid the pools of 200 militia squads before everything is upgraded and they become useless.)
The AE-Wiki, help fill it out
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