Sending Ground Units to Strategic Reserve

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Dereck
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Sending Ground Units to Strategic Reserve

Post by Dereck »

What is the criteria for being able to send ground units from the map to the strategic reserves? I haven't been able to find it in the manual (probably because I'm too rushed) and can't figure out anything consistent with what I have on the map.

Thanks
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
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juv95hrn
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RE: Sending Ground Units to Strategic Reserve

Post by juv95hrn »

On rail line, not depleted or unready, enough MP to strategic move. 4 Hexes away from the enemy is removed or bugged.

I think thats it.

And this could be placed in the quick question thread.
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Dereck
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RE: Sending Ground Units to Strategic Reserve

Post by Dereck »

Will someone please confirm what the requirements are for sending ground units on the map to the strategic reserves?

The requirements not "depleted or unready" seems not right as those would be the ones you'd want to send back to the strategic reserves to refit.

I have some that are unready that it shows I can send from the map to the strategic reserves and others that I can't.

I have a lot of routed, depleted and unready units that I desperately want to get back into the reserves to refit but I can't get them there from the map (which is where I want to do it instead of en mass).

Please help.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
DeletedUser44
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RE: Sending Ground Units to Strategic Reserve

Post by DeletedUser44 »

I think the only criteria you need is that the unit must be "transferable". You can check this in the CR.

I think you need to be able to move 1 hex via rail.
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loki100
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RE: Sending Ground Units to Strategic Reserve

Post by loki100 »

Hi Dereck, see the pm but the key rules are:

a) on a rail line that connects to an NSS (this link can be over sea)
b) have enough SMP to entrain and move one hex. This is a bit variable as the local rail yard determines the actual entrain cost but worth noting that units that are in a rout mode have no SMP nor do they have SMP the turn after they recover
c) be 4 hexes from the enemy (this criteria may be bugged as I've seen people claim to have done it closer to the front.

Mainly (b) is the problem one, esp not being able to send the turn a unit flips from rout to another state (usually unready but feasibly depleted or even ready).


Roger
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