Unless I'm missing something, you can still do this by removing the troops that you don't want after raising the formation ?
BlueTemplar wrote: Fri Jan 13, 2023 9:08 pm
And the reason why this matters is that in this case I am stuck with a single Ind.MG unit, while otherwise I could make 2 of them, both of which would be ready to move (on their own) next turn.
But I remembered another way around this issue : the SHQ Troops % slider.
A quality issue with it, probably bad for new players ?
And then, restarting the turn and re-doing this, I ran into a bug I had already noticed circa v1.07-08 : this slider results in the wrong number of troops in unit :
ShadowEmpire_S8dShwxbZi.png
ShadowEmpire_AHcM9hxdiB.png
The consequences are :
1.) Having to do extra clicks to transfer the missing troops.
2.) The creation of an "illegal" unit with less than 3 troops.
3.) The readiness of the later unit merged up to 3 is probably messed up as a result :
Starting readiness in SHQ : 65
ShadowEmpire_ygGUAx9OWl.jpg
Readiness of the 1-troop unit : 32 (half of 65, truncated ?)
Readiness of the merged unit : 54 =? (32 + 65 + 65)/3
ShadowEmpire_tu17eMHvJN.png
Should it be 65 or 32 instead ?
The above is still an issue in v1.25f :
1.) Raising formation still defaults to not using SHQ troops, and even after checking that, the default is still that none of the veterancies being selected, which means that it's very unlikely that new players will realize that you can do that.
(Reusing the old screenshot, and the tooltip is still wrong.)
2.) Units are raised with the wrong number of troops :

- ShadowEmpire_kTaoXrFeml.jpg (166.07 KiB) Viewed 633 times

- ShadowEmpire_UCu81zsopG.jpg (128.78 KiB) Viewed 633 times
So this unit group has its ToE filled at 40% for infantry and 100% for MG.
Expected :
HQ unit with 200 (or maybe rather 300, because 200 is illegal) infantry.
5 units with 300-400 infantry and 200 MGs.
All troops moved from SQH into the units.
Result :

- ShadowEmpire_yAYkYxs8WQ.jpg (99.52 KiB) Viewed 633 times
HQ unit with 200 infantry (<= illegal !)
1 unit with 100 infantry and 100 MG (<= illegal !)
1 unit with 200 infantry and 100 MG
3 units with 400 infantry and 100 MG
Somehow, 100 infantry and 500 MG (half of them !!) have NOT been moved to the new units, and were left at the SHQ.
So now I have to do extra micromanagement to fill the units up with the missing troops
(and also remove a few, since my goal was 100 infantry and 200 MG per non-HQ unit, but removing infantry was already to be expected, while
also having to add MGs was not)...
which most likely, yet again, results in the final readiness being different than expected.
Save :
The more I think about it, the more it seems to me that all these restrictions only over-complicate the game for hardly any benefit (and even without this bug, can still be cheated around whenever you take losses to put a unit under 3 troops).
It would probably be better to just let players to
directly raise units of any size (lower than maximum), and groups of units also of any number of units (lower than maximum, and at least the OHQ). (Ditto for the current limit of minimum 25% ToE for replacements.)
It will allow for both less micromanagement, and also to more fully explore what smaller units have to offer, especially in early game : I'm especially thinking of Recon point thresholds and especially "Control" point threshold to capture an hex (which seems to be 4 troops next to it, assuming no other non-friendly units also have any CP there ?)
Well, the less micromanagement bit will be especially successful if you figure out how to make a much better raise group screen, which is probably the hardest thing to do here... (see also : difficulty to pick the mix of troops you want to raise when they are of the same reinforcement type)