The TO&E function, a Guide

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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ernieschwitz
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The TO&E function, a Guide

Post by ernieschwitz »

TO&E and Advanced Tactics Gold.

ATG gives you the ability to set up a Table of Organization and Equipment (TO&E) for your units and HQs. That is a standardized way they are meant to look, determined by you. That also means that this guide might not be for you, if you have not figured out how you want to standardize your units.

The TO&E formation editor, which is one part of the TO&E menus in the game, allows you to specify that standardization. You can specify many things about a unit, and there is a lot of flexibility in it. I'll describe that in the first part of this guide. Because there are so many options, this guide might become long.

What does the game use the TO&E for. Well, for one thing, you get to put cool NATO counters on units you've made. That's always something. :) But more seriously, the TO&E also functions as an autotransfer of subformations from HQs to formations. So A Unit that is lacking a rifle will be sent a rifle. If it is lacking 2 rifles, two will be sent, etc. etc. This though requires that the subformation in normal circumstances would be able to be sent to said unit. No sending all the way across the map, without at least some form of transportation for the distance, that can reach it.

The rifle from before will first be sent from the HQ he is in, to the next HQ or Unit in the chain. It will then stop there for a turn, and then move on the next turn and so forth. (In Phoenix game there is an option to let this all happen in one go, from HQ to HQ to HQ.... to Unit). As can be imagined this saves some clicking.

Ok, Now lets dive into the subject matter.

Where the TO&E button for the Editor is located: On the lower bar, to the right, if enabled (older scenarios might not have it enabled).
TO&E Builder.jpg
TO&E Builder.jpg (118.76 KiB) Viewed 1249 times
As can be seen it is a button that should resemble a organizational chart. It also serves as a list, where you can look up your current TO&E templates for units.
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Re: The TO&E function, a Guide

Post by ernieschwitz »

Once you press that button you will be presented by a menu, that fills most of the screen. There are a lot of things to talk about in that menu, so hang on.

The list, to the left on the screen, is empty to begin with. You need to specify how units are supposed to look like. To create a unit, click the Add Unit button (in the Yellow Outline I made). To create an HQ model, click the button I outlined in Red. So far so easy. The boxes above the list that are check marks in, are meant to help you sort through the lists of formation you will make.
Making a TO&E 1.jpg
Making a TO&E 1.jpg (157.55 KiB) Viewed 1242 times
Now, press that yellow button to make the Unit model, and you get the following to show up. (Note I am using Phoenix game, and my nation is arabs).
Making a TO&E 2.jpg
Making a TO&E 2.jpg (180.98 KiB) Viewed 1242 times
The first thing you might want to do is to rename it. "New Division TOE Type", which is the default name just has a wrong ring to it. You press the button I outlined in Red that says "Change Name" to do that. Any name will fit, but the longer you make it, the harder it will be to identify what the unit is, as it will be cut off from the menu, if too long.

The Yellow outlined button "Return = Yes", means that if the formation (on the map) has something surplus, it will be returned to the HQ that commands it. The Green outlined button "Rename = Yes" will make the units on the map get new names... i.e. 1st Rifle, then for the next, 2nd Rifle... etc. "Other counter" is a fancy button that will allow you to have different TO&E formations use the same numberlist. So 1st Rifle, 2nd SMG, 3rd Rifle.. etc. I won't go into detail with that button though. The two outlined buttons can be changed from "YES" to "NO".

Now the process for beginning to build a unit is this. Select the Subformation you wish to change, in the list where only the names appear, Where I circled with RED.
Making a TO&E 3.jpg
Making a TO&E 3.jpg (197.41 KiB) Viewed 1242 times
You can then use the buttons I outlined in YELLOW to determine the point about this subformation you want to edit.

You can edit its People (from Arab to any used in the game you've generated, or loaded), for Phoenix game, where you cannot produce people of another kind than your own, you might want to leave that button alone.

You can also edit the Subformation type, rifle, and you can edit the Quantity of the subformation.

Below you can also see some useful information about the stats of the unit you are making a TO&E for.
Making a TO&E 4.jpg
Making a TO&E 4.jpg (223.97 KiB) Viewed 1242 times
Outlined in yellow there is Weight of the unit, which is useful for knowing how many trucks for instance is needed to carry the unit. The Carry capacity is then listed, and then finally the current movement speed, in plains landscape.

In the Red outline you can see the Power Points, which are used in many ways, but here the interesting part is probably that staff can only command certain amounts of Power Points in total. That is give them full bonuses. Then there is the relevant amount of Stack Points. In this case Land, because it is a land unit. Stack points are used to determine if a unit is overstacking a hex, or attacking a hex with more troops than can "Squeeze into" that hex. Below that is a calculation of how much fuel this unit will consume, if moved 100 AP worth.

The purple outline shows how much supply this unit will use a turn, if it is at 100 readiness, and the Artillery stack, Air stack and Navy Stack points that it uses up.
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Re: The TO&E function, a Guide

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Let us try and set a people.
Making a TO&E 5.jpg
Making a TO&E 5.jpg (225.78 KiB) Viewed 1240 times
The moment you select the button, this menu will pop up. It gives a list of all the people in the game, as mentioned earlier. In this case 9 options are available. (from 0 to 8).

You can click on one of them, and it will get a bar showing it has been selected, and then press the "OK" button. If you don't want to select one now, or you clicked by mistake, simply click the "CANCEL" button. Nothing to fear, changes don't have to be made.

Next, we are going to click the "Set the type of formation" button, and we get this:
Making a TO&E 6.jpg
Making a TO&E 6.jpg (236.87 KiB) Viewed 1240 times
Again a large list shows up. Every kind of subformation in the game will show. That is Rifle, Rifle II, Rifle III, Rifle IV... are all under the same heading, Rifle. This also means that if you upgrade a units subformations to one of those, it won't suddenly send them back, if you have "Return = YES". You'll notice the list goes on beyond the ones displayed. You can get to those by scrolling downwards. Another way to get to a Subformation fast, is to type in the first letter of it. The list will zoom to the first one with that letter.

Now it is time to set how many Subformations of this kind you want in the unit. Select the "Set Quantity" button.
Making a TO&E 7.jpg
Making a TO&E 7.jpg (208.79 KiB) Viewed 1240 times
You will be prompted to put in a number. If you hit cancel, or hit a number that is too big, it will simply exit the menu, and say you've made an error, and point out which. Be aware that in some scenarios there is a multiplication of Subformations active. That is one subformation is recorded as several. For instance 100 might just be one subformation, and you can build only 100 at a time, etc. In those cases, only use the number that is divided by the multiplication. So, if you read 100 rifle, and there is a multiplication of 100, that would equal 1 rifle.
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Re: The TO&E function, a Guide

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So we've got the first Subformation checked off. Good. Time for the next one. Click on the button called "Add formation".

It is outlined with a red ellipse below.
Making a TO&E 8.jpg
Making a TO&E 8.jpg (205.15 KiB) Viewed 1237 times
Note that the new subformation is added BELOW the current one, and you need to select it, in order to edit it, instead of the one you just customized to your liking. It will in "Phoenix game" be another Rifle. You edit it just the way you did previously. If you at any time regret making a Subformation to your TO&E model, then you can simply delete that subformation, by hitting the Delete formation button (which probably should be called Delete Subformation, or something like that).
Making a TO&E 10.jpg
Making a TO&E 10.jpg (187.33 KiB) Viewed 1237 times
OK. I've done some work now with the Formation we are building. I chose 30 rifle, 5 machineguns, and called it a Inf Def Div. (Infantry Defensive Division, you get no points for guessing it). Note how the Name is present now in the two spaces outlined.

So now comes one of the fun parts of the TO&E editor. It's time to make the graphic representation. (What shows up on the map as a symbol for the unit).

Click the Nato1 button. This will be the base layer for the Unit. The rest of the Nato buttons will overdraw what is chosen as the previous ones.
Making a TO&E 11.jpg
Making a TO&E 11.jpg (209.57 KiB) Viewed 1237 times
I like to have a background on my units. So I will choose one of the colors in the first two rows.

(If you at some point feel the need to reset any of these Nato values, just click on the "Clear" Button, and nothing will show up as that layer. Could be useful for layer 3 or 4...)

I choose the White background.
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Re: The TO&E function, a Guide

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Having chosen the white background I am now sent back to the original menu. You will notice that the bar which has the unit name, now also has a box with the Nato1 symbol. In this case a white square.
Making a TO&E 12.jpg
Making a TO&E 12.jpg (189.59 KiB) Viewed 1234 times
I will now select the Nato2 button to overdraw the white background with another symbol.
Making a TO&E 13.jpg
Making a TO&E 13.jpg (217.64 KiB) Viewed 1234 times
I find the "Infantry" symbol, which is a cross inside a square (I think the history behind this symbol and its use is that it symbolizes two rifles crossed). It is in the first row below the color swatches you can use as backgrounds. I circled it in red. You'll notice there is an "Arrow" sort of thing down in the buttom, which I outlined in Yellow. It leads to more symbols, and then the same symbols in different colors. (You can thank Ormand for this wonderful set of graphics).
Making a TO&E 14.jpg
Making a TO&E 14.jpg (187.56 KiB) Viewed 1234 times
The current visual for the counter is now shown in the box above called the "Selected Model TOE". If you don't like it, you can change it. Maybe the background is wrong, or the symbol color should be different. Nato3, and Nato4, lead to more options.
Making a TO&E 15.jpg
Making a TO&E 15.jpg (210.86 KiB) Viewed 1234 times
I like to have the third layer of the Nato-counter construction be a division or brigade symbol... (xx or x). I have here shown how they look in Yellow. They are near the end of each color of the symbols. But as you can see, there is a pretty wide range of options.
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Re: The TO&E function, a Guide

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Finally I like to have a symbol showing if the unit is motorized. ...
Making a TO&E 16.jpg
Making a TO&E 16.jpg (194.89 KiB) Viewed 1233 times
I overdraw the symbol "Infantry symbol" with one of these symbols in that case. But you can use it for many other purposes too, like combining two different symbols to create something never used before, or something not covered by the examples in the symbols.

Now we are ready to view the finished result:
Making a TO&E 17.jpg
Making a TO&E 17.jpg (190.49 KiB) Viewed 1233 times
If we want we can use the Red outlined button to place a text above the unit. Among the popular ones I've seen are GAR for Garrison. Three letters looks nice, don't try to use more. If you don't choose a "Text" to input above the unit, it will get a number instead.
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Re: The TO&E function, a Guide

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Now, we go back to designing some more.

Let's use the other button "Add HQ". This button will allow us to design a HQ.
Making a TO&E 18.jpg
Making a TO&E 18.jpg (204.14 KiB) Viewed 1232 times
Some buttons now appear. The "Romans = Off" will make the HQ have a number on it i.e. 1st, 2nd ... But if "Romans = On" is chosen, by clicking the button, it will show a Romanized number I for 1, II for 2, etc. This will be placed above the HQ symbol. (I think).

AutoStaff is an interesting button. If on, and you have put a number of Staff into the TO&E for the Unit, it will try and keep up with the amount of Staff needed to command the units beneath it. However, if no staff have been specified, it will simply send them back, or onward, depending on need.

Example. Put 20 staff in the TO&E model for this HQ, and then have autostaff on. If the power points it needs to command these go above 20 staff, then more staff will be called up to command this HQ, until reaching the amount needed. It will never go below the amount of staff specified here.

Notice the flag is given on the panel to the left, for the HQ. Renaming and such is the same as with Formations. You cannot specify Nato overlayers to HQs, but.. you can still write a text above it.

Next to the Add HQ button you'll see the "Delete" button. This button DELETES the current TO&E selected. It will ask you if you are sure, and if any units are still using the template, those will get their templates removed.

Below is the Import and Export buttons. The Export button will create and ATGToe file (i think it is called), containing the info that you've currently made. That file can be Imported by the TO&E editor too. The contents of it will be added to the current TO&E you've made. This means it is probably best used to import stuff you've already made, in a previous game, and want to reuse.
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Re: The TO&E function, a Guide

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Ok, Now we come to the APPLYING of the TO&E Models to the units.

The Computer is not smart enough, at least not yet, to be able to tell you what units fit what TO&E. Instead, you need to specify that this unit here, needs to get this TO&E that I have made.

First you click on the Unit you want the TO&E to be applied to. Then you select the "TOE formation assigner button", which is at the end of the middle menu points on the bar below.
Assigning a TO&E 1.jpg
Assigning a TO&E 1.jpg (408.4 KiB) Viewed 1231 times
This is what shows up, when you click it.
Assigning a TO&E 2.jpg
Assigning a TO&E 2.jpg (258.22 KiB) Viewed 1231 times
The most natural thing to do is to first use one of the sorting methods in the Green outlined box, to get the list culled down a bit. Of course if you don't have a very long list you don't need to. You'll notice that in the Red outlined box in the middle you get a list of the names you chose for the Models. This is why you need to choose something sensible, that you can recognize,.. you won't get to see what the formations contain. There was no room in the GUI for that.

Then you click on the formation you want to apply, and then select "Change to this Model". You can also select "Remove Model" if you regret having that model on the unit. And wham-o.. you now have a unit that has that TO&E.
Assigning a TO&E 3.jpg
Assigning a TO&E 3.jpg (219.92 KiB) Viewed 1231 times
As can be seen on the map, the unit has now changed graphics, to the one you made, and it has been given the "1st" above its symbol. You can also at this point Click the "Change Short" button, and type in something above the Symbol. For instance some might write "SAS" to signify that this unit is Elite.
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Re: The TO&E function, a Guide

Post by ernieschwitz »

Now for some bits and bobs, that I've seen around for usage of TO&E.

One of my friends assigns TO&E formations to his units, and then removes them again. The purpose being that it renames the unit, fast, and keeps track of the number.

Another friend of mine has "Return = No" set, and simply builds a unit containing nothing that would be producible by that regime.. a rifle for instance of another people, and then can enjoy his Symbols the way he likes it.

I have seen people being lazy, and assigning a TO&E to a unit, that contained something that was not put in it, and setting "Return = YES", to have the game transfer the contents to the HQ they wanted to receive it, at the beginning of the next turn.

One of my own things is that I like to transfer stuff after combat, instead of waiting for the TO&E to do it for me next turn. I don't know if the unit will survive you see. I rout production to the HQ above the combat HQ I am using, for my units, and then when all is said and done, reinforce the units that need it the most. This has become easier with a new button... which I'll post about later, when I expand this guide even more.

Yes, there is more!
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Re: The TO&E function, a Guide

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Let us, now that we have a TO&E formation made, in the TO&E builder, and applied one what else can be done and what information we might get from the game. Yes, we will be looking at the nooks and crannies.

First, let us try and create a new unit. We select a hex (step 1 in the picture below), and create a new unit.

This is what we will be looking at:
TO&E Creating on map 1.jpg
TO&E Creating on map 1.jpg (149.22 KiB) Viewed 1169 times
We are making an ordinary formation as the Yellow outline shows. The menu you see on the screen pops up. It will allow us to have NO TO&E set for the new unit, and NO HQ, but we can also select the TO&E unit type here. We can also select the HQ. (This is a step up from the Stock ATG, and something that got introduced in Phoenix).
TO&E Creating on map 2.jpg
TO&E Creating on map 2.jpg (115.23 KiB) Viewed 1169 times
We have now by selecting the TO&E unit (Inf Def Div) and the HQ (Supreme HQ), gotten a unit with a TO&E assigned. Note the unit is still empty. We will have to fill it. So that's a bit of a bother, what if I don't remember, etc.
TO&E Creating on map 3.jpg
TO&E Creating on map 3.jpg (179.91 KiB) Viewed 1169 times
Well, let's start transferring anyway. We select the HQ (Supreme HQ, outlined in red), and then hit the transfer button, and decide we want to transfer to the unit we just made. (3rd Inf Def Div). Now this is interesting... a New button has appeared. It is called "Transfer TO&E Requirement". Let us press it:
TO&E Creating on map 4.jpg
TO&E Creating on map 4.jpg (208.08 KiB) Viewed 1169 times
The screen shows what you will be seeing. A report that 30 rifle were sent to the Unit and that they all used Own Power to get there. If they had been further away (more than they could have moved), because I have Rail Cap selected, they would have been moved by that Transport Capacity instead of Own power.
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Re: The TO&E function, a Guide

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On the map we now see this after clicking ok on the report:
TO&E Creating on map 5.jpg
TO&E Creating on map 5.jpg (151.65 KiB) Viewed 1168 times
Note how the unit now has the 30 rifle in it, and the Supreme has 30 less. This kind of transfer can be done between any two units (HQs as well as Formations). There is one thing to note though. Only spares from the Originals TO&E will be transferred. So if the TO&E says it needs to have 30 rifle, and you have 35 in it, then only 5 will transfer.

We let a turn pass. So after hitting end turn, this is how our 3 units with TO&E and the HQ look.
TO&E Creating on map 6.jpg
TO&E Creating on map 6.jpg (195.1 KiB) Viewed 1168 times
Note how the 3rd division has a lower number of EXP than the 1st and 2nd. This is because the 1st and 2nd already had 2 Machineguns in it. Here you also see some of the power of the TO&E. The units are all at 100 APs. So they can move even though they were just transferred into.

Now let us look at some details.
TO&E Creating on map 7.jpg
TO&E Creating on map 7.jpg (47.88 KiB) Viewed 1168 times
Let's go to the 3rd Inf Def Division, and select it. Then let us click at the place called "LOG". This will bring up a menu, in the place of where the subformations are now seen.
TO&E Creating on map 8.jpg
TO&E Creating on map 8.jpg (54.46 KiB) Viewed 1168 times
It gives us a nice little rundown of how much supply the unit got, how much it wanted, and how much is left before it runs out, and all those kinds of things. What is really interesting are the 3 buttons. The first one is "Sup" (supply) which is the one we are in. The next two buttons are more of a mystery, and only show up on TO&E'ed units.
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Re: The TO&E function, a Guide

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I have in this next snippet shown the 2nd and 3rd divisions of the Inf Def Div type. This is how the "Req-In" menu looks for each of them.
TO&E Creating on map 9.jpg
TO&E Creating on map 9.jpg (106.47 KiB) Viewed 1165 times
The 3rd only got 5 MGs in. That is because it asked for 5 MGs, since it had none. This was the Unit we TO&E transferred into at the end of last turn. So we knew it was only missing these.

The 2nd got 15 Rifle and 3 MGs which it was missing, but also returned it's compliments of SMGs and Mortars back to HQ.
TO&E Creating on map 10.jpg
TO&E Creating on map 10.jpg (63.16 KiB) Viewed 1165 times
How does this look for the HQ (the Supreme HQ). Let us select it. (Note if you don't return to the "SFs" Button, this "LOG" button will be the one selected for the next unit you click on. The buttons are thus in a way "stickied", but I out of habit turned the SFs button back on).
TO&E Creating on map 11.jpg
TO&E Creating on map 11.jpg (80.1 KiB) Viewed 1165 times
Notice again there is a lot of supply information. There is also three boxes ending with "!". These will allow you to Reserve an amount of Cap (the type is show next to each), for your own transfers. These won't be used by the TO&E transfer that is. This can be useful in some situations.

Also note the "Ditch" and "Reserve" button. These will allow you to throw away supplies that you have surplus.. which can make it possible for your HQ to move normally again, instead of being Immobile (which this one is), because of Excess Supplies. The Reserve button will allow an HQ to reserve more Supplies. This can be used in various ways. One way is to make sure you have some supplies left for upgrading for instance.

Let us select the "i" button.
TO&E Creating on map 12.jpg
TO&E Creating on map 12.jpg (71.07 KiB) Viewed 1165 times
As can be seen it shows us a list of Replacement types sent in and out from the HQ. If you calculate the amount yourself, you'll see that it matches what I have been reporting. 3 MGs and 15 Rifles to 2 different Units, and 5 MGs to another... sent out, while the SMGs and Mortars have been returned from the 2 Units.
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Re: The TO&E function, a Guide

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A final bit:

If you look at the units you now have, with a TO&E attached, you'll see this new button "REPL" with a % mark in it, as well as a number.
TO&E Creating on map 13.jpg
TO&E Creating on map 13.jpg (113.02 KiB) Viewed 1163 times
This number will tell you how many percent of the missing elements it should draw from its parent HQ. You can set it to 100%, like here. 75%, 50%, 25%, Disband, and PRIO. Disband is that the unit will send all it's content to the HQ... PRIO is that it will receive reinforcements first. Now don't go and be tempted to set all your units to PRIO, as that would mean the same as none of them were on it.

The purpose of not setting it to 100% is letting the unit slowly build up and gain experience while receiving replacements. If it was set at 100% you might just lose a lot of Experience.

Here are some musings about that:

The units experience is as you know composed by calculating all subformations experience, and making a weighted result. The weights being the amount of SFTs in each category. Now if you have 10 Rifle with 20 EXP, and 10 Rifle with 10 EXP come in, then you'll get the average of those. That is 15 XP. How bad this could be could be seen by having a unit with 70 EXP and 10 rifle, getting 20 Rifle with 5 XP. ...In total that would come down to just 25 XP per rifleman. So what was once elite, is now just average. The same calculations can be made with Morale.

NOW

Armed with this new knowledge go out and win :) Just don't stub your TOE :P
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Re: The TO&E function, a Guide

Post by Vic »

very nice work!
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