I just learned this and someone else learned it at the same time as me, so though maybe this could help others.
1. "Replacements: Off" Does NOT Stop the dissabled squads being fixed and ready for battle.
By default, replacements are turned off at the start of a round.
Disabled Equipment: If a unit has disabled equipment (shown as numbers in brackets, e.g., 10 (5)), they will still be repaired/fixed even if replacements are OFF.
The Brackets: In a unit of 10 Militia with (5) in brackets, you still have 10 squads, but 5 are currently dissabled.
Recovery: If you leave them alone in a well-supplied base, those brackets will eventually disappear as the gear is repaired.
2. When to Turn Replacements "ON"
You need to toggle this setting manually in these three specific scenarios:
After Detaching: If you detach disabled squads, your unit count actually drops (e.g., from 10 down to 5). You must turn Replacements ON to fill those empty slots.
Increasing Unit Size: If you manually increase a unit’s capacity (wanting 12 squads instead of 10), the system won't fill those 2 new slots unless Replacements are ON.
Combat Losses: If squads are fully destroyed in battle (not just disabled), they require replacements to return to full strength.
3. Pro-Tip: The Speed Factor
Repairing (Off): In a test, a unit with 15 disabled squads took 5 turns to repair 6 of them while Replacements were Off.
Replacing (On): By detaching the disabled squads and turning Replacements ON, the unit was fully replenished in just 1 turn.
The Trade-off: Replacing is much faster but usually results in a small loss of XP, depending on whether the men come from the Pool or the Reserves.
Hope this helps




