Sammy5IsAlive wrote: Sun Feb 15, 2026 6:30 am
The Soviet example the unit elements pretty much stay the same (hence no xp loss) but it changes to a new smaller TOE (which makes the % go up) and gains CPP. It's just really unusual in those early turns to have a Soviet unit at 54 morale, high toe and pretty much full CPP which is why the CV looks so high.
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I have very little experience with Soviets so can't really contribute on the element swapping. If you wanted to min/max I suspect you could do so with a combination of refit settings and max toe. But I suspect it's not worth the time and you dont lose out on much if you leave the computer alone to do its thing.
Note: The CV and how to manage the Red Army are not the subject here, nor is minmaxing.
I mean, every Rifle Squad is pretty much the same.
For the Soviets there is a new Rifle Squad (-) that came in, which is clearly exceeding total Squad numbers from before, so *new men* overall and more squads overall.
The unit is over NM, which means new replacements to get up should come in at NM levels (at least in some way, however it works), but it doesn't.
To me this looks like a bug amongst bugs. But it was just meant as an example of the fun the system creates.
Sidenote: Following one more fun thing the system produces.

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Sammy5IsAlive wrote: Sun Feb 15, 2026 6:30 am
On the Axis example, my understanding was that element swaps come in with an exp value equivalent to the unit they are joining (as I guess in most cases they are the same men being given new equipment). I think replacements on the other hand (i.e extra elements added to try and get up to the max toe level) come in with national morale/experience. So if a high morale/experience unit switches to a bigger TOE and takes on replacements to try and fill that up, the morale/experience at a unit level will go down but that doesn't mean that the original elements lost morale/experience, but instead that the replacements brought the average down.
On the Axis you speak about reinfocements, this is one thing that I think works as advertised at least (I guess that's what Denniss meant). Here it may cause some loss of EXP when you "combine" 2 different Squads to one type in a TOE, but imo it is neither a big factor nor as straight forward as we would like it to be. Certainly nothing you should falsify a TOE towards to avoid its impact is what I am saying - especially not as long as all the other bugs prevail ('ll give examples).
Following you see that somehow the system decided to use the Rifle Squad (+) which is not even included in the new TOE anymore, also soemthing frequently happening.
With those increased Squads and also the increased SMG Squads we see some EXP drop (as you describe - as with "replacements") but it rly isnt a big factor overall which would justify TOE adjustments. The SMG Squads tripled in numbers and lost 7EXP, it's not like it lost 20-30EXP or so by tripling.

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And another case of the same happening just a turn later.
Note that the system does not use the correct Rifle Squad 43 which even has more Squads and more EXP!!!
The SMG again loses some EXP due to being way more new elements.

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On the German examples I quoted Denniss on, the number of Squads even stays the same, so no large increase in numbers of the new Squad, so EXP losses will be miniscule 1-2 (if any).
And as shown on Soviet side you also do not need to worry about adjusting slow changes into TOEs since the system does just mix up things in random ways anyways, so no need to worry about some EXP loss here & there.