Reinforcements

War in Spain 1936-39 is the first in a new wargame series, using a new Land-Sea-Air engine inspired by War in the Pacific - Admiral’s Edition. Gameplay and realism are improved by TRUE AI and a detailed Logistics systems. A hyper detailed OOB reaches down to battalion and company level. A beautiful, hand drawn, 5 nautical mile per hex map massively increases player immersion.

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josemanuel2804
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Joined: Mon Nov 25, 2013 3:14 am

Reinforcements

Post by josemanuel2804 »

Hi
It's possible to create a reserve / reinforcement unit only for the units in an specific hex instead of (around 200 NM) as indicated ?
The units in pool consume manpower when using them to reinforce or the manpower is already consumed when entering the pool ?
Once the reserve unit is created, does it distribute the reinforcement automatically to units in the same hex or do you need to use the merge function ?
Thanks
JMA
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RangerJoe
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Re: Reinforcements

Post by RangerJoe »

josemanuel2804 wrote: Thu Feb 19, 2026 8:20 am Hi
It's possible to create a reserve / reinforcement unit only for the units in an specific hex instead of (around 200 NM) as indicated ?
No.
The units in pool consume manpower when using them to reinforce or the manpower is already consumed when entering the pool ?
In this game, manpower is not used for the devices. At least, not at this time. It will be used for various industries.
Once the reserve unit is created, does it distribute the reinforcement automatically to units in the same hex or do you need to use the merge function ?
The RSV unit will distribute the replacements to those units that need them and have replacements "on" or you can use the merge function to immediately have them available.
Thanks
JMA
I hope that helps you.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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josemanuel2804
Posts: 37
Joined: Mon Nov 25, 2013 3:14 am

Re: Reinforcements

Post by josemanuel2804 »

Thanks
That helps a lot

Manpower:
If the manpower is not used for units just for industry and I'm not investing in any new industry, how is possible that the manpower balance/pool is not incresing continuosly ?
In addition when you check the lack of force in the unit list, this is indicated in "men" and "guns"
Do you say that the "men" are not coming from the manpower pool ?
Thanks again
JMA
Schmauser
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Re: Reinforcements

Post by Schmauser »

Manpower increases. I'm in March 37' (Nationalist) and have 211676 available. Haven't touched it and have not seen any production problems. As mentioned, manpower is not used in unit creation or casualty calculations. The Republicans would likely have run out of manpower several months ago since each turn generates 5K plus casualties from artillery barrages alone.

I think the one place where casualties are currently evaluated is the "loss of Live" value on the Nation Overview report. There is a very small slider at the bottom. My Nationalist value is 16008 and the slider hasn't moved. The Republican slider has moved maybe 10% with a value of 134580. This report is discussed starting on P 324 in the manual and the calculation has multiple variables.

Something is also nagging me that I previously saw information/discussion that this game is a starting point. That there will be additional games using this model that will in turn enable additional functionality. Have also seen some explanations in the manual that support the notion.
josemanuel2804
Posts: 37
Joined: Mon Nov 25, 2013 3:14 am

Re: Reinforcements

Post by josemanuel2804 »

Very clear thanks a lot
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RangerJoe
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Re: Reinforcements

Post by RangerJoe »

The loss of life only is for the last 6 months.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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