Device Ship

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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hightower88
Posts: 13
Joined: Mon Sep 12, 2016 2:00 am

Device Ship

Post by hightower88 »

So I have come to the conclusion that this is the only fair replacement mode. Pool and Supply just teleport new units. So if you are in a siege all the enemy does is pull out RSVs and then get automatically full replacements for the most part. It kind of makes sieges impossible, even when they are surrounded. I have the rebels fully surrounded in Granada and after a month not even a dent in the TOE because of the pool replacement.

Anyway. I have to start doing device ship since its just so much more realistic.

Question - Is there any shortcuts in creating these units with the proper devices of needed replacements for units in the field? Going through what each unit needs and then finding in the TOE creation seems like it will take forever. So any advice on this process would e great!
atheory
Posts: 822
Joined: Mon Jun 05, 2006 6:17 pm

Re: Device Ship

Post by atheory »

I don't think the replacement mode matters that much. Is the default mode ideal, no but mostly because locations with high supply generation (such as Granada) allow for its abuse. Otherwise normally we would champion for a besieged location to eat up its stockpile of supplies. Abstractly or role-play wise one could say Granada is just a hub for the stock pile of war material, but that's just like adding sugar to iced tea, some people like it, others do not.

Taking a location isn't really about inflicting casualties (although helpful), it's about control. I can't speak to your current situation, you clearly don't have the conditions to gain control, be it the existence of enemy fort levels, and not enough fire power to reduce them, or enough assault value to dislodge the current enemy and gain control. Even taking 1 of 5 control each day of attacking is still progress towards taking full control of the hex, which you are unable to currently achieve from the sound of it. Pour more troops and artillery into the hex if you can. Check the morale of your units as it can play large role in your assault power or damage dealt.

I do think unit disruption and fatigue need further tweaking, contributing to a unit's ability to quickly recover overall. I think the rate of device replacement might also be too generous, to a point where hospital units and the like are rather pointless.

I applaud your choice to pursue further micro-management, I've been tempted to many times myself. Just don't allow it to ever feel like a chore.
Dali101
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Joined: Sun Apr 17, 2016 4:55 am

Re: Device Ship

Post by Dali101 »

:( :(
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Q-Ball
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Re: Device Ship

Post by Q-Ball »

One way to address that siege issue: Have Industry stop working if there are any enemy units in the hex

This was the case in WITP-AE; if there is an enemy unit in the hex, the Light Industry will stop producing supply

The rationale is that it's pretty tough to maintain full production when you're under fire (and likely many citizens have fled)

Why not that as a solution?
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RangerJoe
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Re: Device Ship

Post by RangerJoe »

Q-Ball wrote: Sat Mar 07, 2026 10:03 pm One way to address that siege issue: Have Industry stop working if there are any enemy units in the hex

This was the case in WITP-AE; if there is an enemy unit in the hex, the Light Industry will stop producing supply

The rationale is that it's pretty tough to maintain full production when you're under fire (and likely many citizens have fled)

Why not that as a solution?
Incorrect. The Industry worked, the Resources and Oil did not work.
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Q-Ball
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Location: Chicago, Illinois

Re: Device Ship

Post by Q-Ball »

Ah, that's right.....Oil and Resources would stop flowing, not Light Industry
melvi
Posts: 350
Joined: Mon Sep 30, 2013 4:34 pm
Location: Logroño ( La Rioja) España

Re: Device Ship

Post by melvi »

Q-Ball wrote: Sat Mar 07, 2026 10:03 pm One way to address that siege issue: Have Industry stop working if there are any enemy units in the hex

This was the case in WITP-AE; if there is an enemy unit in the hex, the Light Industry will stop producing supply

The rationale is that it's pretty tough to maintain full production when you're under fire (and likely many citizens have fled)

Why not that as a solution?
Remember Stalingrad...
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