Static units
Moderator: jwilkerson
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Dreamslayer
- Posts: 629
- Joined: Sat Oct 31, 2015 1:37 pm
- Location: St.Petersburg
Static units
There are static units (static forever) and units with delay ("can move in X days"). But you can use them right on T1. Just use the divide unit option and it'll create at least 2 detachments. So you can use 2/3 and its no longer static.
It doesn't look ok.
Next. There are many small Republican static units (garrisons). You can also divide them and use unfrozen detachments. But such detachments are really small - 30-42 men. For 5 nm hex its not looks fine. Maybe such small units should not be able to divide?
It doesn't look ok.
Next. There are many small Republican static units (garrisons). You can also divide them and use unfrozen detachments. But such detachments are really small - 30-42 men. For 5 nm hex its not looks fine. Maybe such small units should not be able to divide?
Re: Static units
My opinion, this should be locked-down, these are good points. All those Static units are made Static for a reason.....maybe Static units should not be able to DivideDreamslayer wrote: Sat Feb 21, 2026 9:04 am There are static units (static forever) and units with delay ("can move in X days"). But you can use them right on T1. Just use the divide unit option and it'll create at least 2 detachments. So you can use 2/3 and its no longer static.
It doesn't look ok.
Next. There are many small Republican static units (garrisons). You can also divide them and use unfrozen detachments. But such detachments are really small - 30-42 men. For 5 nm hex its not looks fine. Maybe such small units should not be able to divide?
Re: Static units
maybe, but it is worth considering that the player has the freedom to move the devices via RSV units, and the player can create units through RSV units.
If the player wants to weaken that static unit and location, or strengthen it, that would be their call and the game provides mechanics to do such.
With that said, I believe the AI won't manipulate static units in such ways. So, it could beg the question, should such permanent units be entirely permanent.
If the player wants to weaken that static unit and location, or strengthen it, that would be their call and the game provides mechanics to do such.
With that said, I believe the AI won't manipulate static units in such ways. So, it could beg the question, should such permanent units be entirely permanent.
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Dreamslayer
- Posts: 629
- Joined: Sat Oct 31, 2015 1:37 pm
- Location: St.Petersburg
Re: Static units
Other abuse variants:
1) Merge. More looks like milking. You need to move other units which use the same devices and take them from the static unit. As result you can get the static unit with 0 devices. It also allows to save the exp devices.
Or you can create the RSV unit, made the similar to the static unit TOE and move everything. And distribute these devices to normal LCU's later.
2) Detach Disablements. Allows to teleport the such devices but you'll lose the exp.
3) Disband unit. You can disband the unit and get all devices for the pool. Its also saves the supply.
The game gives too many possibilities for manipulations.
1) Merge. More looks like milking. You need to move other units which use the same devices and take them from the static unit. As result you can get the static unit with 0 devices. It also allows to save the exp devices.
Or you can create the RSV unit, made the similar to the static unit TOE and move everything. And distribute these devices to normal LCU's later.
2) Detach Disablements. Allows to teleport the such devices but you'll lose the exp.
3) Disband unit. You can disband the unit and get all devices for the pool. Its also saves the supply.
The game gives too many possibilities for manipulations.
Re: Static units
Not to mention that if you give a follow command order , with F key , to an static unit with some other unit that is moving the static unit will "follow" the leading unit and in fact.. move.
Regards:
Melvi
Regards:
Melvi
Re: Static units
Just my opinion, but I think all STATIC untis should have the following:
1. Ability to create detachments removed
2. Ability to DISBAND removed
That I think would lock down most of the abuse.
1. Ability to create detachments removed
2. Ability to DISBAND removed
That I think would lock down most of the abuse.
Re: Static units
My opinion is that not all of the static units should be locked into place, some of them such as those static regimental units can be used as training units. That is, removing devices for other units while the static unit then trains the replacements. The rest can be done by HRs, either for two or more player PBEMs or against the AI.Q-Ball wrote: Thu Mar 26, 2026 3:08 pm Just my opinion, but I think all STATIC untis should have the following:
1. Ability to create detachments removed
2. Ability to DISBAND removed
That I think would lock down most of the abuse.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Static units
My opinion is that static units should remain static.
That's exactly why they were marked that way by the creator of SCN.
I understand that a player who is not at all interested in history (and only takes it as a game) wants to make something different out of everything.
The AI acts similarly, which simply tears off a large fragment and calmly plays with it...
Unfortunately.
I proposed an intelligent system for changing some static devices. For example, 240 CD howitzers, etc. (I don't mean the ones in armored towers). In the form of demontage(a process that takes many days) and assembly again.
Unfortunately, there was no interest in that.
That's exactly why they were marked that way by the creator of SCN.
I understand that a player who is not at all interested in history (and only takes it as a game) wants to make something different out of everything.
The AI acts similarly, which simply tears off a large fragment and calmly plays with it...
Unfortunately.
I proposed an intelligent system for changing some static devices. For example, 240 CD howitzers, etc. (I don't mean the ones in armored towers). In the form of demontage(a process that takes many days) and assembly again.
Unfortunately, there was no interest in that.
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Dreamslayer
- Posts: 629
- Joined: Sat Oct 31, 2015 1:37 pm
- Location: St.Petersburg
Re: Static units
Static/Fixed units in some other wargames became the active when the enemy unit is nearly. So these units can move.
There should to be the option about it. Such units should to be able to drop the actual static elements (if they have it) like coastal naval guns.
There should to be the option about it. Such units should to be able to drop the actual static elements (if they have it) like coastal naval guns.
Re: Static units
I wouldnt say that precisely about coastal guns, it is not like you are going to take the 380mm guns anywhere if the enemy comes close by. At most the infantry devices can leave and destroy the guns. Other thing is the static guarnicion units, those could get ride off the static devices and become "normal" movable untis.Dreamslayer wrote: Thu Mar 26, 2026 8:17 pm Static/Fixed units in some other wargames became the active when the enemy unit is nearly. So these units can move.
There should to be the option about it. Such units should to be able to drop the actual static elements (if they have it) like coastal naval guns.
Regards:
Melvi
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Dreamslayer
- Posts: 629
- Joined: Sat Oct 31, 2015 1:37 pm
- Location: St.Petersburg
Re: Static units
I guess I didn't say it exactly. My bad.melvi wrote: Thu Mar 26, 2026 8:29 pm I wouldnt say that precisely about coastal guns, it is not like you are going to take the 380mm guns anywhere if the enemy comes close by. At most the infantry devices can leave and destroy the guns. Other thing is the static guarnicion units, those could get ride off the static devices and become "normal" movable untis.
I mean that the static unit should to be able to abandon the actual static devices (e.g. when enemy unit in the next hex). So elements like coastal naval guns should still be fixed (but without crews).
Re: Static units
They do that when they retreat.Dreamslayer wrote: Thu Mar 26, 2026 8:40 pmI guess I didn't say it exactly. My bad.melvi wrote: Thu Mar 26, 2026 8:29 pm I wouldnt say that precisely about coastal guns, it is not like you are going to take the 380mm guns anywhere if the enemy comes close by. At most the infantry devices can leave and destroy the guns. Other thing is the static guarnicion units, those could get ride off the static devices and become "normal" movable untis.
I mean that the static unit should to be able to abandon the actual static devices (e.g. when enemy unit in the next hex). So elements like coastal naval guns should still be fixed (but without crews).
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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Dreamslayer
- Posts: 629
- Joined: Sat Oct 31, 2015 1:37 pm
- Location: St.Petersburg
Re: Static units
It's not the same thing.
Such units should to be able retreat before the combat.
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Madisonshaw
- Posts: 1
- Joined: Wed Apr 08, 2026 6:15 am
Re: Static units
Yes, I get what you're saying. The fact that "static" units can be used immediately by separating them does seem a little strange. The reason they were static in the first place is somewhat negated by that. I agree that 30 to 40 guys is simply too small to be of any value in those really small teams. Perhaps there should be a minimum size requirement or they shouldn't be permitted to divide.Dreamslayer wrote: Sat Feb 21, 2026 9:04 am There are static units (static forever) and units with delay ("can move in X days"). But you can use them right on T1. Just use the divide unit option and it'll create at least 2 detachments. So you can use 2/3 and its no longer static.
It doesn't look ok.
Next. There are many small Republican static units (garrisons). You can also divide them and use unfrozen detachments. But such detachments are really small - 30-42 men. For 5 nm hex its not looks fine. Maybe such small units should not be able to divide?
Re: Static units
Static units should remain as is. Most of them were nothing more than barrack units/recruiting formations or as indicated above, coastal artillery.
Interestingly, on the Nationalist side there are a few batteries that are not static which allow a little flexibility to the player to move a small number around. The strange static units are the Laroche, Ifni and Ceuta Div that seem to be static but have a whole set up under them. Do they become activated at some point?
Interestingly, on the Nationalist side there are a few batteries that are not static which allow a little flexibility to the player to move a small number around. The strange static units are the Laroche, Ifni and Ceuta Div that seem to be static but have a whole set up under them. Do they become activated at some point?
Re: Static units
These units will become (by changing the TOE at the right time) Grupo heavy artillery.
Separate independent units.
Their composition corresponds to reality.
They were indeed mobile CD batteries, which were supposed to cover places where static CD batteries did not operate.
Separate independent units.
Their composition corresponds to reality.
They were indeed mobile CD batteries, which were supposed to cover places where static CD batteries did not operate.
Re: Static units
Thanks for the information Dali!
So the Laroche, Ifni and Ceuta static division will become the 150 to 152 divisions?
So the Laroche, Ifni and Ceuta static division will become the 150 to 152 divisions?
Re: Static units
Yes. When the TOE change comes at the right time. 

