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RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 6:56 pm
by Peltonx
Active pool I guess

RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 6:58 pm
by Peltonx
Transit pool

RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 7:02 pm
by JAMiAM
Hi Pelton,
In post #22, please do a different screenshot that filters for only German equipment in the transit pool. Like the one you did for the active pool in post #21. The current one still has the minor ally information in it, and will make it difficult to compare things. Thanks.
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 7:09 pm
by Peltonx
So I have 200k in active pool and 164k in transit pool
So why are so many in active pool? You said they be in the transit pool.
Why is this game so different from my other games, which never come close to these numbers.
Also why are so many Rifle squads in the pool and all the other types of squads Eng, Cav Grend ect are not?
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 7:13 pm
by Peltonx
Only 130k in transit and 200k active.
Active as on vacation?

RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 7:17 pm
by Peltonx
JamiaM you know anything about a guild named EB?
Side note.
Played allot of SB with a guy by your name. 03-06
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 8:00 pm
by JAMiAM
Okay...let's do a fast and dirty walkthrough on this.
We'll look at the German Manpower, Armaments, and the German Rifle Squads for the example. If I get anything terribly wrong, I'm sure Joel, or Pavel, will correct me.
In your Active Pool, you have ~200k manpower, zero Armaments, and zero Rifle squads.
In your Transit Pool, you have another ~129k manpower, zero Armaments, and ~2.4k Rifle squads.
The Active Pool is what is immediately available, after all the replacements have occurred in your latest logistics phase. The Transit Pool is what is in holding to be distributed over the course of future turns. During your logistics phases, ~25% of each of the items in the Transit Pool are released to the Active Pool, so that they can get distributed to your forces as replacements. The equipment there is already "built" and represents items needing to be matched with crews. AFAIK, no more armament points are needed to activate these stored items as they are released to the active pool, or when they are assigned, as needed, to units.
As an example with the above numbers, next turn ~32k Manpower will move from the Transit Pool into the Active Pool, as well as ~600 Rifle Squads (equipment). These Rifle Squads will be paired up with some of the Manpower, and will get redistributed to your units as replacements. This is in addition to any newly created equipment, built from Armament Points that becomes available to be matched up with your growing manpower numbers during the next logistics phase.
Now, since you have no remaining accumulated armaments points, until you get some period of time where losses (including attrition) are substantially lower than they have been, or as Joel mentioned above, the armaments production rate increases, you will likely continue to burn through all of your armament points as soon as they are created, building new replacement equipment. Until that rate increases and your losses to replacements ratio reaches some parity, you will probably continue having more men available than equipment to outfit them.
This is a brief synopsis of the ebb and flow of manpower and equipment through the transit and active pools. I am typing this at work, and in a hurry to finish off so that I can start my weekend, so there may be omissions, or errors. Hopefully, Joel or Pavel will catch any and elaborate further.
If you have any other questions I can answer, I'll try to get back to them later in the day.
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 8:02 pm
by JAMiAM
ORIGINAL: Pelton
JamiaM you know anything about a guild named EB?
Side note.
Played allot of SB with a guy by your name. 03-06
No. I'm a lone wolf...[:D]
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 8:24 pm
by Joel Billings
James, you got it right. This is the time when shortages can and usually will exist for the Germans and also for the Soviets. Actions can be taken to minmize armaments usage on high armaments items in certain units, thus saving the points for rifles (although it's a little late for that now, over time it could have an impact). In the winter, you will tend to lose a lot of riflemen (they are the tip of the spear and most susceptible to the weather and the enemy). I would expect during the Spring you will begin to draw down your manpower pool, especially as all your equipment in the pools moves out of transit and becomes available to match with the manpower. There have been changes as I listed in the war many of these things work, so different games using different versions of the past 3 months could have different results. At this point I do not see this as broken, just something you have to deal with in the game.
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 9:14 pm
by Peltonx
Ok I will take your word on this.
What I am having trouble understanding is as far as "Actions" I can take I alrdy took them during the mud turns. Again this is not my first winter in Russian.
Thats why I am kinda confused as to why my manpower pool is growing so fast from suck a gimpy Russian winter O, 75/102/117 is really the worst winter O I have fased and my pool is growing 50K a turn?
I hate to see what happens vs someone that knows what they are doing aka Hoooper/Tarhunnas/Flaviusx ect that can get 150K + kills a turn. Larry got 186k 2 turns in a row and my pool was never over 200k. I am only lossing 117( 75% to general winter) or less and the pool is growing by 50k a turn. Just seems really really odd vs my other games.
Ok play on I guess.
Thank you very much for your time and explaining everything to me [&o]
Pelton
Hapless feel free to move this if you think it belongs in another area.
RE: Armerments bug or something like it?
Posted: Fri Jun 17, 2011 9:18 pm
by karonagames
Based on some of the last testing I did, I think that if you reduce the TOE% on everything that uses an artillery tube, and use a policy of rotating units out of the line, due to the new refit rules, by June 1942 you will have the manpower pool down to the transit pool only (approx 20k), and may have some spare Arm. Points to build up Arty/Flak units. The strength of the Winter counter offensive will cause some variance to this. The Soviets suffer a similar, if not worse shortage, and probably need to fine tune TOE%s even more - by June 1942 I have seen 300k+ in the manpower pool. By June 1943 you can get front line manpower to peak at about 3.3m if you are very careful, but from then on it is downhill.