Replacements in WITP
Moderators: Joel Billings, wdolson, Don Bowen, mogami
Replacements in WITP
Hi, The system the Alpha version of WITP is using for replacements. (I've been told I could hand out the scuttlebutt)
Players will not have to keep track of replacements. It will be another function of supply. (The units are produced in Japan and transported in the form of supply equal to their load cost) Think of the supply as the cost of the unit and the equipment and manpower pools as the parts.
How they are delivered:
Replacements are a created via converting supply and the equipment and manpower from the production pools. Whenever supply is unloaded at a base that has over twice it's supply requirements up to 50% of the off loaded supply can be used to create replacements for units at the base and in hexes connecting to the base with a supply level over 50 (I'll have to explain this later. basically the hex and any next to it or ones connected by a major road or RR)
Each Element within the unit has a chance to gain a replacement if the required equipment/manpower is in the pool. The more replacements the element needs the greater the chance of it's getting a replacement (the shot up units have a better chance of getting replacements over fresher higher strength units.) Aviation support units will always get a replacement if they are below 90 support sqds.
Supply equal to the load cost of the replacements is expended as replacements handed out. Units experience will go down from replacements.
I think this is an excellent method for taking care of what could have been a real nightmare.
Air units are a little trickier. (You have to keep your eye on HQ here. But most players will look at air units and notice if they are under sized or not.
Air units in air range of their main home base will receive aircraft when they are available in the pool and the airgroups aircraft are below the listed max size
Units not in air range of main home base
First find HQ that air group belongs to. If the base the HQ is located at has twice the required supply and aircraft are in pool a sub unit is created. (Now you have to move
it to the airgroup (So keep airgroups within flying range of their HQ and keep the HQ bases well supplied and air replacments will not be an issue. ( I recommend adding the replacments on the days you are standing down the airgroups)
Each airgroup can only have 1 replacment group created per week
Since the IJN CV belong to Combined Fleet I'm guessing they only get new aircraft while actually in Japan or within air range of the base Combined Fleet is at. (prehaps they can be assigned another HQ I'm just guessing as to how carrier airgroups work, I'll get back after I test it and find out for sure)
Players will not have to keep track of replacements. It will be another function of supply. (The units are produced in Japan and transported in the form of supply equal to their load cost) Think of the supply as the cost of the unit and the equipment and manpower pools as the parts.
How they are delivered:
Replacements are a created via converting supply and the equipment and manpower from the production pools. Whenever supply is unloaded at a base that has over twice it's supply requirements up to 50% of the off loaded supply can be used to create replacements for units at the base and in hexes connecting to the base with a supply level over 50 (I'll have to explain this later. basically the hex and any next to it or ones connected by a major road or RR)
Each Element within the unit has a chance to gain a replacement if the required equipment/manpower is in the pool. The more replacements the element needs the greater the chance of it's getting a replacement (the shot up units have a better chance of getting replacements over fresher higher strength units.) Aviation support units will always get a replacement if they are below 90 support sqds.
Supply equal to the load cost of the replacements is expended as replacements handed out. Units experience will go down from replacements.
I think this is an excellent method for taking care of what could have been a real nightmare.
Air units are a little trickier. (You have to keep your eye on HQ here. But most players will look at air units and notice if they are under sized or not.
Air units in air range of their main home base will receive aircraft when they are available in the pool and the airgroups aircraft are below the listed max size
Units not in air range of main home base
First find HQ that air group belongs to. If the base the HQ is located at has twice the required supply and aircraft are in pool a sub unit is created. (Now you have to move
it to the airgroup (So keep airgroups within flying range of their HQ and keep the HQ bases well supplied and air replacments will not be an issue. ( I recommend adding the replacments on the days you are standing down the airgroups)
Each airgroup can only have 1 replacment group created per week
Since the IJN CV belong to Combined Fleet I'm guessing they only get new aircraft while actually in Japan or within air range of the base Combined Fleet is at. (prehaps they can be assigned another HQ I'm just guessing as to how carrier airgroups work, I'll get back after I test it and find out for sure)
I'm not retreating, I'm attacking in a different direction!
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Wish I knew what you meant
Originally posted by pasternakski
I'm sure glad I have PacWar to play. What in the world is this going to turn into, a lesson in 1960s New Math?
Hi, Paternakski: Sometime you are so cryptic or off the wall I don't have a clue what you are trying to say.
The player does not have to do any math. The supply system will take care of it. All the player has to do is insure supply is delivered to the vicinity of his units. (You can already assign bases to auto supply system and supply TF will be sent automatically. (But you might need to build an extra one your self to "overload" the base to achieve replacement hand out.
The items needed to build new/replacment units (no matter what system was devised) would be
1.man power
2. the equipment (specific gun, vehicle, air craft )
3. supply
All three are utilized in this system, you just don't have to worry about making subunits for each field unit or airgroup. If the computer did everything the same and produced a unit for the 48th Infantry division and made you figure out how to get it delivered to the unit in the field, the end result would be the same. I like this method. (no book keeping)
As part of any operational plan I always include the resupply. (movement of replacements) So as soon as I capture a base a resupply TF arrives. The units will be given replacements.
Airgroups: Most airgroups will in fact be deployed in the same hex as their HQ.
Where a HQ is operating "branch" airfields they will be within air range.
Moving the replacement groups to their parent groups will be very easy. Everyone checks their airgroups (that are engaged in combat) every turn. As you cycle through your bases you will spot the replacement groups, just stop and fly them where they belong. How much easier could it be?
One of the problems in UV is the program adds aircraft to groups you may not want it to. There is nothing preventing the player from with holding replacement groups. (or assigning them to other airgroups)
I'm not retreating, I'm attacking in a different direction!
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Okay. I have my slide rule and calculus calculator all ready.
Mog, as much respect as I have for you, have you ever read back through what you write in order to figure out how much sense you make? I don't have the slightest idea what your two posts here have said, but I fear that they bode ill for what WITP will do for the players who want to do nothing more than play.
"First find HQ that air group belongs to. If the base the HQ is located at has twice the required supply and aircraft are in pool a sub unit is created."
WHAT??? I suggest that you accuse someone else of being cryptic or off the wall.
Mog, as much respect as I have for you, have you ever read back through what you write in order to figure out how much sense you make? I don't have the slightest idea what your two posts here have said, but I fear that they bode ill for what WITP will do for the players who want to do nothing more than play.
"First find HQ that air group belongs to. If the base the HQ is located at has twice the required supply and aircraft are in pool a sub unit is created."
WHAT??? I suggest that you accuse someone else of being cryptic or off the wall.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
Originally posted by pasternakski
Okay. I have my slide rule and calculus calculator all ready.
Mog, as much respect as I have for you, have you ever read back through what you write in order to figure out how much sense you make? I don't have the slightest idea what your two posts here have said, but I fear that they bode ill for what WITP will do for the players who want to do nothing more than play.
"First find HQ that air group belongs to. If the base the HQ is located at has twice the required supply and aircraft are in pool a sub unit is created."
WHAT??? I suggest that you accuse someone else of being cryptic or off the wall.
Step back from the computer pat...its a bit late at night. Re-read it tomorrow very SLOWLY.
x-Nuc twidget
CVN-71
USN 87-93
"Going slow in the fast direction"
CVN-71
USN 87-93
"Going slow in the fast direction"
I'll try again
"First find HQ that air group belongs to. If the base the HQ is located at has twice the required supply and aircraft are in pool a sub unit is created." (I don't find this that hard to understand
it's like when I was writing the new tax codes.......)
Example for Japanese Air replacement
OK, Read slow...........Your airgroup had a airplane shot down by the bad guys, now the 36 plane group only has 35 airplanes, you want to put it back to 36.
Find the HQ that the airgroup belongs to. (ALL units have a HQ, just click on the airgroup and see what HQ it is assigned to.)
Now look at the base the HQ is located at...........Check the supply......see where it says supply required? and supply onhand?
You have to have twice as much supply at the base as the base requires per turn (or no replacment aircraft) Also back home in Japan 1 airplane of the needed type has to be in the replacement pool.
If there is twice as much supply a aircraft will appear at the base.
It will be a baby airunit, it will say what big airunit it belongs to.
Fly him to the hex the big airunit is located at, (The big airunit will likely be in same hex as HQ so the big air unit will just add the airplane.
You can only make 1 baby airgroup for a big airgroup per week.
(Note: You will not have to do anything the program will do it all. It will just use this method-I'm trying to let you know where the new sub unit airgroups come from)
There is no "Replacement" menu for you to worry about. The computer knows all and sees all. )
it's like when I was writing the new tax codes.......)
Example for Japanese Air replacement
OK, Read slow...........Your airgroup had a airplane shot down by the bad guys, now the 36 plane group only has 35 airplanes, you want to put it back to 36.
Find the HQ that the airgroup belongs to. (ALL units have a HQ, just click on the airgroup and see what HQ it is assigned to.)
Now look at the base the HQ is located at...........Check the supply......see where it says supply required? and supply onhand?
You have to have twice as much supply at the base as the base requires per turn (or no replacment aircraft) Also back home in Japan 1 airplane of the needed type has to be in the replacement pool.
If there is twice as much supply a aircraft will appear at the base.
It will be a baby airunit, it will say what big airunit it belongs to.
Fly him to the hex the big airunit is located at, (The big airunit will likely be in same hex as HQ so the big air unit will just add the airplane.
You can only make 1 baby airgroup for a big airgroup per week.
(Note: You will not have to do anything the program will do it all. It will just use this method-I'm trying to let you know where the new sub unit airgroups come from)
There is no "Replacement" menu for you to worry about. The computer knows all and sees all. )
I'm not retreating, I'm attacking in a different direction!
Land unit
Hi, Now we'll do a land unit.
One of your Type-92 tanks was destroyed.
The unit has moved to Manila, one of the bases you captured.
You look at supply. Now if the base has 2 times what it needs and a type 92 tank is in the replacment pool back home in Japan you can get a replacement tank.
"How you ask?"
OK settle down I'll tell you.
When a ship with supply arrives at Manila, as it unloads this new supply, a new tank will be added to the group and supply in the amount of the load cost of a type 92 tank will be used up (all gone) 50 percent of this "new" supply can be used for replacements
Each LCU with a missing part of one of it's elements will try to get them replaced (and use supply and the equipment in the pools back in Japan) The unit with the most missing parts gets a better chance to use the supply/pool
(Note: you will not have to do any thing, Every time a supply ship unloads at a base that already has 2 times required supply all LCU within range will have a chance of getting replacements. I'm just trying to explain how the computer controled routine for replacements will work in WITP.
ALL you really have to do is make sure your bases have enough supply)
One of your Type-92 tanks was destroyed.
The unit has moved to Manila, one of the bases you captured.
You look at supply. Now if the base has 2 times what it needs and a type 92 tank is in the replacment pool back home in Japan you can get a replacement tank.
"How you ask?"
OK settle down I'll tell you.
When a ship with supply arrives at Manila, as it unloads this new supply, a new tank will be added to the group and supply in the amount of the load cost of a type 92 tank will be used up (all gone) 50 percent of this "new" supply can be used for replacements
Each LCU with a missing part of one of it's elements will try to get them replaced (and use supply and the equipment in the pools back in Japan) The unit with the most missing parts gets a better chance to use the supply/pool
(Note: you will not have to do any thing, Every time a supply ship unloads at a base that already has 2 times required supply all LCU within range will have a chance of getting replacements. I'm just trying to explain how the computer controled routine for replacements will work in WITP.
ALL you really have to do is make sure your bases have enough supply)
I'm not retreating, I'm attacking in a different direction!
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Re: I'll try again
Originally posted by Mogami
[BIf there is twice as much supply a aircraft will appear at the base.
It will be a baby airunit, it will say what big airunit it belongs to.
Fly him to the hex the big airunit is located at, (The big airunit will likely be in same hex as HQ so the big air unit will just add the airplane.
You can only make 1 baby airgroup for a big airgroup per week.
[/B]
Sorry, just kill me now.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
- Joel Billings
- Posts: 33740
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
Re: Re: I'll try again
Originally posted by pasternakski
Sorry, just kill me now.
No, we want you to suffer some more. First, the replacement air group is created automatically. Second, if it is within range of its parent formation, it will simply fly to it automatically, so the player won't do anything. Supplies will get used up back at the base with the HQ, and the air unit will get its replacements (as long as they exist in the replacement pool).
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Umm ... okay. I guess I got a little off track with "Whenever supply is unloaded at a base that has over twice it's supply requirements up to 50% of the off loaded supply can be used to create replacements for units at the base and in hexes connecting to the base with a supply level over 50."
Now, I'm perfectly clear that "if it is within range of its parent formation, it will simply fly to it automatically, so the player won't do anything."
I won't do anything (assuming that I'm the player, of course).
I just hope that my parent formations understand when it flies to them automatically.
Now, I'm perfectly clear that "if it is within range of its parent formation, it will simply fly to it automatically, so the player won't do anything."
I won't do anything (assuming that I'm the player, of course).
I just hope that my parent formations understand when it flies to them automatically.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
PFM
Hi, I'm sorry Pat. Please disregard everything you've read.
I'll start over.
Replacements in WITP
Don't worry about it. It's all taken care of by PFM (Pure F&^%*&% Magic)
I'll start over.
Replacements in WITP
Don't worry about it. It's all taken care of by PFM (Pure F&^%*&% Magic)
I'm not retreating, I'm attacking in a different direction!
-
Mike Scholl
- Posts: 6187
- Joined: Wed Jan 01, 2003 1:17 am
- Location: Kansas City, MO
Re: PFM
Originally posted by Mogami
Hi, I'm sorry Pat. Please disregard everything you've read.
I'll start over.
Replacements in WITP
Don't worry about it. It's all taken care of by PFM (Pure F&^%*&% Magic)
THANK YOU Mogami! Even if "pasternakski" didn't quite get it;
I'm sure most of the rest of us did and were impressed and
releaved that the "system" in place was going to be both user-
friendly and reasonably accurate. Please don't feel your efforts
were wasted---though I will allow that "Pasternakski" had a
point in claiming your first attempt at explaining it was a bit
"fuzzy 'round the edges".
-
Warspite**
- Posts: 77
- Joined: Tue Feb 26, 2002 10:00 am
- Location: CA
I have a question. What will the experience lvl of the replacements be? Can you set a toggle so that you get fewer replacements with higher training lvls or more w/ less training, or is it going to be hard wired in? I usually play the Japanese and I hated in Pacwar that no matter how low I kept my casualties the relacements came in with lower and lower experience. I want to give them more time to train.
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Re: PFM
Originally posted by Mogami
Hi, I'm sorry Pat. Please disregard everything you've read.
I'll start over.
Replacements in WITP
Don't worry about it. It's all taken care of by PFM (Pure F&^%*&% Magic)
Now THAT's what I call an explanation!
Actually, after a few re-reads, I think I'm getting a glimmer of light at the end of the tunnel from the original ... in other words, as they say on the Sopranos, "Forget about it." As long as you're diligent in keeping everybody supplied, replacements tend to flow forward and be available when you need them (if they are available at all).
How'm I doin' so far?
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
By George
Hi, I think you've got it. Just place "This is what the computer will do to provide replacements" before all the mumbo jumbo.
I really just wanted you to know how replacments were handed out. Sorry if I made it sound like the player had chores to do
I really just wanted you to know how replacments were handed out. Sorry if I made it sound like the player had chores to do
I'm not retreating, I'm attacking in a different direction!
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Well, Mog, we really wouldn't want to have to DO anything. Just invite me to the victory parade after we win, chaps, but give me a little notice so I can do my nails, okay?
On closer analysis, this does look pretty seamless. One less burdensome chore for the busy Pacific Theater commander. I have to confess, as WITP gets closer, my interest in UV is beginning to wane. Anyone else feel that way? Maybe we've been playing too much too intensely.
How many times can you capture (or fail to capture) Port Moresby, anyway?
Good god, I just noticed that I'm a freakin' hero. I guess I'll have to mend my ways in order to set a good example, huh?
On closer analysis, this does look pretty seamless. One less burdensome chore for the busy Pacific Theater commander. I have to confess, as WITP gets closer, my interest in UV is beginning to wane. Anyone else feel that way? Maybe we've been playing too much too intensely.
How many times can you capture (or fail to capture) Port Moresby, anyway?
Good god, I just noticed that I'm a freakin' hero. I guess I'll have to mend my ways in order to set a good example, huh?
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
Then again, whenever I read people argueing I assume they are the same person having some sort of internal conflict.
"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
Yike
Hi, I'm not going to mess with that. Last year I was accused of being GG, now I'm down to being Paternakski.
"I gota be me.....I just gotta be me..."
"I gota be me.....I just gotta be me..."
I'm not retreating, I'm attacking in a different direction!


