Replacements

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DKF12
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Replacements

Post by DKF12 »

Per the tutorial videos I watched I have turned off replacements to everything. My question is what are the guidelines to to when to turn back on ground and air replacements in general. I am playing the complete campaign against the AI.I am playing the Allies. Your thoughts would be appreciated
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RangerJoe
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Re: Replacements

Post by RangerJoe »

The reason for turning off all replacements is because they use a lot of supplies.

As for turning them on, that depends upon the situation. However, any unit that will be withdrawn, does not come back, and will not return the aircraft/devices into the pools should not receive any replacements. As far as the air units are concerned, save the game first. Then hit the "withdraw" and see if you would receive the planes into the pools. If the "withdraw" is unavailable, then you will not receive the planes.

Chinese units need to repair what they have before you give them any more devices. Then that might only be limited to support devices. The exceptions are those that are bought out and brought to India, base forces, and engineers. The Chinese supply is very limited and an Allied player needs to maximize the return of that supply.
Seek peace but keep your gun handy.

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

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DKF12
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Re: Replacements

Post by DKF12 »

Thanks
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RangerJoe
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Re: Replacements

Post by RangerJoe »

You are most welcome.

Another thing to remember is to save the game at the beginning of the turn, then do your orders. Save it in another slot when you want to try something and if it does not work how you want it to or if you have made a miss/mistertake, then reload and try it again.
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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BBfanboy
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Re: Replacements

Post by BBfanboy »

RangerJoe wrote: Mon Feb 20, 2023 12:26 am You are most welcome.

Another thing to remember is to save the game at the beginning of the turn, then do your orders. Save it in another slot when you want to try something and if it does not work how you want it to or if you have made a miss/mistertake, then reload and try it again.
And if you take quite a bit of time to do a turn, you should save periodically during the turn setup - say every couple of hours. I have had the unhappy experience of losing 3 or more hours of work a few times.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RangerJoe
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Re: Replacements

Post by RangerJoe »

BBfanboy wrote: Mon Feb 20, 2023 3:16 am
RangerJoe wrote: Mon Feb 20, 2023 12:26 am You are most welcome.

Another thing to remember is to save the game at the beginning of the turn, then do your orders. Save it in another slot when you want to try something and if it does not work how you want it to or if you have made a miss/mistertake, then reload and try it again.
And if you take quite a bit of time to do a turn, you should save periodically during the turn setup - say every couple of hours. I have had the unhappy experience of losing 3 or more hours of work a few times.
+1, and use the description to state what you have done or what you have to finish. Especially during the very short first turn! :twisted:
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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Yaab
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Re: Replacements

Post by Yaab »

DKF12, it is hard to give a specific advice re LCU replacements, because it depends on your plans as Allied player in the early game. A nice case study is the Phillipine army on Luzon.

At start, PI units on Luzon are understrength. The pool of PI devices is very robust - you have ample PI squads, mortars, field guns etc. However, your supply situation on Luzon is not very good. You start with 55-60k supplies (depending on scenario) on Luzon and have weak prospects of getting more supplies to Luzon from outside. Hence , the dilemma. Do you fill your PI units to 100% TOE strength, expending precious supply or do you leave the units at half-strength and conserve supplies for a prolonged defence? PI units start with a relatively big complement of organic artillery, thus they will use more supplies in combat just by firing arty tubes. Adding mores artillery devices to PI units will just compound the problem, which gets even worses since PI units have low exp. Thus, many arty shots>many supplies expended in combat> few enemy targets hit by inexperienced PI arty crews. You get my drift.

Also, having 20k supplies at all time in Manila, makes your LCUs receive replacements there daily instead of three days. That is great, but adding replacements eats into your initial supply stockpile on Luzon. Soon you find yourself with less then 20k supplies in Manila, you forces are now too big, and during the siege Manila is now undersupplied giving you supply maluses in combat. Not good.

A general advice would be to funnel replacements to best units (high exp, most TOE filled, field guns present in LCU ect,) on frontlines, provided you have enough spare devices. The Chinese have great infantry squad production, but even they will run out of the squads if you enable replacements in too many LCUs at once. Having an understanding of supply situation wouldn't hurt either.
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