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Disbanding/withdrawl air units
Posted: Sat Aug 30, 2003 7:33 am
by goodwood
g'day folks,
Just reading the manual in reference to withdrawals/disbanding, I have been disbanding Sqn to combine air units, is it better to withdraw units because they have a quicker turn around? my real question is, is it better to withdraw than to disband, because the quicker reconstitution of the unit?
Posted: Sat Aug 30, 2003 8:07 am
by bilbow
The difference between withdraw and disband is when a squad is withdrawn the pilots go back into the pool. When disbanded, bioth planes and pilots join the recieving unit. Over time some units, especially recon squadrons accumulate a lot of extra pilots for some reason, so by withdrawing it the pilots are returned to the pool. This is especially useful for the Japs because of the crap quality of pilots they get later on. Returning the squadron to play rarely makes much difference because you usually won't have the replacements to build it up anyway- they always return with zero planes.
You can also lose a bad leader this way by disdanding/withdrawing his squadron into another with presumably a better leader. He comes back with his unit later, but you can just lose him again. As I said you usually won't have the replacements to rebuild the unit anyway, so it's no loss.
Posted: Mon Sep 01, 2003 12:49 am
by Hoplosternum
Hi,
Is this correct?
All my pilots seem to stay with the withdrawn squadren. At least in the Reinforcement view
I would love to find away to recycle some of my decent on map pilots that are wasting away in my recon and float plane squadrens

Withdraw/disband
Posted: Mon Sep 01, 2003 2:46 am
by mogami
Hi, I posted this in another thread recently.
Withdrawn units give their aircraft to the other group but KEEP the pilots (they do not go back into the pool. When the unit returns (60-90 days) It has these pilots.
Exception to rule regarding returning to pool. By withdrawing or disbanding the remaining group would exceed its max size both pilots and aircraft will return to pool. Group returns in 360 turns
Example you have 2 fighter groups. Max size 24ac
Group A has 12 ac and 19 pilots
Group B Has 14 ac and 16 pilots.
If you withdraw group B Group A would have 26 ac (2 would return to pool or go into reserve) Group B would have 0 AC and 16 pilots. (Group A would draw 5 new pilots at whatever level of training was current)
If you disband Group B Group A would have 26 AC (2 would return to pool or go into reserve) And 35 pilots (hopefully 11 would return to pool)
Group B would return in 360 turns with all new aircraft and pilots (it might return with 0 of both and then draw from pool as available)
Disbanding send both aircraft and pilots to other group.
Off map CV are treated as Withdrawn units. (the ac go into pool the pilots stay with group. This is the only case where ac go to pool rather then on map unit)
When to withdraw and when to disband.
You have 2 groups. combined they would produce 1 normal unit.
Disband one.
You have two groups. Both have excess pilots but are low on aircraft.
Withdraw one.
You have an airfield that can not fly ac and is about to be captured
withdraw as many groups as possible. (you leave the ac behind but save the pilots and get the groups back within 90 days. If you place too many ac into the remaining group they will fly off (and into pool) damaged ac in excess of max remain on map.