Static units

War in Spain 1936-39 is the first in a new wargame series, using a new Land-Sea-Air engine inspired by War in the Pacific - Admiral’s Edition. Gameplay and realism are improved by TRUE AI and a detailed Logistics systems. A hyper detailed OOB reaches down to battalion and company level. A beautiful, hand drawn, 5 nautical mile per hex map massively increases player immersion.

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Dreamslayer
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Static units

Post by Dreamslayer »

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?
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Q-Ball
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Re: Static units

Post by Q-Ball »

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?
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 Divide
atheory
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Re: Static units

Post by atheory »

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.
Dreamslayer
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Re: Static units

Post by Dreamslayer »

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.
melvi
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Re: Static units

Post by melvi »

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.
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Q-Ball
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Re: Static units

Post by Q-Ball »

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.
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RangerJoe
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Re: Static units

Post by RangerJoe »

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.
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.
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Dali101
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Re: Static units

Post by Dali101 »

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.
Dreamslayer
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Re: Static units

Post by Dreamslayer »

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.
melvi
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Re: Static units

Post by melvi »

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.
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.
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Melvi
Dreamslayer
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Re: Static units

Post by Dreamslayer »

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 guess I didn't say it exactly. My bad.
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).
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RangerJoe
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Re: Static units

Post by RangerJoe »

Dreamslayer wrote: Thu Mar 26, 2026 8:40 pm
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 guess I didn't say it exactly. My bad.
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).
They do that when they retreat.
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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Dreamslayer
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Re: Static units

Post by Dreamslayer »

RangerJoe wrote: Thu Mar 26, 2026 11:07 pm They do that when they retreat.
It's not the same thing.
Such units should to be able retreat before the combat.
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