Troop replacements
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- Onime No Kyo
- Posts: 16846
- Joined: Wed Apr 28, 2004 5:55 am
Troop replacements
Sorry guys, I must be a little slow, but can someone give me the quick and dirty on how to bring units back up to strength? I have some INF that I pulled out of Malaya and Singy that is currently sitting in Trinconomalee (sp?). And I have not noticed any change in their complements over the last few turns. I checked and there are some units availible in the pool (like CW squads, whatever those are), but they dont seem to be getting to the place where I need them. There are several HQ units at Trinc also. What else do I need?
Thanks for the answer
Thanks for the answer
"Mighty is the Thread! Great are its works and insane are its inhabitants!" -Brother Mynok
RE: Troop replacements
look at the unit.. makesure it has accept replacements showing in the bottum left corner area.
also supply more is good.. and its parent hq nearby guessing that low disruption and fatigue probbably help...
also supply more is good.. and its parent hq nearby guessing that low disruption and fatigue probbably help...
"Tanks forward"
- Onime No Kyo
- Posts: 16846
- Joined: Wed Apr 28, 2004 5:55 am
RE: Troop replacements
hmm...interesting thing you bring up. How can I tell what its parent HQ is?
"Mighty is the Thread! Great are its works and insane are its inhabitants!" -Brother Mynok
RE: Troop replacements
upper left corner attached to listing there is its hq... I would geuss that if it was based in a hex with lots of supply.. near or on its hq with low fatigue and disruption then it would improve quicker... but these take time... no quick fixes to depleated units...
"Tanks forward"
- Onime No Kyo
- Posts: 16846
- Joined: Wed Apr 28, 2004 5:55 am
RE: Troop replacements
Oh, I knew that one.[;)] I thought maybe there are on-board HQs that units are directly subordinate to (seeing how, for example SWPAC is listed at Brisbane but doesnt actually exist as a unit).
"Mighty is the Thread! Great are its works and insane are its inhabitants!" -Brother Mynok
RE: Troop replacements
ORIGINAL: freeboy
upper left corner attached to listing there is its hq... I would geuss that if it was based in a hex with lots of supply.. near or on its hq with low fatigue and disruption then it would improve quicker... but these take time... no quick fixes to depleated units...
Am I right in assuming that any HQ will speed up replacements ? Or only the unit's actual HQ ? Also, how can I speed up fatigue recovery ? And what causes it ? Lack of Support ? Lack of supplies ?
Xargun
- Onime No Kyo
- Posts: 16846
- Joined: Wed Apr 28, 2004 5:55 am
RE: Troop replacements
Dont take my word for this but I think that raducing fatigue is just a matter of time. I'm sure support and supplies help, but as long as you get the guys off the line, it should start dropping.
As for HQs, since Freeboy brought up the subject I have looked it up in both the manual and the game. I have found nothing to suggest that there is a difference between one on-board HQ and another. There is no parent-child relationship between units like TOAW had for example. By my estimate, anything that withing its own zone of operations (SOPAC, SWPAC, etc), is receiving the benefits of its HQ.
Wish some of the Beta testers could take a crack at this question.
As for HQs, since Freeboy brought up the subject I have looked it up in both the manual and the game. I have found nothing to suggest that there is a difference between one on-board HQ and another. There is no parent-child relationship between units like TOAW had for example. By my estimate, anything that withing its own zone of operations (SOPAC, SWPAC, etc), is receiving the benefits of its HQ.
Wish some of the Beta testers could take a crack at this question.
"Mighty is the Thread! Great are its works and insane are its inhabitants!" -Brother Mynok
RE: Troop replacements
Rules 15.3( cannot cut and past from adobe ..) but two criteria to speed up replacements are a formula starting with a supplied base containing twice its required supply and a counting down distance.. see the rules .. second requirement is a toe rule .. items must be avail ie if it needs morters they must be on hand...
and sub units don't recieve replacements unless an engeneir ouch didn't know that one
I remember someone stating the oposate of this ggcb
and sub units don't recieve replacements unless an engeneir ouch didn't know that one
I remember someone stating the oposate of this ggcb
"Tanks forward"
RE: Troop replacements
Hello...
Command HQs that have units attached, such as SOPAC, allow many benefits to those in that command. Other command HQs, such as NCAC, are not really command HQs, but are closer to Army or Army Corps HQ. The real command HQs have a range of nine. These others a range or five or so and act like long range corps HQs. Corps HQ types offer combat benefits to any within range. The code looks for the best or closest and each unit can benefit from one of each.
Command HQs do have assigned units that benefit from being close to them or attacking/defending the same objective that the command HQ has. Corps HQs operate ad hoc and do not have units assigned and offer combat modifers to any within range, as well as offering support points to any in the hex, with them.
Hope this Helps...
Michael Wood
Command HQs that have units attached, such as SOPAC, allow many benefits to those in that command. Other command HQs, such as NCAC, are not really command HQs, but are closer to Army or Army Corps HQ. The real command HQs have a range of nine. These others a range or five or so and act like long range corps HQs. Corps HQ types offer combat benefits to any within range. The code looks for the best or closest and each unit can benefit from one of each.
Command HQs do have assigned units that benefit from being close to them or attacking/defending the same objective that the command HQ has. Corps HQs operate ad hoc and do not have units assigned and offer combat modifers to any within range, as well as offering support points to any in the hex, with them.
Hope this Helps...
Michael Wood
ORIGINAL: Onime No Kyo
...As for HQs...I have looked it up in both the manual and the game. I have found nothing to suggest that there is a difference between one on-board HQ and another. There is no parent-child relationship between units like TOAW had for example. By my estimate, anything that withing its own zone of operations (SOPAC, SWPAC, etc), is receiving the benefits of its HQ.
Wish some of the Beta testers could take a crack at this question.
RE: Troop replacements
Thanks mike.. how about sub units.. if they take loses per 15.3 they cannot take replacements.. is that an error in the manual? I thought someone said they could take up to 1/3 toe?
"Tanks forward"
RE: Troop replacements
Hello...
There are sub-units and partial units. If you divide a division into three regiments, I call each a sub-unit. Each can take replacements. If you load part of a division and then unload it else where you have what I call a partial unit. It will not take replacements. The same principle applies to air groups.
By the way, a partial unit HQ or an HQ operating at less than 50% TOE will not provide HQ benefits.
Have Fun...
Michael Wood
There are sub-units and partial units. If you divide a division into three regiments, I call each a sub-unit. Each can take replacements. If you load part of a division and then unload it else where you have what I call a partial unit. It will not take replacements. The same principle applies to air groups.
By the way, a partial unit HQ or an HQ operating at less than 50% TOE will not provide HQ benefits.
Have Fun...
Michael Wood
ORIGINAL: freeboy
Thanks mike.. how about sub units.. if they take loses per 15.3 they cannot take replacements.. is that an error in the manual? I thought someone said they could take up to 1/3 toe?
RE: Troop replacements
Mike.. sub units .. " may never recieve replacements" page 197
so the manual is in error?
so the manual is in error?
"Tanks forward"
RE: Troop replacements
Hello...
That is not an error. I did not write the manual, nor have I studied it. That is why I defined the terms for you in my last post. The manual author used the term "sub unit" where I use the term partial unit.
Sorry to have Confused You...
Michael Wood
That is not an error. I did not write the manual, nor have I studied it. That is why I defined the terms for you in my last post. The manual author used the term "sub unit" where I use the term partial unit.
Sorry to have Confused You...
Michael Wood
ORIGINAL: freeboy
Mike.. sub units .. " may never recieve replacements" page 197
so the manual is in error?
RE: Troop replacements
right... realize the difference.. partial units die off.. sub units are like mini units and can receive replacements.. I'm sure we'll see more of this thanks again.. great game btw
"Tanks forward"
RE: Troop replacements
What about the "Disabled" parts of a unit? How do you get them back to being combat effective?
RE: Troop replacements
Hello...
They will heal up by themselves, if conditions are right. Make sure the unit is at a big base, with HQs and lots of support and nice weather (no malaria or cold zone) and a lot of supply and not in combat and they should heal.
Bye...
Michael Wood
They will heal up by themselves, if conditions are right. Make sure the unit is at a big base, with HQs and lots of support and nice weather (no malaria or cold zone) and a lot of supply and not in combat and they should heal.
Bye...
Michael Wood
ORIGINAL: Learmont
What about the "Disabled" parts of a unit? How do you get them back to being combat effective?

