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Newbie Q: Inventory and Replacements

Posted: Mon Jul 31, 2006 7:27 pm
by KarlXII
Hi all!

I am a rookie of this game but have started to play a medium sized scenario called "Last Stand in Africa 1942-1943" as Axis player. I am playing against the computer (strong AI) and are now i June. Most of the time I have put my forces to "ignore losses" since I have felt that holding terrain have been more important than the losses I will take. However...I haven´t really until now thought very much about how this screen "Inventory and Replacements" works out.

I suppose that with my "Ignore losses" settings for most of my defensive lines (with few exceptions) I will draw very much replacement equipment from my pool which in the end will drain it and eventually lead to....what ? decreased attack/defense values because I don´t get my replacements anymore (or that my losses is higher than my rate of new replacements ?). If that is the case it would mean that in the latter part of the campaign my forces would collapse like a cardhouse when my pool of replacements is almost empty ? Then I have to have that in mind for such quite long scenarios.

I suppose that what I am really trying to ask is. How important is it to check/value the Inventory and Replacements table ? You more experienced players out there, have you any strategies/tips/advice as how to judge it depending on scenario, situation at hand and so on ?

BTW if I have a rate of 0 (zero) for all my equipment does that mean I don´t get anything more at all than what is at hand ? If so...I am really in a bad situation right now

RE: Newbie Q: Inventory and Replacements

Posted: Mon Jul 31, 2006 7:45 pm
by Chuck2
Yes, a rate of zero means you aren't receiving any replacements for a particular piece of equipment. In this situation you may have to give ground in order to preserve your existing forces from destruction. Of course, historically the "last stand" in Africa didn't work out too well for the Axis. So don't expect too much from your forces in this situation.

If the pool of replacemens is empty and the replacement rate is zero, you're in trouble and there aren't any tricks that can save you. You'll have to give ground in order to preserve your force structure. You might consider disbanding units with low proficiency so units with higher proficiencies can get replacements.

Looking at the scenario in question, all Axis replacements fall to 0 on turn 41. This means you'll have to go at least 39 additional turns without replacements.

RE: Newbie Q: Inventory and Replacements

Posted: Mon Jul 31, 2006 8:03 pm
by KarlXII
Thanks for your reply Chuck2!!!

Ok, now I understand how that really works. I have to say though that in general I am satisfied with my decision to go for ignore losses to be able to hold a straight line at the mountains/railroads/rivers but I am paying for that right now. I have 21 more turns to go before it is over.

At least I now know how it all is connected. It would be interesting though to know how you experienced players out there handle your pool of replacements. Do you care for which loss settings you set, do you disband units just to reuse the equipment for - hopefully - better proficiency units ? Is that mandatory in larger scenarios. I like that kind of hidden dimension to the strategical part of the game.

RE: Newbie Q: Inventory and Replacements

Posted: Tue Aug 01, 2006 12:54 am
by Catch21
I'm not sure whether you're new to TOAW III, but you might want to sign up to the New Player Workshop at SZO (at least as a German player), where a lot of this- among other topics like how to mitigate interdiction without going blind in Normandy on D-Day- gets discussed.

It also introduces you to PBEM play.

RE: Newbie Q: Inventory and Replacements

Posted: Tue Aug 01, 2006 12:34 pm
by golden delicious
ORIGINAL: karlxii

At least I now know how it all is connected. It would be interesting though to know how you experienced players out there handle your pool of replacements. Do you care for which loss settings you set, do you disband units just to reuse the equipment for - hopefully - better proficiency units ? Is that mandatory in larger scenarios. I like that kind of hidden dimension to the strategical part of the game.

I don't normally use the information in the replacements screen to make decisions except where different parts of my force use different equipment. In that case, I can use the information to rebalance the burden between those parts.

Usually, I don't disband units, because although some of the equipment will be re-used, it will take a while to cycle through the system and for some items you might have a large stockpile and that equipment will just sit idle in the pool. Also the game has a bad habit of just reconstituting the unit straight off. If you are in a situation where the vast majority of a unit's equipment can be counted on to be used, and if you can be reasonably sure the unit won't just reconstitute itself right away, then it can be useful to disband units, particularly ones with low proficiency, supply and readiness, and those which are in formations which have lost their HQ or have low proficiency and supply.