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infantry construction - 10/5/2008 10:12:09 PM   
spruce

 

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why are my factories constructing infantry ? I thought they only were converted from raised militia.

yet my factories are producing them now ?

are they repairs ???
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RE: infantry construction - 10/5/2008 10:34:15 PM   
JAMiAM

 

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Yes.

(in reply to spruce)
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RE: infantry construction - 10/5/2008 10:35:32 PM   
Frido1207

 

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quote:

ORIGINAL: spruce
are they repairs ???


Quick answer: Yes. Damaged Inf units get repaired & shows up in the production screen.


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RE: infantry construction - 10/6/2008 1:04:11 PM   
GShock


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Check your population levels (the last box with 2 numbers inside one for the whites and one for the blacks) you might want to MERGE damaged units to save population rather than repairing them. You need to merge 1+1 so any even number above 2 is a possible choice. 

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RE: infantry construction - 10/6/2008 9:51:53 PM   
spruce

 

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heh ? How is that done ?

and how do you find damaged units in the first place ?

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RE: infantry construction - 10/6/2008 10:17:30 PM   
Doc o War


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spruce- during the production phase- when it starts up you will see an All Production list screen that will show the Infantry unit icon listed as one of the builds, in fact you may have several listed- cycle through the states until you see an Inf icon pop up- then cycle through the production cities in that state unit the Infantry pops up. There it is- ready to rebuild- or not.

Then look at the stats- sometimes it appears in a city that already is building something- so it will show as a negative number. By right clicking on the infantry icon it should turn red and be placed on hold. It can also ask you if you wantto disband it entirely- that is your call. Unless really needed it is usually a bad buy to rebuild Infantry from the production spirial. If you put them on hold eventually you may loose another inf and have two infantry in a state/region production box- then left click on one of them--(or was that right click)- anyway a menu pops up asking if you want to combine the two units- say yes and the two units are combned to one without costing you any additional points from your production totals.

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RE: infantry construction - 10/7/2008 12:17:50 AM   
tbriert

 

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Doc -- question.  I know that combining units is the recommended course for playing the CSA. How about the North, with its higher production values?  If I have a couple of big battles during a turn, I get many inf rebuilding, driving pop totals to -40 to -70, sometimes as many as 5 units in one city.  In your opinion, am I better off to combine those, or rebuild them one by one?

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RE: infantry construction - 10/7/2008 5:55:03 AM   
Doc o War


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I would combin or even disband them- you dont want your population totals to go down too much.  I would argue against rebuilding unless you saw a real vital need to improve your army fast.

With the Union you need to turn the best Infantry training Generals into training camps- the quickest way to make a militia into regular infantry is to train them. When there are new militia coming onto th e board regularily at certain locations you should put good infantry training leaders( check their stats)there to greet them- Wash DC is a perfect training camp- as new militia arrive assign them to generals with high inf training numbers- 3 or better-  they will crank out regulars like clockwork. Those new infantry you send to the front. Some Generals are not much good at anything- but end up having great training stats- use them lik egold- and assign militia to them somewhere out of harms way. Again- in a city that cranks out militia every turn is a good place.

Every leader trains- some are good at everything- the training math is somethiing like how many unit slots to command th e leader has- lets say 6-  you get one training dice roll for each of those command points( it is dont automatically) - if you assign 3 militia to a 6 leader he can check each one twice- if other units- like regulars inf arty cav  are in the command slots that takes away a training check- I hope you follow that. Command points /slots/ training checks. As long as a militia is in a commanders command- it gets checked at least once- leave a few slots open and he can check twice.  Sometimes you can get a brand new guy pop into a regular just by poping up where a good leader is- I call that training camps.  But if the need at the front is too great the boys get sent off to war without being fully trained- that is the militia rating. That is the reality of modern war. They just learned in battle.

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Tell me the story of the common foot soldier, and I will tell you the story of all wars.
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(in reply to tbriert)
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RE: infantry construction - 10/7/2008 4:08:59 PM   
PyleDriver


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To rebuild or combine (Inf) as the Union is a balance act. The Union must keep a 2 to 1 ratio at the front to win. The problem is he needs to keep artillery at this ratio also. Artillery is the bigger must, so yes at those times when production needs get high (damn that supply sucking sound) then combining units is your only choice. When I wrote the S&T guide I didn't add that the Union could use the addition of 6 to 8 factories (build them) because of the huge supply efforts they face.

< Message edited by PyleDriver -- 10/7/2008 4:22:06 PM >

(in reply to Doc o War)
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