replacements? (Full Version)

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freeboy -> replacements? (5/5/2013 4:17:59 PM)

I was trying to figure out how to manually move replacements to the front line troops .. It seems that it is not done manually... we used to, prior games... by this team and this designer, move the equipment manually from hq to hq, or to an individual stack...
Unless I missed it, and I re read the manual... please help me...




LiquidSky -> RE: replacements? (5/5/2013 6:48:22 PM)



Replacements are automatic. They flow from OKH/STAVKA directly to the units.

There are a few rules, however.

First, replacements will follow a priority. You can set HQ's and units on priority so they get replacements first. Secondly, some replacements require the presence of trucks/transport before they can be assigned. Thirdly, replacements go out to the most beat up units first.

The game is in 2 day increments. So you will not be outfitting an Infantry division in one turn....it will take several turns for it to grow to full strength.




patchogue -> RE: replacements? (5/5/2013 8:13:56 PM)

You, also, need to make sure you have a unit that can accept the replacements - I had dozens of tank destroyers sat in STAVKA waiting for a unit to accept them.




freeboy -> RE: replacements? (5/5/2013 8:51:33 PM)

Thanks
This game engine has certainly changed and grown.




Hugolin -> RE: replacements? (5/5/2013 9:19:11 PM)

Replacement being a trickle, I have given up the idea of having an army with all-full divisions, like on parade day, or in my dreams...
But I like to put 1-2 divisions on priority, they will be my 'elite' divisions and will usually stay full strength (or close to), which is really nice.

Also you can play with the 'disband' option. I set some of my units on 'disband' and when they reach a certain level (e.g. 40%) I put them back on (for example) 'replacement 50%'. I don't mind having some half-strength units (for example to keep a quiet sector of the front, etc.). Also I disband some units entirely (like you have 15 planes left) when I see that their depletion level are a hindrance.




Bonners -> RE: replacements? (5/6/2013 9:20:38 AM)


quote:

ORIGINAL: patchogue

You, also, need to make sure you have a unit that can accept the replacements - I had dozens of tank destroyers sat in STAVKA waiting for a unit to accept them.


This is important. Always check Stavka or OKH for replacements that are just sitting there. As an example during Case Blue you will generally end up with a lot of German flak replacements and also minor unit engineers. Build some more engineer units for the respective nationalities as you can use these units to guard quiet parts of the front. Also you can build extra German flak units to guard your airfields. As Liquidsky said up there though, remember to also play the truck replacements card as the flak units you build wont populate unless they have trucks available to tow the guns.




freeboy -> RE: replacements? (5/6/2013 5:28:11 PM)

If flak has larger flak guns they "should" be great on defense against red armor.. will need to dig into this




Hugolin -> RE: replacements? (5/6/2013 7:26:00 PM)

It's composed of 10 x 88mm and 30 x 37mm guns (+ 500 INF and 150 trucks). The 88mm should help, but the 37mm have a limited use against armour. Still can be useful on defence if entrenched.

I used one Flak Group on attack yesterday to support an attack on tanks with a few regular INF regiments, I did not look in details but 3 of 8 enemy tanks died. Was a good feeling to throw 2 x 88mm in battle... But we receive very few a months, so you will also want to play a card for AA Guns if you really want to go this way.




freeboy -> RE: replacements? (5/6/2013 7:54:20 PM)

Between when I posted and when you posted I added a Grm Hv flak next to Ohk
We will see




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