Healing disabled units (Full Version)

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dougmichel -> Healing disabled units (6/30/2018 5:18:01 PM)

I cannot find specific info about how quickly units will repair disabled units. For instance I landed 4 divisions just above Suva so that they could not use CDs on me and they moved several units to meet me and a lot of my units are disabled. What rate to units repair? Is it a factor of supply, support, presence of enemy units, or proximity to friendly base in supply? Thanks in advance.




GetAssista -> RE: Healing disabled units (6/30/2018 5:30:00 PM)

quote:

ORIGINAL: dougmichel
Is it a factor of supply, support, presence of enemy units, or proximity to friendly base in supply? Thanks in advance.

All of that. Although they would still repair while on the beachhead, just slow
You best bet is to put them in Rest mode into your large rear non-malaria (yo, rap!) base with lots of support units, e.g. HQs. And divide them into A/B/C regiments, they recuperate faster this way.

BTW, I bet your units ended up disabled because you did not prepair them for the landing spot. Amphib operations can only go w/o preparations in one case - for Japan till end of March 42




Chris21wen -> RE: Healing disabled units (6/30/2018 8:06:29 PM)


quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: dougmichel
Is it a factor of supply, support, presence of enemy units, or proximity to friendly base in supply? Thanks in advance.

All of that. Although they would still repair while on the beachhead, just slow
You best bet is to put them in Rest mode into your large rear non-malaria (yo, rap!) base with lots of support units, e.g. HQs. And divide them into A/B/C regiments, they recuperate faster this way.

BTW, I bet your units ended up disabled because you did not prepair them for the landing spot. Amphib operations can only go w/o preparations in one case - for Japan till end of March 42


That's the ideal but in many instances not practical. I've found using reserve and/or dividing a unit will also help but care should be taken in case your attacked.




Major Shane -> RE: Healing disabled units (7/1/2018 3:14:18 PM)


quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: dougmichel
Is it a factor of supply, support, presence of enemy units, or proximity to friendly base in supply? Thanks in advance.

All of that. Although they would still repair while on the beachhead, just slow
You best bet is to put them in Rest mode into your large rear non-malaria (yo, rap!) base with lots of support units, e.g. HQs. And divide them into A/B/C regiments, they recuperate faster this way.

BTW, I bet your units ended up disabled because you did not prepair them for the landing spot. Amphib operations can only go w/o preparations in one case - for Japan till end of March 42


Though personal experience, be careful when you split out your units. Look carefully and make sure upgrade is off on all 3 sub-units, A/B/C. If you don't it is likely one sub-unit will upgrade but the other one or two won't due to a lack of available squads. You can't recombine them if all squads and systems aren't the same.




Alfred -> RE: Healing disabled units (7/1/2018 3:59:12 PM)


quote:

ORIGINAL: dougmichel

I cannot find specific info about how quickly units will repair disabled units. For instance I landed 4 divisions just above Suva so that they could not use CDs on me and they moved several units to meet me and a lot of my units are disabled. What rate to units repair? Is it a factor of supply, support, presence of enemy units, or proximity to friendly base in supply? Thanks in advance.


All AE questions which assume a precise spread sheet type answer will be provided, an answer which will in fact disclose actual algorithms, are a waste of time.

Details on the relevant factors which are taken into account in repairing disabled devices are provided in my posts in this thread.

http://www.matrixgames.com/forums/tm.asp?m=4376273&mpage=1&key=�

Fatigue and disruption are conditions separate but often precedent in creating/resolving disablements. Splitting LCUs into 3 sub units does not directly assist in repairing disabled devices. Subject to various factors which I have previously posted, splitting a LCU may speed up the receipt of replacement devices.

Alfred




GetAssista -> RE: Healing disabled units (7/1/2018 4:03:17 PM)

quote:

ORIGINAL: Major Shane
Though personal experience, be careful when you split out your units. Look carefully and make sure upgrade is off on all 3 sub-units, A/B/C. If you don't it is likely one sub-unit will upgrade but the other one or two won't due to a lack of available squads. You can't recombine them if all squads and systems aren't the same.

It's good practice in this regard to stockpile all the modern devices in the Allies' pools by default. And free them up only when you have units in position prepared to upgrade those devices, and there is enough devices, and there is no other units in compromising upgrade-yes while resting.

Note that A/B/C splitting is essential for Allies when upgrading infantry divisions' (US, Indian, Australian and Brits) squads. New inf squads are slow to come by, but old squads go into pools and upgrade to the new type the next turn. So if you have enough squads for a regiment, you can upgrade a whole division in 3 turns. Does not work with devices ofc, old ones do not upgrade in the pools.


quote:

ORIGINAL: Alfred
Splitting LCUs into 3 sub units does not directly assist in repairing disabled devices.

Apprently it does.
See http://www.matrixgames.com/forums/tm.asp?m=4211316, test batch #4, main finding #3




Yaab -> RE: Healing disabled units (7/29/2018 6:48:51 AM)


quote:

ORIGINAL: dougmichel

I cannot find specific info about how quickly units will repair disabled units. For instance I landed 4 divisions just above Suva so that they could not use CDs on me and they moved several units to meet me and a lot of my units are disabled. What rate to units repair? Is it a factor of supply, support, presence of enemy units, or proximity to friendly base in supply? Thanks in advance.


I have seen highest rates of LCu repair, when the number of support squads present was higher then the number of support squads needed. The only units who have ample "spare" support squads in their TOE, and can assiste in repairing other LCUs, are HQs and some BFs. Also, some badly mauled combat LCUs have a high proportion of ready support squads to other devices and can be used as "hospital" units ( this happens a lot with beaten Chinese inf corps) Thus, the best thing is to move an HQ or several HQs to a hex where disabled LCUs are to speed their repair process.




Admiral DadMan -> RE: Healing disabled units (7/30/2018 11:18:00 PM)


quote:

ORIGINAL: Alfred

...Subject to various factors which I have previously posted, splitting a LCU may speed up the receipt of replacement devices.

Alfred


Logic would suggest (to me) that this is because it is a smaller unit, ergo satisfies the requirement that the number of units being upgraded to becomes =/> the split unit's TOE. Correct?




RangerJoe -> RE: Healing disabled units (7/31/2018 12:12:08 AM)

Each subunit has the chance to get devices so there are more devices possibly given when it is broken up than when intact.




HansBolter -> RE: Healing disabled units (7/31/2018 9:58:01 AM)

Landing in a non base malaria hex that you couldn't prep for was the worst choice you could have made.

This guaranteed you would have overwhelming disablements that will take forever to recover.

Only hope of recovering in place is to land massive amounts of supply and insure you have a large overage of support squads that are not disabled themselves.

Even then it will be agonizingly slow. Lots of good advice here on how to maximize recovery, but someone needed to point out how poor a decision it was to avoid the casualties of a direct assault landing.




marc420 -> RE: Healing disabled units (8/1/2018 3:03:03 AM)

I like the way this game thinks.... it seems like if you want your damaged marines to recover after a battle, you give them lots of alcohol (aka supplies), and bars and music halls (aka support), with lots of whorehouses (aka a large base). Do that and your marines will soon be on the road to recovery. :)




RangerJoe -> RE: Healing disabled units (8/1/2018 3:39:33 AM)

Yes, send them to the rear for I & I. [:D]




BBfanboy -> RE: Healing disabled units (8/1/2018 7:31:57 AM)


quote:

ORIGINAL: RangerJoe

Yes, send them to the rear for I & I. [:D]

Inebriation and Infection?




Alfred -> RE: Healing disabled units (8/1/2018 3:23:49 PM)


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: Alfred

...Subject to various factors which I have previously posted, splitting a LCU may speed up the receipt of replacement devices.

Alfred


Logic would suggest (to me) that this is because it is a smaller unit, ergo satisfies the requirement that the number of units being upgraded to becomes =/> the split unit's TOE. Correct?


I think you have misinterpreted what I wrote.[:)]

The replacements I am referring are those to bring a unit up to its authorised TOE level. Upgrading devices is a different issue.

Read my posts in this thread for details on the replacement process.

http://www.matrixgames.com/forums/tm.asp?m=3710936&mpage=1&key=replacement�

The upgrading process is handled in a different thread.

The size of a unit is not a factor in determining priority order. Splitting a unit merely creates more candidates for receipt of replacements but the standard criteria still need to be met.

Alfred




RangerJoe -> RE: Healing disabled units (8/1/2018 3:57:31 PM)

quote:

quote:

ORIGINAL: RangerJoe

Yes, send them to the rear for I & I.


Inebriation and Infection?


That is correct, Intoxication and Intercourse. The last can lead to infection - even a long lived parasite in the second one.




Admiral DadMan -> RE: Healing disabled units (8/1/2018 8:33:20 PM)


quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: Alfred

...Subject to various factors which I have previously posted, splitting a LCU may speed up the receipt of replacement devices.

Alfred


Logic would suggest (to me) that this is because it is a smaller unit, ergo satisfies the requirement that the number of units being upgraded to becomes =/> the split unit's TOE. Correct?


I think you have misinterpreted what I wrote.[:)]

The replacements I am referring are those to bring a unit up to its authorised TOE level. Upgrading devices is a different issue.

Read my posts in this thread for details on the replacement process.

http://www.matrixgames.com/forums/tm.asp?m=3710936&mpage=1&key=replacement�

The upgrading process is handled in a different thread.

The size of a unit is not a factor in determining priority order. Splitting a unit merely creates more candidates for receipt of replacements but the standard criteria still need to be met.

Alfred

Um... Ooops. My bad.




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