Helpful chart **REVISED** (Full Version)

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Jim D Burns -> Helpful chart **REVISED** (11/15/2019 3:35:28 PM)

To make planning things in game easier, I've put together a list of what I believe are the costs of operating units in port stockpile conditions.



Fighter/Ground attack.......28
Tactical...........................32
Strategic.........................36
Armor/Mech.....................42
US Infantry......................36
Regular infantry................30

Port size...stockpile
1...........20
2...........40
3...........60
4...........80
5...........100
6...........120
7...........140
8...........160
9...........180




Hoyt Burrass -> RE: Helpful chart (11/15/2019 3:56:52 PM)

Thanks Jim!




AlvaroSousa -> RE: Helpful chart (11/15/2019 6:45:19 PM)

Attacking doesn't use port supply.




Jim D Burns -> RE: Helpful chart (11/15/2019 7:07:25 PM)

quote:

ORIGINAL: Alvaro Sousa
Attacking doesn't use port supply.


I based it off this rule, see the highlighted sentence:

quote:

Supply Stockpile – This amount determines how many strength points of units a supply source can supply. For each strength a land or air unit has, 1 stockpile is used to supply it. Main supply sources provide an unlimited
stockpile. Port supply sources provide 20 supply stockpiles per
port size level. Port supply increases in cost the farther it is from
the source. Oil dependent units cost 20% more supply stockpile
for every oil they use.
When there isn’t enough supply stockpile
to supply a unit, the land or air unit only recover 3% of their
effectiveness but their full unit supply level. This represents getting
the bare minimum for the soldiers and local repairs of damaged
equipment using what is available. If a partial amount is recovered,
then the unit recovers effectiveness based on the ratio of what they
received from the stockpile relative to what they need.


Is this not the case in game?

Jim




VonWulfen -> RE: Helpful chart (11/15/2019 7:09:11 PM)

Very handy.
Many thanks for this :)




AlvaroSousa -> RE: Helpful chart (11/15/2019 10:58:26 PM)

It means their oil use number not every time they use oil.

It's funny I think my editor didn't understand "oil use" was a term in the game and edited that section thinking I made a typo and thus why you are confused.

Supply is only checked at the start of a turn.




Jim D Burns -> RE: Helpful chart (11/16/2019 4:29:47 PM)

quote:

ORIGINAL: Alvaro Sousa
It means their oil use number not every time they use oil.


Ok, I've revised the chart. Just to be sure I've got it right, here's how I tallied the numbers this time.

Unit strength + 20% additional cost per oil use number.

So a tank unit has an oil use number of 2, so base cost of 30 + an additional 40% = total cost of 42?

Sorry to everyone for the bad chart yesterday.

Jim




Toby42 -> RE: Helpful chart (11/16/2019 4:34:04 PM)

Does a unit use the same amount of supplies and oil sitting still versus moving/fighting?




Jim D Burns -> RE: Helpful chart (11/16/2019 4:40:28 PM)


quote:

ORIGINAL: Toby42

Does a unit use the same amount of supplies and oil sitting still versus moving/fighting?


Yeah, manual gave wrong impression.

Jim




Toby42 -> RE: Helpful chart (11/16/2019 7:12:23 PM)


quote:

ORIGINAL: Jim D Burns


quote:

ORIGINAL: Toby42

Does a unit use the same amount of supplies and oil sitting still versus moving/fighting?


Yeah, manual gave wrong impression.

Jim


so is there any benefit by resting a unit?




Jim D Burns -> RE: Helpful chart (11/17/2019 5:40:15 AM)

quote:

ORIGINAL: Toby42
so is there any benefit by resting a unit?


Not sure what you mean by this. If you mean setting planes to mission instead of support then yes. Auto missions flown in the enemies turn can eat up a units effectiveness. So if you are planning a land attack and want healthy ground attack planes to help out, set them to mission and they will only fly when you tell them to and won't burn up their effectiveness on naval interdiction or other auto missions during your opponents move.

If you meant something different, please clarify and I'll be glad to try and answer if I can.

Jim




Toby42 -> RE: Helpful chart (11/17/2019 3:08:15 PM)


quote:

ORIGINAL: Jim D Burns

quote:

ORIGINAL: Toby42
so is there any benefit by resting a unit?


Not sure what you mean by this. If you mean setting planes to mission instead of support then yes. Auto missions flown in the enemies turn can eat up a units effectiveness. So if you are planning a land attack and want healthy ground attack planes to help out, set them to mission and they will only fly when you tell them to and won't burn up their effectiveness on naval interdiction or other auto missions during your opponents move.

If you meant something different, please clarify and I'll be glad to try and answer if I can.

Jim


You have a unit that has taken losses. Will it recover faster by pulling it out of the line and to a rear area that is fully supplied?




AlvaroSousa -> RE: Helpful chart (11/17/2019 4:10:00 PM)

If you have units resting it means they aren't expending effectiveness. So this goes up.

So take for example your air sup unit has been intercepting Allied strat bombers for 6 turns. It's effectiveness is 50% and has been around there for 3 turns. You put it on mission mode for 3 turns... it is now at 100%.




Jim D Burns -> RE: Helpful chart (11/17/2019 4:12:26 PM)

quote:

ORIGINAL: Toby42
You have a unit that has taken losses. Will it recover faster by pulling it out of the line and to a rear area that is fully supplied?


As long as your units do not exceed stockpile levels, it won't make a difference. Units recover the same whether on the front line or in the rear. Though individual hex supply levels do make a significant difference if you are in a low supply hex currently, so do the math before deciding.

The only time units have major issues recovering is if they exceed stockpile abilities in their area. Then they only have basic supply and the most they can recover is 6% efficiency if you spend a truck on them.

The only time I take units out of the line is if they've suffered more than 40% efficiency loss or a very large strength loss. If your HQ is in range and you're sitting on a good supply hex, you can recover enough of that 40% in a single turn to make your unit combat worthy.

Strength is capped at a max recovery of 20% per turn (I think, not 100% sure). so if you've taken 50% strength loss then perhaps its worth giving up your trenches and pulling back. But it depends on the situation really. If for example the enemy also suffered very heavy strength loss in the fighting then keeping your trenches is probably the better option. If you have no trenches to worry about then sure swap out the unit for something stronger and let it recover in the rear.

Jim




Toby42 -> RE: Helpful chart (11/17/2019 4:46:54 PM)

Thanks for the insight.




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