JacquesDeLalaing -> RE: Replacements (1/27/2022 12:27:56 PM)
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This is how replacements work afaik: All starting units have a paper strength (TOE). With the latest patch, you can access the TOE if you hover your mouse over the integrity stat of a unit (yellow OOB symbol). For non-HQ units, the bars on the unit counters indicate how many elements a unit is missing from its TOE. If units are missing elements from their TOE, they request these elements at the start of each turn. See the unit tab/replacement stats/ missing and requested. Note that there is a cap on how many elements of each type a unit may request. So if a unit is missing many elements, they cannot all be replaced in a single turn. At the start of each turn, HQ units forward elements in excess of their own TOE to subordinate combat units according to their requests and priority settings. I suppose that you can also fine-tune replacement priority by setting priorities for your sub-HQs, but I'm not 100% sure. To check where the replacements went, take a look at stats/regime statistics/replacements received. When you play a replacement card, the replacement elements go to the highest level HQ unit on the map. You can immediately see the elements in the HQ unit. If there are two HQ units of the same hierarchy level, the replacement elements go to the HQ that is closest to a pre-set map-entry point. As usual, the HQ unit will then forward the replacements at the start of the next turn (if the elements are in excess of the HQ's TOE; see paragraph above). IMPORTANT: Units that you create customly during the game have no TOE and thus will never request replacement elements. Only starting units have a TOE. If you want to "reinforce" your custom units, you need to do it via the micro/merge feature.
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