Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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Here is section 3.4.9 which I assembled from pieces culled from the other sections. === 3.4.9 Reorganization This section brings together many comments from other sections of 3.4 Important Decisions. That commentary is gathered here as a central reference. Reorganization is what enables units to “act” multiple times in a game turn. This is a very powerful ability. You should always try to have as many reorganization points in hand as possible, because they allow you to use your best units several times in a game turn. Sadly, there are always too few reorganization points available. At various points during an impulse, your units may become disorganized. The reorganization capacity of 3 special types of units, (HQ, ATR, & TRS) can let disorganized units move and fight again. However, if you use any of these special units for reorganization, the special unit itself becomes disorganized. Reorganization points during a game turn come from 3 sources : • HQs, that have from 1 to 5 reorganization points. • Air transport units (ATRs), that have 1 or 2 reorganization points (usually they have 1 point). • TRS/AMPH and a special kind of SUB (Supply SUB), that have 1 reorganization point. Action choice Your action choice has an important effect on reorganization. In particular, reorganization is cheaper for units that match the action type. For instance, it costs the normal amount of reorganization points to reorganize air units if you chose an air action, otherwise it is twice the normal cost. Maybe more importantly, expending an offensive chit during a land/naval/air action allows for cheaper (halved) reorganization costs for units reorganized by the HQ designated to receive the offensive chit’s benefits. Offensive chits You cannot reorganize an HQ itself during the turn unless you expend an offensive chit (only possible during the Action Choice phase and when you are on the phasing side). But by expending an offensive chit, you can perform a massive reorganization of your forces by: (1) using all your HQs to reorganize other units, and then (2) reorganizing all your HQs on your next impulse with the use of an offensive chit. This is a fearsome capability and allows a dozen or more of your best land, air, or naval units to move and fight a second time in a turn while simultaneously keeping your HQs organized for future employment in the turn. Reorganizing units may provide little benefit in poor weather or late in a turn. Weather is unpredictable, but the weather report can give you an idea of probability of poor weather. Poor weather usually shortens the turn while simultaneously reducing the ability of units to move and attack. If the turn is about to end, the reorganization will have been wasted and it might cost you oil to reorganize the HQ, ATR, or TRS. Tips for each branch of service • Land Most often, you reorganize land units after a failed land attack, so that your offensive can continue. You can also reorganize key reinforcements that have arrived by rail or units that have been disorganized by enemy action. • Air You usually only reorganize air units after a series of ground strikes or strategic air raids, in order to be able to continue to launch those sorts of air missions later in the turn. You might need to reorganize fighters to maintain or contest control of the skies. Seriously consider reorganizing your best fighters, because fighters are cheaper to reorganize that other air units (you reorganize 2 fighters for the same reorganization cost as 1 multi-engined bomber). • Naval Naval units are reorganized much less often due to the mechanics by which naval units operate at sea. However, if you have spare reorganization capacity, you can reorganize: (1) combat ships, submarines, and carriers that have been aborted from sea, so they can return to the fight, (2) sea-lift units after they have unloaded cargo in a port, so they can be used to carry units again (including to invade with), or (3) convoys, when you have just suffered a major blow to your convoy lines or are undertaking a massive re-adjustment. Having reorganization power near the port to which you return aborted ships can help reinforce sea areas weakened by enemy attacks. If your goal is to conduct a major naval action, then there is no point in reorganizing only 1 or 2 ships. What is greatly beneficial is to reorganize whole fleets or to reorganize ships while they are at sea, but those actions are only possible with the old version of the Naval Offensive Chit (an optional rule in MWIF).
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Steve Perfection is an elusive goal.
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