Neilster
Posts: 2890
Joined: 10/27/2003 From: Hobart, Tasmania, Australia Status: offline
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quote:
ORIGINAL: Easo79 quote:
ORIGINAL: Orm Next nation to set up its forces is Italy. And as with all nation the set up begins with scrapping old units if that option is in play. I think I my scrapping policy with Italy is fairly common. I suspect that some do not scrap those two transporters. But I prefer to to make sure that I have the four movement point TRS on the map from the beginning. As I envision them, units in the pool are empty ghosts that need to be invigorated by the industrial power of a nation to become real fighting units. Therefore, the rationale for scrapping some units is: to do that when you know you don’t have the economic ability to resuscitate o create every unit in the pool, and therefore is advisable to delete the worst units in it, improving accordingly the average quality of your “ghosts”. (Please correct me if I am completely mistaken) I suppose than when playing the game several times, and when talking with experienced players, one develops a feeling about how much each country’s industry can achieve. But I also suppose that there is some maths behind that decision (or shared wisdom). I have seen here at the forum some charts including building costs for several units: but what I do not know is the other part of the problem, the industrial income of each country. Has anyone posted somewhere the BPs each country can expect in a year-by-year basis…(or, from that matter, for the whole Grand-Campaign). Orm, if you are planning to make some comments later about production matters, please do not interrupt now the flow of your narrative. I can wait until that part of the turn arrives. I can give a few general ideas. There will be lots of production posts later to thrash it all out. The Force Pools represent industrial and manpower potential. For example, China just doesn't have the industrial muscle to produce much in the way of motorised or mechanised units but they have a vast pool of manpower. So you are restricted in what you can build by the realities of the period. Basically you scrap poor quality units and these tend to be old (from 1937 or before in 1939). It prevents them turning up as reinforcements. Getting Heinkel 51s for the Battle of Britain isn't fun. Each power has inherent strengths and it is usually best to produce units of that type. Italy's army is quite poor but has good Naval Air and navy units. As a result it is best to leave the production of armoured units to Germany and concentrate on those. Production uses Build Points. When a resource reaches a factory it generates a Production Point. Production Points are multiplied by something called the Production Multiple to make Build Points. The Production Multiple is a measure of readiness and efficiency and is different for each power. They start low and increase with time and with events such as major powers entering the war. Thus, at the production phase each power will have a certain number of Build Points to "spend" on building units that arrive at some point later on, depending on how many turns they take to construct. The Force Pool limits what can be constructed but there is another factor called Gearing Limits. You can't suddenly produce lots of a certain unit type. This reflects real-world "gearing up" of production. The Allies especially have to think ahead with production. All those lovely Essex class aircraft carrier units take two years to build, so unless you lay them down early enough they won't arrive in time for the drive across the Central Pacific. Cheers, Neilster
< Message edited by Neilster -- 9/18/2013 4:02:54 PM >
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