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Replacements - 1/16/2014 12:25:10 AM   
Dora09

 

Posts: 217
Joined: 1/11/2008
Status: offline
Hello everyone.
I am a new player. I have spent years playing War in the Pacific which is a great game but wanted to try my hand at the Civil War.
So far enjoying it but a little overwhelmed.

I chose to use the option where the AI buys replacements for you (I thought this may make it a little easier on me on my first run through) but I am not certain they are actually making replacements.
It is June 62 and I had some large battles around Manassas. I won the battles but some units pretty beat up (are red when displayed). I sent the most beat up units back to the rear to rest up but it does not seem like they are taking replacements. How do observe replacements? Should I have just chose the manual option? Or am I expecting this to happen too quickly?
Thank you guys.

The manual is good but I feel that there is a lot that is left unexplained. For example, what do the numbers correspond to with leaders (ex. 3-1-1)?
Post #: 1
RE: Replacements - 1/16/2014 6:51:43 AM   
Ol Choctaw

 

Posts: 75
Joined: 9/12/2011
Status: offline
What ever options you use for replacements, after big battles, or just generally, you should check the F-2 screen to make sure you have them.

Select the F-2 key and look in the lower left side. Check to see if all the unit types have some replacements available. How many you need is shown above the symbols and how many you have is shown below. The ones you buy show up in the brackets ( ). Check out the game manual on pages 69 & 70. Use both filters, Regular troops and artillery.

Depending on your game setting some units may only be replaced if you are sitting on a depot. Replacements come quicker when you are inside and in passive mode. A medical unit or HQ unit will also speed this up.


Leader Ratings
: your example 3 is strategic rating ( also the number rolled against (1 to 6) to be active during the turn, but rarely even 6s will be inactive.) The second number is the leaders Attack value. The last number is the Defense value. These they add to their troops in battle depending on the situation.

3-1-1 is your average Joe. Nothing special unless he has some good traits. The higher the numbers the better. Army or Corps commanders may give them a boost or a penalty and sometimes they improve with experience.

Hope that helps!

(in reply to Dora09)
Post #: 2
RE: Replacements - 1/16/2014 1:11:51 PM   
Dora09

 

Posts: 217
Joined: 1/11/2008
Status: offline
Thank you so much Choctaw, this helps a lot.

One more question: In the main screen when it shows for example, money then recruits (or manpower the number that gets eaten up along with money when you build a unit), is that number used for the replacements (remember I have it on auto-replacements)?
In the beginning I was buying lots of units and draining that pool down each turn. Was that negatively affecting replacements? Seems like it would. I have subsequently stopped building units for several turns but not sure there has been any difference.

(in reply to Ol Choctaw)
Post #: 3
RE: Replacements - 1/16/2014 2:26:48 PM   
Ol Choctaw

 

Posts: 75
Joined: 9/12/2011
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I have made little use of the auto replacements. But yes. The number of recruits is also used for replacements. If there are none in the pool they won’t get built.

I just usually find it better for myself to check the screen and build them myself so that I know I have them and then decide what other troops I must have.

A little over 10% is about the maximum you should need for the casualties you have. If you build 10% of your total force you will likely not be able to build much else. Having some on hand is also important. If you have whole regiments that were destroyed they will use a full replacement unit. Partial losses usually average about one replacement for every 10 units needing them.

(in reply to Dora09)
Post #: 4
RE: Replacements - 1/16/2014 4:07:52 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
I try to keep the line units and calvary at @ 10, sub units at 3-4, naval units at 2 each, and 1 in the rest. Auto works fine per turn, and you just click to add as needed to keep those levels.

(in reply to Ol Choctaw)
Post #: 5
RE: Replacements - 1/17/2014 1:01:55 AM   
Dora09

 

Posts: 217
Joined: 1/11/2008
Status: offline
Thank you both for the comments.
Very helpful! My armies are taking replacements and things are looking better (for the time being anyway, I am sure I will have more questions as the war goes on).

(in reply to Lecivius)
Post #: 6
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