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Question about refit/replacement log

 
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Question about refit/replacement log - 1/31/2018 9:32:19 PM   
jediael

 

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Joined: 3/28/2016
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I have a question about the logistics phase refit/replacement log. The table there uses the following terms:

Pool
Ready
Damaged
Wanted
Built
Conv
Added
Back
Lost

What exactly do these mean? My take (please tell me where I am wrong)


Pool = In reserve, so not inside of units
Ready = Number inside of units and not damaged
Damaged = Number inside of units that is damaged
Wanted = Number requested by units during last term (hence, the number that was taken from the pool last term assuming that the pool was large enough? Otherwise, how could wanted by > 0 if the pool is full?)
Built = Number produced by your factories
Conv = Number converted from other units
Added = Number gotten otherwise (from another front, etc)
Back = Number removed otherwise, sent to another front, etc
Lost = Destroyed in combat last turn? Or lost to attrition???
Post #: 1
RE: Question about refit/replacement log - 1/31/2018 10:06:48 PM   
Denniss

 

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From: Germany, Hannover (region)
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Pool = in active (not transfer) pool at start of this replacement segment
Requested = demand by units in this segment
Built = on-demand producton in this segment
Converted = Upgraded/converted from old ground element (like yearly rifle squad upgrade/conversion)
Added - added to units in this segment
Back - sent back from units to pool in this segment
Lost = Lost during this segment, usually from damaged elements failing a check so becomes destroyed

(in reply to jediael)
Post #: 2
RE: Question about refit/replacement log - 2/2/2018 9:42:56 AM   
jediael

 

Posts: 21
Joined: 3/28/2016
Status: offline
Thanks for the clarification.

If you don't mind I have a few follow up questions:

1. What exactly is the meaning of "pool"? These are units that are ready to be used but not yet part of any unit?

2. And "ready" would then be units ready for combat, but already inside of units?

3. If the pool is large enough, I'd assume that wanted = added as the system could theoretically fulfill each units "wants"? That usually is not the case - is that due to logistics? Would it be the case if all units were based in their homeland?

4. Built units and sent back units are added to the pool?


(in reply to Denniss)
Post #: 3
RE: Question about refit/replacement log - 2/2/2018 10:25:15 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
Do not mix elements with units. Elements make up units (for example an infantry division unit will have several hundred rifle squad elements, dozens of gun elements etc).

1. Yes, pool are elements stored in home area, ready to be dispatched to units (that requires pairing them with enough men from manpower pool).
2. Yes, elements that are ready (not damaged) in units.
3. Usually you lack enough manpower to send all elements to units (remember, pairing), so that is the most limiting factor. Of course bad supply situation affects replacements too, but not as much as lack of manpower. Some items may be present in pool because no units want them (or not yet). Remember unit has only 32 slots in which it can place 32 different elements. There is no option to have, for example, multiple variants of Panzer IV (old, new, newest) in a single Panzer IV slot, so the replacement code is made in such a way to work around this problem. If a slot is critically low on elements it will consider swapping or upgrading to different element. It cannot just add a few of the new to all the older elements, they have to be sent back first.
4. BUILT elements are immediately added to units (these are usually auto-produced items like squads and guns), only elements built in factories (AFV) are added to pool, because they are built before replacement phase (and there will be 0 BUILT of those elements during replacement phase itself). Sent back elements are added to pool. That's why you'll see some of the auto-produced elements in the pool as well.

(in reply to jediael)
Post #: 4
RE: Question about refit/replacement log - 2/2/2018 12:30:21 PM   
jediael

 

Posts: 21
Joined: 3/28/2016
Status: offline

quote:

ORIGINAL: morvael

Do not mix elements with units. Elements make up units (for example an infantry division unit will have several hundred rifle squad elements, dozens of gun elements etc).

1. Yes, pool are elements stored in home area, ready to be dispatched to units (that requires pairing them with enough men from manpower pool).
2. Yes, elements that are ready (not damaged) in units.
3. Usually you lack enough manpower to send all elements to units (remember, pairing), so that is the most limiting factor. Of course bad supply situation affects replacements too, but not as much as lack of manpower. Some items may be present in pool because no units want them (or not yet). Remember unit has only 32 slots in which it can place 32 different elements. There is no option to have, for example, multiple variants of Panzer IV (old, new, newest) in a single Panzer IV slot, so the replacement code is made in such a way to work around this problem. If a slot is critically low on elements it will consider swapping or upgrading to different element. It cannot just add a few of the new to all the older elements, they have to be sent back first.
4. BUILT elements are immediately added to units (these are usually auto-produced items like squads and guns), only elements built in factories (AFV) are added to pool, because they are built before replacement phase (and there will be 0 BUILT of those elements during replacement phase itself). Sent back elements are added to pool. That's why you'll see some of the auto-produced elements in the pool as well.


Awesome, thanks!

Short follow-up: Could a unit slotted with 32 elements still have "want" for a different element that is not currently occupying any of its slots?

(in reply to morvael)
Post #: 5
RE: Question about refit/replacement log - 2/3/2018 6:03:14 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
No, it must first send back elements from one slot.

(in reply to jediael)
Post #: 6
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