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ltr213
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Replacements Explained

Fri Jan 11, 2008 6:55 pm

Each game-turn, specific regions on the map generate ‘conscript companies’ and money. By holding the mouse over regions on the map, the tool-tip feature indicates how many ‘conscript companies’ and/or how much money is produced in the region. Note that not every region produces conscript companies and/or money.

Players only receive conscripts and money for regions they control. In addition, certain military options may be selected that allow players to supplement their production of conscripts. These options come with a price that is indicated on the Military Options screen (F3 key).

[CENTER][ATTACH]1631[/ATTACH][/CENTER]

When enough conscript companies have been accumulated to equal an average battalion-sized element (according to the player’s nationality), a replacement chit is created and added to the Replacement Pool. The exact type of replacement chit that is created is left up to the game engine. Players do not have the ability to decide what type of replacement chit is created. The nationality of replacement chits is determined according to the nationality of the conscript companies produced and available.

Replacement chits are used in two (2) ways:

* absorbed into elements that have lost one or more strength points,

* used to create entire battalion-sized elements that can be merged into Brigade units that have lost an entire element.

[CENTER][ATTACH]1632[/ATTACH][/CENTER]
Replacement chits that are used to replace lost strength points are removed from the Replacement Pool when the last of their strength points is consumed. Players do not have a means of knowing how many strength points are remaining in individual replacement chits. This is handled internally by the game engine. Replacement chits used to provide entire battalion-sized elements are removed from the Replacement Pool immediately.

In order for a unit that has suffered strength point losses to be eligible to receive replacements, it must remain stationary for the complete game turn. The number of replacement strength points a unit may absorb (as a percentage of its full strength) is a function of the type of terrain it occupies as follows:

* 10%: unit in a region with an unbesieged town,
* 20%: unit in a region with an unbesieged city (level 4 or greater),
* 30%: unit in a region with an unbesieged Depot
* 5% per level: unit is a naval vessel in harbor (represents repair to damaged ships)

Note: These percentages are non-cumulative. A unit with a maximum strength of 27 strength points is allowed to replace nine (9) strength points per turn if it remains stationary in a region with a depot (30% of 27 = 9).

The following units may not receive replacements:

* units that are currently at full strength,
* units of a type different from the available replacement chits,
* units of a different nationality from the available replacement chits,
* units that have moved regardless of the terrain they occupy,
* units that are besieged (unless located within an un-blockaded harbor),

Note: In order to receive an entire element as a replacement for an element that has been lost, the receiving unit may not be a component of a Division. It must be located on the map as a Force independent of any Division or Corps.
Attachments
Reppts.jpg
conscriptt.jpg

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heckler_rider
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Fri Jan 11, 2008 7:12 pm

A question (sort of):

As units move they lose troops due to attrition (i.e stagglers, desertion, sickness, ect..) and combat losses are not all deaths and POW's (MIA, troops seprated from units, wounded units routing).

If you dont have a particular troop replacment you can never recover any of these losses.

Would it not be reasonable to think that some of the stargglers, deserters, wounded troops would be recovered (especially in units with higher elan; ie guard and elite units).

That said even if you do not have a replacement your units should be able to regain losses (not to 100%) but some level of recouping these losses should occur.

We'll match them with our lancers!

:dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada:
:dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada:
:dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada: :dada:
Rider....watch out for that droppppppp

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ltr213
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Fri Jan 11, 2008 7:27 pm

At the moment, the game system does not keep track of attrition losses as being separate from combat. A loss is a loss.

I understand your point completely and I will raise the issue when it comes time to start work on NCP2.

I will say that Guards and other elite/experienced troops suffer less from attrition than do other units when the time comes to proportion attrition losses.

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Nial
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Fri Jan 11, 2008 7:34 pm

heckler_rider wrote:A question (sort of):

Would it not be reasonable to think that some of the stargglers, deserters, wounded troops would be recovered (especially in units with higher elan; ie guard and elite units).

That said even if you do not have a replacement your units should be able to regain losses (not to 100%) but some level of recouping these losses should occur.



In general principle I would agree. But in at least 2 of the campaigns. 1808 Spanish, and 1812, Russian. Stragglers and deserters would have a much less chance of rejoining due to the presence of so many irregulars and partisans that were actively hunting/ laying ambushes for small groups of french soldiers. So in these instances at least; the return of troops that dropped out on the march would be very small. In both campaigns there was a tangible "Take no prisoners" type attitude on both sides. JMHO

Nial
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heckler_rider
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Fri Jan 11, 2008 8:18 pm

thanks......

ltr213 wrote:At the moment, the game system does not keep track of attrition losses as being separate from combat. A loss is a loss.

I understand your point completely and I will raise the issue when it comes time to start work on NCP2.

I will say that Guards and other elite/experienced troops suffer less from attrition than do other units when the time comes to proportion attrition losses.



I uderstand about tracking losses seperately...that said, could every scenario have at least one replacement type for all troops invovled...this would simulate this recovery...once they are gone then they are gone (in loger scenarios may get more after a set amount of time to represent troops recovering at depots, retrunign wounded etc...

Nial wrote:In general principle I would agree. But in at least 2 of the campaigns. 1808 Spanish, and 1812, Russian. Stragglers and deserters would have a much less chance of rejoining due to the presence of so many irregulars and partisans that were actively hunting/ laying ambushes for small groups of french soldiers. So in these instances at least; the return of troops that dropped out on the march would be very small. In both campaigns there was a tangible "Take no prisoners" type attitude on both sides. JMHO

Nial


great point taken also...this could be reflected by varaible rates of "automatic" recovery of losses set in the scenario and also in different terrain/weather zones
Rider....watch out for that droppppppp

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Adlertag
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Fri Jan 11, 2008 8:53 pm

Nial wrote:In general principle I would agree. But in at least 2 of the campaigns. 1808 Spanish, and 1812, Russian. Stragglers and deserters would have a much less chance of rejoining due to the presence of so many irregulars and partisans that were actively hunting/ laying ambushes for small groups of french soldiers. So in these instances at least; the return of troops that dropped out on the march would be very small. In both campaigns there was a tangible "Take no prisoners" type attitude on both sides. JMHO

Nial


Desertion was as high as 10% per day (late period of the empire) but paradoxally, it is not in Russia (at least) this rate was so high because of the fear of Cossacks and the meteo. And sometimes stragglers and deserters were able to join the rear guard of the army, in a desperate move like the one in the last day of La Berezina, although it was too late for many of them (women included).
La mort est un mur, mourir est une brèche.

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Pocus
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Fri Jan 11, 2008 8:54 pm

A point to consider though is the trickle factor. When you buy replacements with the options, you need conscripts. And conscripts are either the ones produced by the cities, or the one you get back from combat losses or stragglers.

1/3 of the value of the conscript points lost in battle returns to the conscript pool.
2/3 of the value of the conscript points lost by marching or weather returns to the conscript pool.

As you guess, the conscript pool being generic, you have an approximation, as you can lose bavarian conscripts, which are then put into the generic pool, and can theorically be used to raise French replacements...
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Nial
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Fri Jan 11, 2008 10:34 pm

Pocus said

As you guess, the conscript pool being generic, you have an approximation, as you can lose bavarian conscripts, which are then put into the generic pool, and can theorically be used to raise French replacements...[/QUOTE]


Thats very interesting. :sourcil:

Nial
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Bruit Bleu
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Sat Jan 12, 2008 12:30 am

Itr213, all your informations are very intersting and useful, thanks ! :)

You should make a stickied summary of these helpful contributions so we can find them anytime, and, why not, translate them in French... :niark: :rolleyes:

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ltr213
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Sat Jan 12, 2008 11:10 am

The information I'm presenting in the Forum is taken directly out of the English-language manual. At the moment, a French version of the manual is in the works and should be available shortly.

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Bruit Bleu
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Sat Jan 12, 2008 11:24 am

Good news ! :)

By the way, when I spoke about a stikied 'summary' of your works, I wanted to say an 'index' of links pointing to the related topics.
If you understand what I mean in my franglish... :tournepas

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