Ghostware
Conscript
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Joined: Tue Jul 21, 2015 10:42 pm

Sick units that wont heal

Thu Aug 13, 2015 4:12 am

I have divions out west south of St Louis that are sick with their health low (half their icon is red when you look highlight the division and look at the popup in the lower right hand corner) and has been for several turns, they are divisons in the "Army of the west" main stack. what can I do to heal them? I was under the impression that you didn't need to place medic or HQ support groups (which im told also heal units) in the main army stack, but do I need to do that to heal them? Or is that for something else?

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DrPostman
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Thu Aug 13, 2015 4:37 am

Put them in passive mode and/or put them in a city or fort with a depot.
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Captain_Orso
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Thu Aug 13, 2015 11:37 am

Ghostware wrote:I have divions out west south of St Louis that are sick with their health low (half their icon is red when you look highlight the division and look at the popup in the lower right hand corner) and has been for several turns, they are divisons in the "Army of the west" main stack. what can I do to heal them? I was under the impression that you didn't need to place medic or HQ support groups (which im told also heal units) in the main army stack, but do I need to do that to heal them? Or is that for something else?


The elements of those divisions are missing hit-points. To increase the chance of the receiving replacement-points you must first have replacements of the proper type in the corresponding replacement pool <F2>.

Select a stack with such a division by clicking on it on the map, then click on the unit (a division is a special type of unit) in the Stack Panel at the bottom-middle of the map. This will open the Inspection Panel in the bottom-right of the map for that unit. If you hover your mouse-pointer over the NATO symbol of one of the elements (artillery battery, infantry regiment, cavalry regiment, etc.) the tool-tip will give you some detail information about that element. On the top line of that tool-tip is the [element-type], for example [Infantry], which is synonymous with Line Infantry.

Open the "War Production" (replacements) panel with <F2> and look for the same NATO symbol in the lower-right corner of the replacements panel (click on the icon with the iron plate half covering it for artillery replacements). There you will find 2 numbers in the format x(y), where x is the number of replacement 'chits' you have of that type and (y) is the number of replacement chits of that type which you have ordered to be purchased that turn.

A replacement chit can replace about as many hit-points as an element of that type has when it is full strength, IE a full strength Line Infantry element has 20 hits, so on the average a Line Infantry replacement chit will replace 20 hits on elements missing them, about 5-10% per element per turn, depending on circumstances. I say can because whether a chit is used up is per chance. For each hit replace there is a 1 in -how-ever-many-hits-a-full-strength-element-of-that-type-has- chance that that chit is expended.

There are sever factors which increase the chances of hits being replaced, the most important of which are:
  • the unit is not moving,
  • being in a region with a depot, fort, large city (I don't remember at the moment how large, but probably about level 5 or greater)
  • the unit is at or near full cohesion


If an entire element is missing, to have it replaced
  • it will always cost an entire chit,
  • the unit must be in a depot, fort region or large city region
  • the unit must be in PP (Passive Posture)



Only 1 element per unit (remember, a division is a special unit) can receive a replacement element per turn. So if you have a division with 2 or more constituent units missing 1 or more elements each, the best thing to do is temporarily remove all the units missing elements except for 1 from that division and putting each of these into their own stack in PP. That way each unit has a chance at receiving a replacement element, albeit only if you have enough replacement chits of the correct types.

Hope this helps ;)
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ArmChairGeneral
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Thu Aug 13, 2015 2:40 pm

Another important factor is that the CSA draws replacements at twice the base rate as the Union to reflect historical difference in recruitment/replacement strategies of the two sides.

If Historical Attrition is OFF, then you can replace complete elements outside of Depots. This is readily apparent for the CSA in WV: Floyds starting units will fill out on their own with Attrition OFF, but will need to fall back to a depot if it is ON.

Does anyone know if being supplied affects whether you can draw replacements in the field? If you are besieged and cut off from supply (meaning the harbor is blockaded as well) you cannot replace elements, and I think you can't replace hits either (not 100% sure on the second part).

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Gray Fox
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Thu Aug 13, 2015 3:38 pm

http://www.ageod.net/agewiki/Replacements

"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 start the turn with an already plotted move order, regardless of the terrain they occupy,
units that are besieged (unless located with an un-blockaded harbor)"

No mention of a supply requirement.
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ArmChairGeneral
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Thu Aug 13, 2015 7:04 pm

Thanks Fox!

units that start the turn with an already plotted move order, regardless of the terrain they occupy,


That's a good bit to know!

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