thebull0425
Corporal
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Union Replacements/Other Items

Wed Sep 09, 2015 1:27 am

Every turn my replacement numbers get higher and it doesn't seem as though they get replaced. I'm talking about the F2 menu. How do I get them to replenish my units to bring them back to full strength. It just seems to get worse and worse.

For blockading. Do I just place my blockade units in the different spots. And if so, they lose cohesion. What do I do to prevent that, or do I rotate them out?

Amphibious attacks, always seem to fail regardless. What do I need to do to ensure they don't. Can I have my naval units transport them, distant unload, and also bombard?


Any help here would be appreciated.

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DrPostman
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Wed Sep 09, 2015 3:09 am

The best way to get replacements is having a unit in passive mode inside a structure
with a depot. Moving them constantly will lead to depletion. They have to stop
and rest for a turn or two.

You can rotate ships through the blockade box but there are various settings
to automate this. Experiment with those via the options menu. When you are
directly blockading a port make sure you hover over the anchor to see all the
exit points that must be covered and yes, you can't just keep the same ship on
station all the time.

If you are taking a fort I never do with less than a beefed up division composed
of at least one special infantry unit with extra cohesion feature, a sailor unit,
a sharpshooter, cavalry, and 5 artillery along with the rest of the infantry, as much
as you can stuff into the limit. Make sure you take along a supply unit as well.

Just my suggestions.
"Ludus non nisi sanguineus"

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ArmChairGeneral
AGEod Grognard
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Wed Sep 09, 2015 4:44 am

You are purchasing replacements, and they are not going to your men? To confirm, the number above the NATO symbol is getting bigger and bigger, but you have replacement chits available (the number below the NATO icon outside the parentheses) that are not getting through. If you keep buying them and none are being distributed at all, then something is wrong, at least some of them should be used somewhere, so the problem needs to be addressed in the tech forum. Though this is certainly a possibility, if we assume the game is working correctly, there are a couple of things that might explain what you are seeing.

Are some replacement chits getting used, but it is just really slow, or is there no drop in replacement chits at all? The Union draws replacements slowly compared to the CSA, this could be part of the issue if a few do get used each turn.

What is your auto-replace setting? Is it set too low to keep up with the level of casualties you have been taking, so you need to purchase more manually but haven't realized you can do so? (That's what happened to me.)

Another possible scenario: You have been taking a lot of casualties and buying replacements each turn, but they don't show up on the next turn because the F2 screen still shows +0 (+0), then the explanation is that all the replacements you bought went directly into the field (replacement chits you buy are available to be used as soon as you hit the turn button) but you took more casualties overall (the F2 screen shows the global number) than those chits replaced. You show +0 (+0) because all the ones you bought were used, but the top number still gets bigger because now you need to buy even more replacements.

It is common to have turns (especially as the CSA) where all you purchase are replacements and you still can't keep up.

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ArmChairGeneral
AGEod Grognard
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Location: Austin, TX, USA

Wed Sep 09, 2015 5:28 am

To expand on and provide some background to DrPostman's excellent post:

Posture and structures affect how many hits an element can receive in replacements each turn. Postman's recommended configuration (depot, passive, etc.) guarantees the highest replacement rate available. That setup also prioritizes those elements to have their hits replaced, so is also the one to use when you want a particular stack to recover hits but don't have enough replacements to go around. (You do not have direct control over who gets replacements, but this setup maximizes their chances of being selected).

There are two types of blockade, the Ocean boxes (Blue Blocking) and directly blockading a harbor's exit points with a fleet (Brown Blocking, as in Brown Water Navy). You must Brown Block harbors if you want to prevent supplies from moving through them when besieging, and as the good doctor says, there is no free lunch when Brown Blocking. The fleet can be in Defensive posture and still Brown Block, though. You lose cohesion more slowly in Defensive posture, so can keep station a little longer.

Amphibious operations are sub optimal in almost every case (by design). It is almost always better to land troops in an adjacent land region and march into battle next turn than attack directly from a ship. Attacking while using river movement orders is equally bad. You can mitigate this with Marines and sailors, and Pontoons help indirectly, but still, amphibious is sub optimal at best and disastrously ineffective at worst. The times you just have to do it anyway typically involve attacking coastal forts that are not accessible by land. Hence Postman's optimized Fort busting division in his comments on amphibious operations.

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Gray Fox
AGEod Guard of Honor
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Wed Sep 09, 2015 12:19 pm

It doesn't sound like you are buying replacements. Put the cursor on the number below the NATO icon and click it to increase the number of available chits.

This is the way I run the two blockade boxes. Put the blockade squadrons (4 or 5) in one stack in each of the two boxes. Set them to Green/Green and leave them that way. I've had them maintain this for more than a year and the percentage blockade number never changed. If they get low on ammo, you can rotate them to port one squadron at a time.

If you have a mortar boat in the stack of ships that transported the unit and it stays next to the assault force, then you get a bonus. Also, a Division Commander alone in a stack only has 2 Command Points, but needs 4 to command his assault Division. So if you stack a second, senior General with him, you'll get 10% more power and a few more percentage points from the second "stack commander". Good luck!
I'm the 51st shade of gray. Eat, pray, Charge!

thebull0425
Corporal
Posts: 56
Joined: Sat Nov 27, 2010 9:55 pm

Thu Sep 10, 2015 12:19 am

I know you can purchase replacements. But I thought if it showed in the red, and there isn't a number in black, then you don't have replacements to purchase. I just assumed the game auto replenished units, but it seems the Union does so more slowly. I will have to keep this in mind.

As for the blockading and amphibious, thanks for the info. My frustration is assigning a leader and then he can't act, causing me cohesion.

On a side note, can a fleet that is transporting and distant unloading a unit also bombard?

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DrPostman
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Thu Sep 10, 2015 4:57 am

Sure, as long as they aren't just transports in the fleet.
"Ludus non nisi sanguineus"

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Captain_Orso
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Thu Sep 10, 2015 8:55 pm

*eeek* Before you try to do shore bombardment, what are you trying to bombard? I will flat out say, do NOT try to bombard a fort, your fleet will get mauled if you do.

If you are trying to bombard a stack of land units not in a region with a fort, you might try that, but it will only work if the stack is itself set to bombard, which means they are situated near the shore and are thus also vulnerable to bombardment. Otherwise setting your fleet to bombard will have no affect. PS don't forget to turn bombardment off afterwards, otherwise you might inadvertently try to bombard something while passing through some regions, which can be a nasty surprise.
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