W.Barksdale wrote:20lbers require heavy artillery replacements.
Cardinal Ape wrote:About chit replacements, there definitely is a random factor in whether or not they get consumed. Every time the chit would be consumed it makes a percentage roll to see if it is actually consumed (when replacing hits, not for replacing full elements.) As far as I remember it is only a 10% chance that the chit will be consumed. If it was a finite number with no randomness then the Union would have to purchase over 50 infantry replacements to bring the starting army in Alexandria up to full strength.
Cardinal Ape wrote:When building artillery both factions use CMN models, the USA uses the one with 'exp', the CSA uses the ones without.
Cardinal Ape wrote:When building artillery both factions use CMN models, the USA uses the one with 'exp', the CSA uses the ones without.
Rafiki wrote:Let's see if we can do a step by step on how reinforcements and replacements work
1. You receive conscript companies either from your regions or from events. These are stored in a national pool, which you can see at the top of the screen, and you can also see projected totals in various places (e.g. the replacements screen as you say).
2 You use conscript companies in two ways:
2A: Buy reinforcements (new units). This is pretty straight-forward; the units spend a variable amount of time on the map, building strength, and become available after a shorter or longer while.
2B: Buy replacement chits. These are bought and collected in separate pools for each type of element (e.g. "line infantry" or "cavalry"). By themselves, replacement chits don't do anything, nor can you use them directly, but they are needed for repairing and replacing elements.
3 Your replacement chits can be used in two ways:
3A Repairing damaged elements. Damaged elements will recover some of their strength each turn; the rate will vary based on type of element, where it is located and whether it's a Union or CSA element. There is a chance that each element replacing losses like this will spend a replacement chit, but it's not certain it will. Note that even if an element wouldn't have spent a chit while repairing itself, it still requires that there is at least one chit in the appropriate pool for any repairs to occur.
3B Replacing eliminated elements. Units that are missing elements compared to their original TO&E can recover one of them each turn. This will spend a replacement chit of the corresponding type
For some details concerning this, check out http://www.ageod.net/aacwwiki/Manual:Losses_and_replacements![]()
Gray Fox wrote:Gentlemen, are we going to answer forum questions with myth or with fact? What do we know and why do we know it? Are the Wikis worthless?
Gray Fox wrote:I'm not reading that an X% chance exists for a chit to be used up every time a hit is removed.
Rafiki wrote:That is what several of us have been trying to tell you, that replacing losses in a given element won't necessarily spend a replacement chit; there's a given probability for it happening (the exact calculation of which I don't remember)![]()
Pocus wrote:(-- snip --)
A hit is not equals to a conscript company. Because an element with 20 hits generally costs less than that, often 10.
When an element is fully lost in a unit and must be replaced, it will cost exactly 1 chit, with a 100% probability. When you have lost hits, then each chit generally restore twice as much hits as an element requires.
(-- snip --)
Gray_Lensman wrote:because... If you don't replace the damaged hit points and end up LOSING the entire HQ unit in lieu of fixing up the damaged hit points it'll cost you the full reinforcement cost IF there are even any available in the reinforcement screen.
As in all replacements, HQ elements included, a replacement chit can theoretically restore 2 completely damaged elements. (90% is the effective max damage however since 100% means the element is totally destroyed necessitating a new reinforcement to be bought for single element units. Sometimes, an element will be totally destroyed WITHIN a multi-element brigade and eventually that destroyed element will be rebuilt at the cost a whole replacement chit instead of the theoretical 50%.
How it works: Say you have an element damaged at 60%. Providing you have a replacement chit for that element, a die is rolled at 30% odds (1/2 of 60%). If the 30% is rolled, the chit is used up, otherwise it remains unused. 90% damage would result in a 45% chance of a replacement chit being used up, etc. As above, totally destroyed elements within a multi-element brigade will always use up a replacement chit similar to the player/gamer having to pay the cost to build a new reinforcement unit. One last note, the cost of replacement chits is dynamic based on the average of the cost of the elements in play in the game.
Of course, if you want to ALWAYs guarantee paying full cost for elements... Don't buy ANY replacement chits and when the elements are totally destroyed. Voila, you guarantee paying full cost. I bet they'll be plenty of PBEMers waiting to play you, especially if you choose to play the CSA.
Gray Fox wrote:Why do chits have an ability to replace more hits than they would have? This would be like buying a unit and maybe not have any of the cost subracted from your resources. Why would this exist in any game simulation?
Cardinal Ape wrote:I personally don't mind a bit of randomness here. I think it is better than knowing exactly how many replacements chits I need to buy each turn. The end result makes it really difficult to keep your entire army's health at its peak without massively overbuying replacements.
Gray Fox wrote:As you have already posted, the chits in AACW had twice the hits of an actual unit.
Pocus wrote:Your various Majesties,
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When an element is fully lost in a unit and must be replaced, it will cost exactly 1 chit, with a 100% probability. When you have lost hits, then each chit generally restore twice as much hits as an element requires.
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