Page 1 of 1
Replacements pool question
Posted: Wed Sep 25, 2013 1:41 am
by melvi
Hello,
I was wondering what the "United States of America ( CMN)" replacements pool mean. Specifically the "(CMN)" part of it. I see in the "United States of America ( USA)" replacement pool the infantry and naval replacements, and in the "United States of America (CMN)" replacement pool the artillery ones. I cant find the reason. I first thought it was the (CMN) ones were the ones that needed more war supplies, but naval replacements need a lot too. Dunno if it is something related to those new buildings ( armory, iron works and such as) needed to make the (CMN) replacements or what.
I have tried to surf the net for the meaning of CMN but i cant find anything suitable. I think game manual hasnt any reference to it neither.... , not sure though. So.. Has anybody a clue what that "CMN" mean please?

Posted: Wed Sep 25, 2013 2:01 am
by Aurelin
Artillery and Supply.
Posted: Wed Sep 25, 2013 2:10 am
by Jim-NC
This was to make the artillery interchangeable (between USA and CSA). Thus it is common to both sides. This allows for the use/replacement of captured equipment.
Posted: Wed Sep 25, 2013 2:19 am
by melvi
Ok , thanks men.
I did find out that whatever means CMN ( that was the question) involved the artillery and supply replacements ( i only mentioned the artillery but i saw the supplies too :neener

. The reason of those CMN replacemnts was perfectly explained by JIM-NC, thanks man, it really has sense.
But the question is still there: what does CMN mean? . Aurelin says "artillery and Supply" , but then it would be something like A&S?, I was asking for the meaning of the acronym, since i havent been able to figure out what the heck could that means.
Posted: Wed Sep 25, 2013 3:35 am
by Aurelin
If I had to guess, it would be "common". In light of what Jim said, it seems reasonable.
Posted: Wed Sep 25, 2013 9:02 am
by Pocus
indeed!
Posted: Wed Sep 25, 2013 11:01 am
by Njordr
Jim-NC wrote:This was to make the artillery interchangeable (between USA and CSA). Thus it is common to both sides. This allows for the use/replacement of captured equipment.
This is a great and nice improvement from AACW.

Posted: Wed Sep 25, 2013 3:57 pm
by melvi
ยก Aha!
Ok Aurelin, you "solved" my doubt. Seems like acording to Pocus you did a good guess heheheeh Thanks alot.
Posted: Wed Sep 25, 2013 4:11 pm
by lee1865
Does this mean that captured artillery and supply will get replacements? If I remember right, ACW I, captured units did not get replacements and were not very helpful.
Posted: Wed Sep 25, 2013 4:33 pm
by Ace
Well, that is the reason they did this in the first place

Posted: Wed Sep 25, 2013 5:47 pm
by oberst_klink
Ace wrote:Well, that is the reason they did this in the first place
That brings me up with a follow up question... what are the numbers in red and with !!! on top of the replacements? Just curious...
Klink, Oberst
Posted: Wed Sep 25, 2013 6:30 pm
by Ebbingford
Red means you need to buy replacements ASAP, with an exclamation mark means NOW.
The colour goes from black, which you can almost ignore, through light red, and up to red with an exclamation mark.
Posted: Thu Sep 26, 2013 2:10 am
by Jim-NC
oberst_klink wrote:That brings me up with a follow up question... what are the numbers in red and with !!! on top of the replacements? Just curious...
Klink, Oberst
The numbers are the number of hits you are missing. So for infantry, you have 20 hits per element, if it shows 10 above the replacement, you have taken 10 hits (or half an element's worth). This goes up in a hurry right after a battle. This is the same system as used in PON for example.
Posted: Thu Sep 26, 2013 9:11 am
by oberst_klink
Thanks lads...+1 I was just a bit confused... have to get used to the automatic replacement option, too. 15%, IIRC are automatically assigned by Quarter Master General Elmer

Klink, Oberst
Posted: Thu Sep 26, 2013 10:08 am
by loki100
also worth remembering that while each replacement point will on average cure 10 hits before it is used up, this is actually random.
So the total need (esp if red), gives you a clue how many chits to buy, you may need more if the random element goes against you.
In general in AGE games, you want to hold more (esp of the common unit types) than you appear to need. After a big battle, the side with a decent stock will recover faster, the side that started low on replacements runs the risk that another battle will mean not just lost elements but losing entire regiments (which are much harder to recover). In Pride of Nations (& I guess this will be the same in an ACW campaign), one way to convert a series of bruising draws into a strategic victory is to start with a huge pile of replacements rather than buy to need. The first side will get a 1 turn jump in terms of filling out combat losses