AP514
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Why are my units not filling out ??

Mon Apr 23, 2007 2:35 am

The campaign game...

My units and my ARMY HQ are not filling up.(Men)...Do I have to purchase replacements or reups for them to flesh out the units and HQ ?? Several turns have gone bye and my troops in Richmond are ready to go (all but the HQ it only adds 1 man per turn) but my command in Winchester(sp) are still way behind.

Why are they not fleshing out with troops ??

Any tips to help speed this up will be great......union all over me and im not ready at all :(

AP514

tc237
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Mon Apr 23, 2007 2:57 am

Replacements!
You need 'em quick.
They re-fill any hits your units take from battle, marching, winter etc..

Oh, I went through the same thing, all my units were red, and I was cryin. :p leure:

It is in the manual somewhere, but I'm having too much fun to stop and read.
Double check to make sure if they need to be in a city with a passive posture.

AP514
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Replacements

Mon Apr 23, 2007 3:21 am

welll, I have several line replacements..just sitting there....the units don't seem to be take'n them....I also noted that my Light ARTY are not filling out either...So you are say'n that I need several REPLACEMENTS...They will fill out my troops at the start ??


AP514

benpark
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Mon Apr 23, 2007 4:09 am

I had a similar issue in a game today. I realized that the depleted unit in question wasn't in a region with a depot. I moved the battered troops there, and they replenished.

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Stonewall
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Mon Apr 23, 2007 4:38 am

I think you need either a depot, harbor, or a level 2 city in order to draw replacements. As the Confederates, my first move when Johnston unlocks up is to move him to Winchester so he can start drawing replacements.

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Pocus
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Mon Apr 23, 2007 7:49 am

pretty good summary Stonewall :)
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Spruce
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Mon Apr 23, 2007 9:57 am

in my first game I build 3 div HQ - and they remained locked and had a red stripe. After a few turns, I could move them finally - what does this mean ? Does this mean they didn't have enough men to start moving (reinforcments), or what does this mean ?

or are div HQ's locked for a few turns anyway ?

for getting reinforcments like Stonewall described, do they have to be in the city or is it also ok to stay outside the city ?

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Rafiki
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Mon Apr 23, 2007 11:37 am

Yes, they need some time to become operational before you can actually start using them.

Something I'd like to see is the possibility of throwing new, green, un-ready units directly into action (with a hefty penalty, of course), for those desperate, last ditch moments when the enemy is eating away at yours front-line units and you just can't get reinforcements "online" fast enough :)

AP514
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Re:Wenchester move

Mon Apr 23, 2007 5:27 pm

DO NOT move your units into wenchester !! it is a death trap.. :8o: I took your advice and moved my troops to Winchester as soon as I could to get my units to fleshout. A Union batttle group(not a division yet) was there so I entered Winchester...Big Mistake my units do not get Reups while in a seige.... :bonk: All Trapped and Killed :p leure:

AP514
got to start again :fleb:

Flashman007
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Mon Apr 23, 2007 6:09 pm

Hey AP - Glad to see your skills have improved from our days of Waterloo and Austerlitz. :p apy: JK- I saw your moniker a couple of times- glad you took the plunge and purchased- I know you are not an easy customer to please. :grr:

I am enjoying this game a lot but I am having trouble scraping together enough time. They are working on a multiplayer forum so I am looking forward to seeing you again for a human battle. :niark:

Flash

P.S. I had to add the 007 since someone already swiped Flashman :grr: I am working AvonUlysses to buy it but he is waiting on the demo.

I should also add you do not need to restart the whole game you can just go back a turn - read the tooltip when you load a saved game.

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Queeg
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Mon Apr 23, 2007 7:48 pm

AP514 wrote:DO NOT move your units into wenchester !! it is a death trap.. :8o: I took your advice and moved my troops to Winchester as soon as I could to get my units to fleshout. A Union batttle group(not a division yet) was there so I entered Winchester...Big Mistake my units do not get Reups while in a seige.... :bonk: All Trapped and Killed :p leure:

AP514
got to start again :fleb:


I feel your pain. I ordered a couple of bright and shiny new infantry brigades (the most expensive kind) only to have them appear in Winchester for training. I had to fight off the whole Union army for a couple of months just to get them operational. I found myself with the same obsession Davis and Lee had about defending the Valley, though for different reasons. :bonk:

Snoob
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Wed Apr 25, 2007 5:52 am

Stonewall wrote:I think you need either a depot, harbor, or a level 2 city in order to draw replacements. As the Confederates, my first move when Johnston unlocks up is to move him to Winchester so he can start drawing replacements.


Pocus wrote:pretty good summary Stonewall :)


Assuming I am correct in saying that in order for any newly mobilized (via an event) or comissioned (i.e. purchesed) unit to start drawing replacements, apart from the aforementioned condition, suitable replacements must exist (i.e. already bought) in the replacement pool, could someone please explain how exactly the Monitor, once it appears through an event, reaches almost full strength while no replacements exist?

Thank you in advance.

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Stonewall
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Wed Apr 25, 2007 7:06 am

AP514 wrote:DO NOT move your units into wenchester !! it is a death trap.. :8o: I took your advice and moved my troops to Winchester as soon as I could to get my units to fleshout. A Union batttle group(not a division yet) was there so I entered Winchester...Big Mistake my units do not get Reups while in a seige.... :bonk: All Trapped and Killed :p leure:

AP514
got to start again :fleb:



Wow. I have never had that happen. Ever. I wonder if assaulting Harper's Ferry on turn 1 changes the Federal focus off of Winchester.

AP514
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Trie the assult ...

Wed Apr 25, 2007 7:20 am

Well, I tried to assault(with unit from winchester)on turn one and lost :p leure: My poor boys retreated back to winchester to lick their wounds.
so by the time they were ready to try again the union was all over the Valley in force...........


AP514
The Greatest WATERLOO player ever

P. S. Good to SEE you Flashman. When your ready let me know and our First PBEM battle will begin..... I might even let you pick the sides :siffle:

Snoob
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Wed Apr 25, 2007 7:56 am

Just checking if I understood properly the replacement per turn rates, as appearing in page 48 of the manual.

Playing as the Union, a regular line infantry unit stationed in Alexandria (assuming there are appropriate replacements available) if it does not move, it would replace its strength by the following rates:

Base land unit recovery rate: 2.5%
City (level 2): 5%

for a grand total of 7.5%. Is this calculation correct?

Snoob
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Wed Apr 25, 2007 10:48 am

Also, could someone please explain how many men each regiment replaces per replacement unit?

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Pocus
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Wed Apr 25, 2007 12:23 pm

Snoob wrote:Assuming I am correct in saying that in order for any newly mobilized (via an event) or comissioned (i.e. purchesed) unit to start drawing replacements, apart from the aforementioned condition, suitable replacements must exist (i.e. already bought) in the replacement pool, could someone please explain how exactly the Monitor, once it appears through an event, reaches almost full strength while no replacements exist?

Thank you in advance.


naval units repair is free if in harbor. replacements are only for land units.
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Pocus
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Wed Apr 25, 2007 12:32 pm

Snoob wrote:Just checking if I understood properly the replacement per turn rates, as appearing in page 48 of the manual.

Playing as the Union, a regular line infantry unit stationed in Alexandria (assuming there are appropriate replacements available) if it does not move, it would replace its strength by the following rates:

Base land unit recovery rate: 2.5%
City (level 2): 5%

for a grand total of 7.5%. Is this calculation correct?


yes, as the Union this is that. Because you have an halved rate compared to CSA. The details are:


Base: 5%
If in city: +10%
If in depot: +20%
If in Fort: +10%

x0.5 if Union
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Pocus
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Wed Apr 25, 2007 12:32 pm

Note also that partisans and irregulars can regain hits for free if a region is very loyal.
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Snoob
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Wed Apr 25, 2007 1:10 pm

Thank you for the replies.

I'm still somewhat confused about how these replacements are used. For example: A newly mobilized Line Infantry Battalion starts with, let's say, 300 out of its maximum 1000 men. If I had one replacement "envelope" and all my other units Line Infantry units were in full strength, how many men could this "envelope" replace before it is removed from the pool? Right now, I have the impression that no "envelopes" are being used up (I haven't checked it, though)

Also, is there a way to choose which units get replacements first, or are the available replacements equally distributed over all units that need them?

Basically, I'd like to know if there's a method to calculate how many "envelopes" you would need in order to bring your units to full strength.

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marecone
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Wed Apr 25, 2007 1:53 pm

One tip for all you here.
Always try to have at least 5 or 10% of all your units in replacements pool.
If you lose your unit completely it is much more costly then refilling it with replacements.
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

Snoob
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Wed Apr 25, 2007 2:35 pm

marecone wrote:One tip for all you here.
Always try to have at least 5 or 10% of all your units in replacements pool.
If you lose your unit completely it is much more costly then refilling it with replacements.


That's what I've been trying to do. However, I'm not quite sure how many replacements I need for newly comissioned or mobilized units. Looking at some of my notes, the 1st Division of the newly mobilized Union army in Alexandria is missing roughly 6,300 men from Line Infantry Units, almost 700 cavarly and about 300 men to bring its light artillery units to full strength.

So, my question is this: to gain access to those 300 men for the artillery units, how many "envelopes" do I need?

Is there some rule of thumb? For example, 1 envelope corresponds to, say, 500 men or something like that?

rasnell
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Wed Apr 25, 2007 4:48 pm

I'm really following this thread for an answer because it's at the heart of my question and confusion.

Also, perhaps for a patch, I would like to see reinforcement and replacement named a little more clearly or described with a rollover. This was initially confusing because the words have similar meanings.

How about new recruits and replacements?

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NewAgeNapolean
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Wed Apr 25, 2007 6:08 pm

Snoob wrote:That's what I've been trying to do. However, I'm not quite sure how many replacements I need for newly comissioned or mobilized units. Looking at some of my notes, the 1st Division of the newly mobilized Union army in Alexandria is missing roughly 6,300 men from Line Infantry Units, almost 700 cavarly and about 300 men to bring its light artillery units to full strength.

So, my question is this: to gain access to those 300 men for the artillery units, how many "envelopes" do I need?

Is there some rule of thumb? For example, 1 envelope corresponds to, say, 500 men or something like that?


It appears to me that each replacementpoint(or envelope if you will)represents a variable number of men, up to what ever percentage the replacement rate is for the element that needs replacements. The more men replaced by the point the higher the chance that the point will be used up in the replacement. Here's an example.

You have a brigade with three line infantry elements. 1st elements full strength is 2000 men. 2nd and 3rd elements full strength is 1000 men. The actual number of men in each element is as follows.
1st infantry element:1500men
2nd infantry element:500men
3rd infantry element: destroyed

You are the Union player and the brigade is in a lv2 city with a depot so your replacement rate is 17.5%. 1000 x 17.5% = 175( x2 for 1st element). This is the number of men each element will replace this turn. So at the end of the turn, strengths will be as follows.
1st infantry element:1850men
2nd infantry element:675men
3rd infantry element:175men (1000men)
edit:It appears that destroyed elements are replaced at full strength,not a percentage
(Note that returning stragglers,recovering wounded and other factors
could possibly tweak this number up or down a significant amount)

The number of replacement points used is trickier and the precentage chance is influenced by fixed and random factors that I am not privy to but for this example we will just pick an arbitrary number.
1st infantry element:30% chance to use one replacement point
2nd infantry element:20% chance to use one replacement point
3rd infantry element:Reconstructing a destroyed element automatically
uses one replacement point

So you will have gained 700( maybe up to 1000 when all is said and done?) total men at a minimun cost one/maximum cost three replacement points.

Please note that this is pure conjecture on my part and I came to this conclusion from reading other posts and refering to the manual. But I think I'm on the right track and this is the gist of it.

Pocus?
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Snoob
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Wed Apr 25, 2007 7:19 pm

Thank you for taking the time to post such a detailed answer.

Pending confirmation from Pocus, I'd really appreciate a clarification on this model: am I right in assuming (again, based on this model) that the idea is that the larger the recovery bonus, the higher the probability that an "envelope" will be used up? That is to say, a Union irregular unit (in a region with a low loyalty, so as to limit the chance they receive "free replacements) in a level 2+ city, with a depot, would receive 2.5+5+10+5=22.5% replacements, thus there'd be a greater chance of using up one "envelope" than the line regiment in your example?

(I do hope Pocus confirms this model, it'd be a shame to trash all these great assumptions... :P)

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NewAgeNapolean
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Wed Apr 25, 2007 7:52 pm

I would say in most instances yes. Since a higher replacement rate equals more men replaced then, all other factors being equal, a unit with a higher overall replacement rate would have a greater chance of using a replacement point than a unit with a lower rate. That being said, I still believe that the most important determining factor in wether a point is used or not is the total amount of men replaced.

Lets use your example. Assume the irregular unit has one element with a max strength of 500 men. Its current strength is 400. Replacement rate is aformentioned 22.5%.

Your Irregular element:500x22.5%=112.5 men replaced
My 1st regular element:2000x17.5%=350 men replaced

In this instance even though irregulars rate was higher, the actual number of men replaced was significantly lower and more inline with element 2 from my example(175 men). So percentage chance of using a replacement point would be this.

My 1st element:30%
My 2nd element:20%
Your irregular element:15%

Again these are arbitrary numbers and could be something like 25%-17%-12%
in the above example.

Sure hope Im right about most of this stuff. :( I might be, you know :tournepas .
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Pocus
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Thu Apr 26, 2007 5:51 am

why are you all writing when I sleep? Why are you all sleeping when I write? :)

Things are quite simple. I will use an example, this will be clearer.

Say that you have a brigade with a damaged regiment having lost 8 hits (20 at maximum) in a city with a depot, and you are CSA.


You can recover at most 10%+20% = 30% of your full health, so 6 hits.

The program check if you have at least one replacement of the right type, if yes, you get back your 6 hits.

Now before proceeding to the next damaged element (elsewhere), the program check if the replacement is spent.

You recovered 6/20 of the element, this translate to 30%.

As you are replacing losses and not an element, you have a 50% discount, so it translates to 15%. This is the probability to spend the replacement.

Marecone is right, it is twice cheaper to replace hits compared to replacing whole element.
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Pocus
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Thu Apr 26, 2007 5:53 am

about priority: yes there is one, done with the postures. Passive units all receive replacements first, then units in Defensive, then on Offensive then on Assault.
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NewAgeNapolean
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Thu Apr 26, 2007 6:30 am

HMMM. Just as I had feared it turns out I am completely crazy. :8o: I considered deleting my previous posts before I unwittingly lured some other poor soul into my current state of delusion, but decided that perhaps the community would be better served if I left this as an example to others who would choose to spout off about things they know little or nothing about. :p leure:

Oh well, twas only conjecture. Do not judge me to harshly :)

Thank you Pocus :innocent:
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Thu Apr 26, 2007 10:46 am

Pocus,

Thank you for the response. Frankly, I'm not quite sure I like the replacement model; unless there are other parameters which you haven't mentioned (e.g. for each "pass", the "envelope's" chance of "surviving" the next check is diminished, there's a very real chance that with one "envelope" you'll get hundreds and hundreds of troops, in different states, armies etc.

I don't want to sound like I'm advocating micromanagement, but I do think it would be better if each "envelope" had a limited number of men it could offer (minimum and maximum). The "chances" are a bit abstract or perhaps a bit too much luck comes into the equation.

Using the example you mentioned, I could replace 30% (I think it should be 35%, there's the base land unit recovery rate) of several regiments and still the chance for the envelope to be removed from the pool is too low (15%).

Also, as far as prioritizing replacements goes, I was wondering whether it'd be easier to do it per regiment. What I mean is this: I have one envelope of artillery replacements and two brigades with damaged regiments. The one has just trounced the enemy while the other is set to face another army soon. I don't want to attack, so I place both in defensive stance. This would put both brigades on the same priority level. The only way to make the system send replacements where I want, would be to make the "safe" brigade assume an offensive stance. But it could be that my useless Union general is not activated (as per usual) so I cannot do that). Then, my only option to prioritize would be to place the brigade which could be facing an enemy soon in passive stance (and there are several reasons I might not want to do that). Sorry for the long-winded example. Hope it's reasonably clear, though I'm not sure if it would be possible to prioritize per brigade/regiment.

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