dduff442
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Replacements -- Vol LXXXVI

Mon Apr 19, 2010 6:52 pm

Hi Folks,

I know this has already been asked numerous times, but I'm sure I used to know the answer and now I can't remember.

Is there any way of restricting replacements from joining specific units, i.e. static ones? I'm particularly interested in keeping my artillery replacements from being eaten up by static coastal arty units.

Thanks,
dduff

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Gray_Lensman
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Mon Apr 19, 2010 7:28 pm

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Pocus
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Tue Apr 20, 2010 7:36 am

if you put them in offensive posture, they will be last served. Just make sure to buy *not enough* replacements for your artilleries, and they should not be served at all, thus.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

dduff442
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Tue Apr 20, 2010 9:28 pm

Okies. Thanks for the info folks.

dduff

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Cdr. McBragg
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Mon Apr 26, 2010 8:27 pm

You know, if your coastal artillery is using replacements, they must be doing some fine damage to the enemy. I'd consider the resources well spent. In fact, if the enemy likes to beat his head against your coastal forts, I'd buy some more big guns.

And of course, once they've been attacked, they're no longer static.

Oldman
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Mon Apr 26, 2010 11:41 pm

Except that almost all your coastal guns (at least CSA ones) start the game understregth. So far I dared not to investigate how much replacements one would need to bring them at least to full strength...
Meanwhile USA has a fine way to promote a leader or two by assaulting those numerous coastal forts.

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Jim-NC
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Tue Apr 27, 2010 4:12 am

Almost every CSA coastal artillery is 1/2 strength. It takes quite a few replacement chits, when you consider that each replacement chit can repair 2 units that are 1/2 strength, and you have 10+ coastal artillery at start.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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Gray_Lensman
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Tue Apr 27, 2010 4:55 am

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