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A New Round of Some More Easy Questions

Posted: Sun Feb 27, 2011 10:27 pm
by dolphin
I have already been through this question on the topic of Headquarters and it is obvious for numerous reasons why you want to repair them, but I am wondering if Supply Wagoins may actually be a special case where you would be better off not repairing them with replacements.

I am noticing Supply Wagons have 4 elements and while they are forever taking damage I rarely if ever see one lose an element. Even if it does it will just hold 60/60 instead of 80/80 which is still pretty good in a pinch.

When they are damaged they still provide the same amount of supply.

Interestingly to replace an element costs exacly 1/4 the price of a new one.

It occured to me it seems silly to repair them when damaged ones still provide the same amount of supply/ammo and if your gonna spend resources on them it would be better to buy new ones. That way you have more of them on the map.

I wish I had asked this question before I did my last turn as I spent for 3 replacements for them.

In the case example of the game I am playing I think I would have been better off just buying a brand new one.

Is there a simple reason I am missing that makes repairing them a thing to do, or am I right that given the repair cost you might as well just buy new one?

Sure I know that supposidely 1 replacement can repair on average 2 elements, but the way its been working in my games is repairing the darn things seems to be extremely expensive.

Supply Wagons eat up replacements way too fast for my taste.

Posted: Sun Feb 27, 2011 11:11 pm
by dolphin
2nd Question. How do you chase down an enemy in retreat.

I know about how if you drop your unit on an enemy it will supposedly chase down the raiders, but if your in the same region and just won a battle and want to pursue it does not seem to allow an indication that your troops will follow.

Since you have no way to know which region they are planning to exit in their retreat they seem to be able to just get away.

This is particularly true in the case of the off map boxes.

You finally kick your enemy out of Tuscon and want to track them down, but how can you know how, or auto order your troops to stay on their tails as they are leaving?

Posted: Sun Feb 27, 2011 11:51 pm
by Jim-NC
dolphin wrote:2nd Question. How do you chase down an enemy in retreat.

I know about how if you drop your unit on an enemy it will supposedly chase down the raiders, but if your in the same region and just won a battle and want to pursue it does not seem to allow an indication that your troops will follow.

Since you have no way to know which region they are planning to exit in their retreat they seem to be able to just get away.

This is particularly true in the case of the off map boxes.

You finally kick your enemy out of Tuscon and want to track them down, but how can you know how, or auto order your troops to stay on their tails as they are leaving?


AFAIK, you can only guess, and move to where you think they will retreat to. If you are in the same region, you can't attempt to intercept (drop your stack on top of theirs).

Posted: Sun Feb 27, 2011 11:56 pm
by Jim-NC
dolphin wrote:I have already been through this question on the topic of Headquarters and it is obvious for numerous reasons why you want to repair them, but I am wondering if Supply Wagoins may actually be a special case where you would be better off not repairing them with replacements.

I am noticing Supply Wagons have 4 elements and while they are forever taking damage I rarely if ever see one lose an element. Even if it does it will just hold 60/60 instead of 80/80 which is still pretty good in a pinch.

When they are damaged they still provide the same amount of supply.

Interestingly to replace an element costs exacly 1/4 the price of a new one.

It occured to me it seems silly to repair them when damaged ones still provide the same amount of supply/ammo and if your gonna spend resources on them it would be better to buy new ones. That way you have more of them on the map.

I wish I had asked this question before I did my last turn as I spent for 3 replacements for them.

In the case example of the game I am playing I think I would have been better off just buying a brand new one.

Is there a simple reason I am missing that makes repairing them a thing to do, or am I right that given the repair cost you might as well just buy new one?

Sure I know that supposidely 1 replacement can repair on average 2 elements, but the way its been working in my games is repairing the darn things seems to be extremely expensive.

Supply Wagons eat up replacements way too fast for my taste.


They do eat replacements quickly. They don't have a CP cost, so you could not replace them. But what happens when you get to 1 element in the supply? You can only carry 20 supply points.

A reason to repair them - (IIRC) to build a depot, you need 4 supply elements that are above 50% health. If you have 2 supply units with 3 elements each, you will waste some to build a depot.

Other than that, it's up to you if you want to gamble with damaged units, not repairing them (you will run out of units to build at some point).

Posted: Mon Feb 28, 2011 1:59 am
by Cromagnonman
The best reason to replace rather than reinforce is that your old units are already at the front. Recruiting and bringing up new supply trains will eat up a lot of time and transportation.

Posted: Mon Feb 28, 2011 2:10 am
by grimjaw
You may have already considered it, but also with supply you can combine damaged units in certain situations. If you have a unit with only one supply element and another one with three, bang-zoom you can combine them into a full unit. I find this useful often with captured supply units, which often become damaged in the preceding fight. Since they can't benefit from replacements, they become depot/fort material.

Posted: Mon Feb 28, 2011 2:30 am
by moni kerr
grimjaw wrote:You may have already considered it, but also with supply you can combine damaged units in certain situations. If you have a unit with only one supply element and another one with three, bang-zoom you can combine them into a full unit. I find this useful often with captured supply units, which often become damaged in the preceding fight. Since they can't benefit from replacements, they become depot/fort material.

How do you combine units? I have never been able to figure that out.

Posted: Mon Feb 28, 2011 3:58 am
by grimjaw
moni kerr, they have to qualify first. Sometimes that's not always clear (the forum has helped greatly there). Just like you'd select multiple units in a stack with select + hold ctrl key and then select next unit. While you have the army/division options selected for units, pick two units that you want to combine. If they will, the '+' combine sign will highlight as an option. Some examples you can try if you want:

- Union Marines (maybe CSA too, I never tried them).
- Union sailors and one of their original US Army units, or other single unit (I think Zouave might work).
- Any two state militia units that aren't locked. These are the early kind of militia, not after they become conscripts or line infantry.
- The supply example I listed above, probably harder to come by as a test, though.

I don't have AACW installed on this computer to get you a screenshot but I'll try to work one up.

Posted: Mon Feb 28, 2011 4:54 pm
by moni kerr
Got it. Thanks