wolv18 wrote:When starting a fresh campaign before you can recruit units you can add replacements. Does adding replacements early help your newly recruited units say in the following turns when recruitment becomes and option. Basically does it fill new units more quickly. Also I have been fooling around with the HQ replacements and I can't seem to tell is it necessary to add points to HQ replacements to fill the HQ's that you are started with at the beginning of a campaign.
wolv18 wrote:I am also kind of confused on the whole stack concept is a stack a division or is it the entire group of units like engineers medics and generals and divisions basically and army. I have always been under the impression it was the latter of the 2 otherwise a stack would just be referred to as a division. However when reading about medics it said there bonus only applied to the stack it was in not the entire army. Thanks for the help.
Longshanks wrote:I don't usually buy a replacement for the HQs so early, as it is very unlikely one will be destroyed/beat up if you pay attention. However, I do buy replacements for supply wagons which seem to be starving at start-up - often taking 3 or 4 replacements to sate themselves.....and those replacements are among the most expensive, unfortunately.
One other note ... on one of the attrition settings you must be in a fort, depot, or larger town to actually receive the replacements.
colonel hurst wrote:One question I have regarding HQ replacements is whether or not a HQ at full strength performs better than a HQ that is almost entirely in the red. Any thoughts on this?
GraniteStater wrote:colonel hurst wrote:One question I have regarding HQ replacements is whether or not a HQ at full strength performs better than a HQ that is almost entirely in the red. Any thoughts on this?
Dunno fer sure. Mebbe someone else does.
Captain_Orso wrote:Define 'performs better'. The HQ unit allows you to build an army; in other words combine it with a ***general. AFAIK the status of the HQ -- other than still being built/trained - eg. having taken hits -- plays no role in that; it must only exist. I assume that it works that same as supply unit elements that have hits lost. They still carry the same amount of supply as long as the element itself still exists regardless of the number of hits it has lost.
I've never tested nor experienced a 'damaged' HQ working differently than an HQ at 100%, but HQs are the last units to fight in a battle so that happens rarely to never.
Captain_Orso wrote:Why not? It's just men, horses and a small battery of lt. artillery. They die just like everybody else. Since most of the men are officers, I would hope that they don't suffer as much desertion as other units, but it is just a game
1) You don't pull on superman's cape
2) You don't spit into the wind
3) You don't pull the mask off the 'ol Lone Ranger
4) And you don't mess around with Jim*
*I think Jim-NC is meant, but Pat "Whoop-Ass" Cleburne and a few others might also stand in
Jim-NC wrote:If I recall correctly, at the end of that little rhyme, doesn't Jim look like a jigsaw puzzle with a coupla pieces gone?
I thank you for the sentiment though.
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