Welcome to the forum, Cmdrsam! I think that you'll find that the forum rocks, too.
cmdrsam wrote:Question 1: I have read here about something about a 10 Percent rule most use. Is this 10% of the number you already have on the board?
You're correct in your assumption that the 10% refers to the number of units on the board. Just in case you haven't noticed, you can hover your mouse over the replacement category in Replacements (F3) to quickly determine how many you have.
While many advocate a 10% rule, I tend to follow a different approach. My method seeks to anticipate demand, and I believe that it is more cost-efficient.
First, I use the roster (F1) to examine the strength of the units in each category of available replacements. You probably already know this, but in case you don't, you can filter the roster by using the tabs on the left, and sort the roster by clicking on various catagories (e.g., "Health"). While examining the units in the roster, I maintain a mental tally of how many full replacements units would be required to bring all units in that category (light artillery, FA, etc.) up to full strength. For example, suppose that I notice that there are three units with health of 6/8, three with 7/8, and two with 1/8. I would order three replacements of this type unit, and possibly add one more to serve as a buffer of sorts.
It may take a couple of turns for your replacements to arrive at the units that you bought them for, since Conscripts and equipment must be transported to the units that need them iaw normal supply distribution rules. If you're particularly anxious about a particular unit, you might check to see where the closest conscript source is to your understrength unit (Look for a small white tent on a city's structure), and the nearest source of war supplies (look for smoke stacks at the upper left of city's structure.) It's important to keep in mind that units in offensive posture don't receive replacements.
While the supply delay may seem rather frustrating sometimes, it provides an opportunity to "buffer" your replacements budget, particularly with expensive categories. What I mean by this is that you need not purchase everything that you've calculated that you need, all at once. For example, at the beginning of the Grand Campaign, the CSA begins with coastal artillery woefully understrength, and yet coastal artillery is one of the most expensive categories of replacements. Using this "supply trickle" method of replacements, you simply budget to buy
one Heavy Artillery replacement each turn, until such a point as you have all of them up to strength, and 1 in your force pool. Then, just keep a casual eye on that force pool catagory, and when it drops to zero, buy one more. If you seem to be doing this a lot, then bring your inventory to 2. And so on.