From: Santa Rosa, CA
I got the saves, thanks. I would strongly suggest you keep moving. I spent about 20 minutes on the phone with Gary about this, and later will ask Pavel when I get a chance. Based on Gary's comments, and Pavel's prior statements the last time he looked into replacements, there is not going to be a simple answer to this. Actually there is a simple answer and it's that the replacement system is horribly complex, and has at many places blocks inserted to keep units from easily getting a large number of replacements. This is because of the way the system works, you don't want the first unit in line to suck up everything so that others get nothing. This goes for sucking up armaments, manpower, and equipment from the pools. There is also the limits put on the on demand armaments system so that you can't go out and build tons of certain equipment all at once.
There is a rule that HQ's have a harder time to make admin rolls when they are short of support (the less they have versus their TOE, the worse it gets). I did run a test taking all of Pelton's units off refit other than a few units in the rear on rail lines. What I saw was that although the refitting units did not fill up, they got significantly more replacements, and in fact the division I was focused on filled up to its 85% level in all items except Rifle and Support Squads and AT-guns. The AT gun could have hit a limit due to the on-demand system, and the rifle and support squads clearly hit issues of getting too many of a particular element in a turn (i.e. they needed hundreds of a particular element, and there are blocks in against getting too much of a particular element on a turn (so rifle and support always lag other elements). I then noticed that the particular division I was looking at was attached directly to an Army HQ that had 70% of its TOE in support. I also noticed that Pelton has lots of units with Max TOE level restrictions preventing them from getting replacements. The combination of having many units with Max TOE limits, and many HQs set to have less than their 100% TOE means there are some player blocks coming into play that are adding to the already complex system that has many ways to limit replacements. As part of this test, I put a fort unit in the rear on refit and set it to 100% max toe and it filled up immediately on all elements except for support (which has its own limits based on what the unit needs, yet another block).
It is very possible that when manpower/armament/equipment pools are low, there are additional limits on the systems to prevent items from going to units. Gary has memory of writing that kind of code, but the code has had many changes made over the past few years so it's not easy to determine exactly what these are. You should not expect to use up all your manpower and armaments points, and the more you limit your units my capping their Max TOE levels and by reducing your HQ support levels, the more stuff will end up unused.
Pelton, I suggest you set some of your Max TOE's higher for some units (especially HQ's unless you have a manpower crunch) and you'll probably see more stuff getting used. I don't see a bug here.
All understanding comes after the fact.
-- Soren Kierkegaard