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Refit/reserve - 10/6/2017 3:53:17 AM   
SparkleyTits

 

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Does anyone have an indepth break down of what happens when a unit is put on refit or reserve?

For example do back line units of reserve construct slower?
Is fatigue lowered at a quicker rate for those of refit and highered for those on reserve?
Does putting units on the front line to reserve have any effect?

Any other kind of informational tidbits like that would be great

Thanks all!

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RE: Refit/reserve - 10/6/2017 5:47:08 AM   
Nix77

 

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quote:

ORIGINAL: SparkleyTits

Does anyone have an indepth break down of what happens when a unit is put on refit or reserve?

1) For example do back line units of reserve construct slower?
2) Is fatigue lowered at a quicker rate for those of refit and highered for those on reserve?
3) Does putting units on the front line to reserve have any effect?

Any other kind of informational tidbits like that would be great

Thanks all!




Quick answers for the questions:

1) Units in reserve construct at 25% efficiency, so the difference is considerable. This was patched in recently (Thanks Morvael!)
2) Refit or reserve doesn't affect fatigue, reserve units participating in combat accumulate fatigue naturally
3) Units adjacent to enemy can't act as reserve. They can be in reserve mode though, but will act as reserve only if the enemy moves away. So, it's not recommended since they dig slower.


(in reply to SparkleyTits)
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RE: Refit/reserve - 10/6/2017 6:05:27 AM   
SparkleyTits

 

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Nix my man you are always such a treasure trove of knowledge!

Cheers buddy

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RE: Refit/reserve - 10/6/2017 6:16:45 AM   
Nix77

 

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quote:

ORIGINAL: SparkleyTits

Nix my man you are always such a treasure trove of knowledge!

Cheers buddy


Even treasure troves may contain traps and nasty surprises, I'm not guaranteeing I'm 100% right in my answers :D

You'd be better off referencing the "Condensed Rules 1.08.09":

http://www.matrixgames.com/forums/tm.asp?m=4083700

< Message edited by Nix77 -- 10/6/2017 6:17:09 AM >

(in reply to SparkleyTits)
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RE: Refit/reserve - 10/6/2017 6:51:12 AM   
SparkleyTits

 

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Well I actually thought of sending you a PM to ask the question before I started a thread but I decided against getting into the habit of bugging you
So it came as no suprise that you were the man with the answers for me!

Not seen the condensed rules I'm looking through it now it seems very helpful

Much appreciated comrade!

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RE: Refit/reserve - 10/6/2017 9:25:34 AM   
Nix77

 

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You should also look through the recent 1.10.00 and 1.11.00 patch notes. I think the 1.08.09 condensed rules (contains all of the relevant stuff from 1.09.00) and the last two patches cover all the changes?

(in reply to SparkleyTits)
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RE: Refit/reserve - 10/6/2017 11:48:38 AM   
Telemecus


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quote:

ORIGINAL: SparkleyTits
Any other kind of informational tidbits like that would be great


There is also a view that units on refit next to an enemy unit have higher attrition. This seems to be as a consequence of other things rather than explicit in the manual. I have never really found out whether this is correct or not but there are threads you can search for on this which give answers both ways.


< Message edited by Telemecus -- 10/6/2017 11:49:37 AM >

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RE: Refit/reserve - 10/6/2017 11:57:06 AM   
morvael


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No, but units on refit dig in slower, and they actually have no benefit to replacements if next to enemy unit (for human player).

(in reply to Telemecus)
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RE: Refit/reserve - 10/6/2017 12:29:42 PM   
Nix77

 

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quote:

ORIGINAL: morvael

No, but units on refit dig in slower, and they actually have no benefit to replacements if next to enemy unit (for human player).


Ok I'm confused... I've never knew that units in refit mode dig slower, which patch does that come from?

Also for the second point:

quote:

v1.04.22 - May 19, 2011
Refitting units next to enemy hexes have a 25% chance of getting more replacements than if they weren't on refit, but the exact amount of the additional replacements will vary greatly depending on the distance from the railhead.


Is this not true anymore?

We really need and updated updated manual :D


EDIT: Stop the press, the manual says "enemy HEXES"! The first question still stands though.

< Message edited by Nix77 -- 10/6/2017 12:30:38 PM >

(in reply to morvael)
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RE: Refit/reserve - 10/6/2017 12:41:27 PM   
morvael


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Sorry, I wasn't accurate. "enemy hex" is correct.
But entire replacement procedure was rewritten in 1.08.00, and it treats unit on refit next to enemy hex as units not on refit.

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RE: Refit/reserve - 10/6/2017 12:42:26 PM   
morvael


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quote:

ORIGINAL: Nix77
Ok I'm confused... I've never knew that units in refit mode dig slower, which patch does that come from?


I think it's there from the beginning. The lower the TOE% of a refitting unit, the less construction points it will have.
I have onlly added reduction to construction points from being in reserve.

(in reply to Nix77)
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RE: Refit/reserve - 10/7/2017 8:39:48 AM   
Nix77

 

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quote:

ORIGINAL: morvael


quote:

ORIGINAL: Nix77
Ok I'm confused... I've never knew that units in refit mode dig slower, which patch does that come from?


I think it's there from the beginning. The lower the TOE% of a refitting unit, the less construction points it will have.
I have onlly added reduction to construction points from being in reserve.


Ok I tested it out and it seems like this is true. Units in refit mode dig slower proportional to their ToE%. A 50% ToE unit dug around 68-70% in Ready mode, and only 32-36% in refit mode.

I think this is a completely undocumented feature, and a really important one, especially for the soviets since they often operate and dig with low ToE% units. Or can someone find this from the manual or patch notes?

< Message edited by Nix77 -- 10/7/2017 8:40:03 AM >

(in reply to morvael)
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