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RESERVES - 6/8/2018 8:41:46 PM   
Icier


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Something I have been meaning to ask is why there is no National reserves for Infantry/armor, where burnt out units can be sent
like the Airforce?
I presume it would be impossible to create such item now, but what about WITE 2?

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RE: RESERVES - 6/9/2018 12:16:24 AM   
56ajax


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I think in WiTE2 they have Theatre Boxes where you can place ground units into Reserve

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RE: RESERVES - 6/9/2018 1:36:20 PM   
Telemecus


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quote:

ORIGINAL: Icier

Something I have been meaning to ask is why there is no National reserves for Infantry/armor, where burnt out units can be sent
like the Airforce?
I presume it would be impossible to create such item now, but what about WITE 2?



In a way that is already modelled - but hard coded. For instance some German units are withdrawn and come back later. Sometimes that was to operate on another front, but also includes units brought back to Germany for reconditioning or as strategic reserve. Just means you have no say in the matter.

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RE: RESERVES - 6/9/2018 8:29:40 PM   
thedoctorking


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It was weird that the 1st and 2nd SS were withdrawn for reconditioning, and then the Wiking just sort of converted in place, suddenly as a nice Christmas 1942 present it is my first mech division.

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RE: RESERVES - 6/10/2018 4:53:07 PM   
Aufklaerungs


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Refit mode is your comparable combat unit feature. Pull your worn out units out of the line; send them by rail to the rear (at least twelve hexes from closest enemy units) with their Corps/Army HQ or attach to an adjacent higher HQ. Best rebuild rates occur in urban rail hexes.

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RE: RESERVES - 6/11/2018 4:29:00 AM   
thedoctorking


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quote:

ORIGINAL: Aufklaerungs

Refit mode is your comparable combat unit feature. Pull your worn out units out of the line; send them by rail to the rear (at least twelve hexes from closest enemy units) with their Corps/Army HQ or attach to an adjacent higher HQ. Best rebuild rates occur in urban rail hexes.

Twelve? I thought it was ten. Was this a change recently?

I think guys on refit who are closer to the line still have an advantage on refit, just not so large as those farther back.

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RE: RESERVES - 6/11/2018 5:26:45 AM   
SparkleyTits

 

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I didn't think refit replenishment increased by the amount of hexes you pulled back and only mattered by how close it was to the rail?

I thought the 10 hexes back thing was only for increased rolls on morale gains and exp

This game is too much sometimes

< Message edited by SparkleyTits -- 6/11/2018 5:27:08 AM >

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RE: RESERVES - 6/11/2018 7:16:28 AM   
morvael


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In case of equal distance to rail (for example 0) it matters whether you are closer to the west edge (for the Axis) or east edge (for the Soviets) - this is required to break ties.

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RE: RESERVES - 6/11/2018 4:48:14 PM   
Aufklaerungs


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quote:

Twelve? I thought it was ten. Was this a change recently?

I think guys on refit who are closer to the line still have an advantage on refit, just not so large as those farther back.


12 is just a personal rule of thumb - farther east Axis CU goes, the farther west Axis CU needs to withdraw for best refit results. Regardless, keep your unit on friendly converted rail hex with/adjacent to HQ also on rail hex.

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RE: RESERVES - 6/11/2018 4:48:24 PM   
Aufklaerungs


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quote:

This game is too much sometimes


You got that right - "art imitating life"

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RE: RESERVES - 6/15/2018 11:46:26 PM   
Icier


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quote:

ORIGINAL: Aufklaerungs

quote:

This game is too much sometimes


You got that right - "art imitating life"


That is what makes it interesting, its always evolving.

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Those are my principles, and if you don't like them... well, I have others.

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