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Opinion on combat unit disbands - 2/23/2012 2:07:27 AM   
AFV


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I have a 1000 questions on playing the Soviet, most of them answered somewhere on these forums.

This might not have a right/wrong answer but more of an opinion. If, as the Soviet in the early turns, you have a rifle division that is basically crap, TOE 10%, moral 30, and its currently routed, and likely to get displaced next turn, but probably not surrounded (if that matters regarding the answer)- would you disband it or try to get it eastward and do CPR on it for a while?
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RE: Opinion on combat unit disbands - 2/23/2012 2:19:48 AM   
Farfarer61

 

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i am a big fan of Corp HQ based CPR and rally.

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RE: Opinion on combat unit disbands - 2/23/2012 2:40:07 AM   
AFV


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I assume that means get the unit in question within 5 hexes of its HQ unit in an attempt to rally it?
So is such a unit worth rallying? And, what if the HQ unit is not available?

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RE: Opinion on combat unit disbands - 2/23/2012 4:16:23 AM   
Aurelian

 

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If no HQ is around, I move it east until it rallies.


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RE: Opinion on combat unit disbands - 2/23/2012 5:52:43 AM   
gradenko2k

 

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I was under the impression that deliberately disbanded units don't get refunded for free the way German-destroyed units do, which would probably make saving the shell of the unit much more important than the simple TOE/CV math might suggest.

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RE: Opinion on combat unit disbands - 2/23/2012 7:48:54 AM   
cpt flam


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if i'm right as gradenko tell:
any unit disbanded is dead for rest of game
to rally must be within 2 hexes (me think)
this explain part of russian problem

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RE: Opinion on combat unit disbands - 2/23/2012 11:10:11 AM   
AFV


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After you disband, the unit is dead but the "stuff" goes back in the pool though, right?
Thats the updside, downside is you lose a counter.

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RE: Opinion on combat unit disbands - 2/23/2012 12:39:41 PM   
CheerfullyInsane

 

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The manual states that all 'destroyed' units prior to Nov. ´41 will respawn. Presumably this means disbanded ones too.

But even then, it'll only respawn after 11 turns (IIRC), and the new shell will be just as crappy as the disbanded one. Might as well run it east and see if it can't be rallied. That way you can at least use it as a speed-bump a few turns down the road. If you can just get it back to unready status, the panzers will still have to use MPs to run over it.
IMO the loss of a counter is a far bigger problem than any displacement-losses.

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RE: Opinion on combat unit disbands - 2/23/2012 12:52:10 PM   
Walloc

 

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quote:

ORIGINAL: CheerfullyInsane

The manual states that all 'destroyed' units prior to Nov. ´41 will respawn. Presumably this means disbanded ones too.

IMO the loss of a counter is a far bigger problem than any displacement-losses.


I asked this question a few weeks ago. Answer from tester was a defintive, no they dont. Disbanded are disbanded and doesnt come back. I had done it in my first vs AI game.
Counter loss is essential if u ask me. U need all the speed bumps u can get. So disbanding combat units are no goes, as far as im corcerned.
Sure u lack APs intially, but many times it just costs 1 ap to reasign a routed unit to a new hq, which ever is in range. Making it much more likely to reform. If its 2-3 AP per turn initally for getting another couple of unit = zoc/speed bump back, i think its worth it. Especially considering the 10/20 AP to buy a new div.

Edit: See patch notes in below post. U might even not have to use APs to change its HQ just make sure its within range of as many as possible.

Each to his own ofc,

Rasmus

Edit: Here is the thread with the question/answer http://www.matrixgames.com/forums/tm.asp?m=3032236

< Message edited by Walloc -- 2/23/2012 1:05:15 PM >

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RE: Opinion on combat unit disbands - 2/23/2012 1:00:33 PM   
Walloc

 

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quote:

ORIGINAL: cpt flam

if i'm right as gradenko tell:
any unit disbanded is dead for rest of game
to rally must be within 2 hexes (me think)
this explain part of russian problem



Rally range was changed to within 6 in one of the patches.


V1.05.53 – January 4, 2012
16) Rule Correction – Section 15.9.4.1 – In order for a routed unit to rally, the range test to its HQ must be less than 6, not 2. All HQ’s in the unit’s change are tested, and if any passes this test, then a normal leader morale check is made to determine whether the unit rallies.

Kind regards,

Rasmus

< Message edited by Walloc -- 2/23/2012 1:03:46 PM >

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RE: Opinion on combat unit disbands - 2/23/2012 5:48:57 PM   
AFV


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Excellent answers, thanks all.

Run Forrest run!

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RE: Opinion on combat unit disbands - 2/23/2012 6:07:34 PM   
Flaviusx


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Don't disband it. Rally it and do one of two things: send it forward on suicide missions (before November anyways) and get its replacement unit into the production cycle ASAP. Or move it way back to the rear and train it up. It may actually be quicker to get the unit killed than to train it.

If you send the unit out on suicide blocking missions, don't put it on refit.

Mostly, I prefer the former, at least early on.

< Message edited by Flaviusx -- 2/23/2012 6:09:51 PM >


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