I just thought of a follow up question to unit scrapping. It's a fundamental question about the force pool.
Are units in the force pool individual units or unit types?
For example, in a physical game like AH 3rd Reich there were physical counter and game (by year) limits on the total number of units in play at anyone time. In a computer game like CEaW GS there are no such limits. I can build as many units of a given type as I wish limited only by manpower and PP's.
Am I'm correct in inferring that WiF is the former? Since, MWiF is a faithful computer adaptation of the WiF boardgame then one is limited by the "physical" number of unit counters available? So, when I lose a unit and it goes back to the force pool (e.g., fighter) and I build a unit of that type it has an equal chance compared to all fighters I have available in the force pool of appearing? And if that unit is a poorer one, I would want to scrap it so I would increase my odds of getting a more modern (i.e., better) unit?
Also, can I scap units in the force pool, only those in play or both?
In A3R, units are (mostly) generic, and when you build a unit you know exactly what you're getting. In WiF, this is decidedly not the case. Your forcepool is stock limited (exception: unlimited breakdown optional rule, but once the bug is fixed, that doesn't affect unit production), so you can't build unlimited units. Units are separated in the force pool by type and when you build a unit, you build that type of unit. Which unit you actually build is luck of the draw. Frex - if you build a German Inf corps, you may end up with a 4-3 inf, or you might end up with a 7-4. Some unit types are further broken down by cost/build time. For example, your fighter pool is broken down into 2pt and 3pt fighters (assuming playing with pilots, else 4pt and 5pt). You choose which pool to draw from and pay the associated cost. Naval units are also broken down into CVs, CVLs, BBs and CAs.
But wait, there's more. WiF also uses gearing limits. What you build this turn sets the max builds for the following turns. If you build 2 infantry this turn, then your max infantry builds next turn will be 3. And now the units are grouped differently - for example, Infantry includes infantry corps, infantry divisions, motorized corps, motorized divisions, militia, territorials, warlords, paratroop corps, paratroop divisions, mountain corps, mountain divisions, marine corps and marine divisions (think I got 'em all...) So you choose to build 2 inf corps, 1 mar div, 1 mot div and a militia. You would draw those units from their respective pools, but your gearing would be 5 infantry type units.
When you lose units, they go back into the force pool and have an equal chance of being drawn, yes. And yes, when you lose units, you have the option to scrap them rather than put them in the force pool IF they have a an availability year. That means that militia, for example, can't be scrapped. Neither can reserve units. But it's not always an automatic decision. More modern is not always equal to better, or they may not be enough better to get rid of the old. Some of the early German bombers are good enough to keep around the entire game. Some force pools are small enough that you don't want to scrap many, if any, units. Whether to scrap or not is a strategy discussion all on its own.