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Regarding Production allocation

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Regarding Production allocation - 5/21/2014 4:49:22 PM   


Posts: 64
Joined: 6/17/2009
Status: offline
Hey guys, I'll just some up my question with a scenario I am in.

I attached a stug btn. To an infantry division in AGS turn 1. This division saw heavy combat and suffered badly in these victories. When I took a look at the divison after the battle about 12 out of the 14 stugs (ignore #s not quite sure what they were) were damaged/destroyed. I moved on with the turn and looked at production on turn 2. It looks like 18 stugs have been produced and placed in the production pool. How do I get those bright shiny stugs to that battalion?
Post #: 1
RE: Regarding Production allocation - 5/21/2014 5:01:34 PM   


Posts: 121
Joined: 8/2/2008
Status: offline
You have no direct control over equipment replacement or reinforcements. However, there are some things you can do to influence allocation.

1. Put unit in Refit mode.
2. Do not move.
3. Be on a railhead.

As far a support units, you can reassign the SU back to OKH, which should most likely meet all of the above criteria. Then reassign it back to the division the next turn.

Also, you can play with the reinforcement % for all of you units, but I would not mess with it solely to get Stug reinforcements to a particular SU.

(in reply to HermanGraf)
Post #: 2
RE: Regarding Production allocation - 5/21/2014 10:08:16 PM   


Posts: 662
Joined: 9/13/2010
From: Canada
Status: offline
One thing to note about Support Units, is that they are always by default on refit with no way of turning it off. Kinda sucks but when you think of playing around with refit on 100s and 100s of Support Units, it's probably best and simplest.

The effect this has, however, is that it can sometimes make it difficult to direct replacements via on-map unit refit. I've noticed that Russian artillery can really suffer from this, as there can be a lot of Rifle Divisions and artillery support units sucking up artillery replacements, causing on-map Artillery Divisions to fill up slowly. The one aspect of player control that can affect this is TOE %. However, this works best at directing replacements AWAY from support units (by setting that support unit type to 50% TOE) and into on-map units, not the other way around. The only thing you can do to give a small priority to particular support units, would be to reduce the majority of that unit type to 50% TOE, and leave your priority support units at 100%.

In the case of STUGs, because other on-map units will use that equipment you'd also have to reduce the TOE % of those units to give better priority to particular support units, but it's generally best not to focus replacements to support units by sacrificing on-map unit strength.

(in reply to DorianGray)
Post #: 3
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