Jimmy I am sorry to disappoint but:So if i had a unit with full health, vs the same type with only 1 hp left, in the next scenario i would have exactly the same requisition after replacements.
It therefore doesnt matter in the slightest whether all my units finished the scenario crippled, or whether they all finished with full health, as the req cap system means that i start with the same req anyway (the real downside being that you lose experience on your units). Isn't this the way it works? Really, its only ever a problem if you exceed the next scenario's req cap and therefore cant fully repair everyone (in which case you can just sack them and get their unit price back).
Have you tested that? I think not.
How can you explain that you can begin a scenario with no requisition, and your units not even at full strength?
Yes, it happens. Do you believe we receive less requisition maximal budget than the previous scenario? because that would be the only explanation to that, if your assumption is true.
And we know it cannot be that.
So I have to believe instead that your assumption is not true...
I have yet to do more proper tests.
And I should take some time to do that, later in the day; and say "I confirm what has been said in the following assumptions".
Assumption 1: (confirmed)
If you have a unit with 1 str left, requisition will be automatically paid to get it up.
The cost would be directly calculated from the difference in strength ; a unit with 90 % of its strength left, will cost 10 % of its value and then be at full strength again.
That has been confirmed as well in my friend's tests.
You can pay the same cost manually during a mission.
Assumption 2: (to confirm)
The results seem to be interesting:
- as long as you have req left during a mission, you should use it to recover casualties ;
- because otherwise, it will be paid from your next mission's budget.
... but that will be tested as well.
Now, don't you think people "save" the strength of their infantries during a mission?
Thinking most vulnerable units shall be preserved?
And then not using them the way they should?
That may all be good and right for units that are properly support units, but infantry shall be the core of the assault in W40K, and not support.
That they take hits and losses is also expected and normal.
I believe a change of the req cost for "repairing" infantry units would be then very proper, and it also works even if the requisition would have been handled as you say it is, as you can still repair units "during a mission" anyway.
Reducing the cost of that recovery makes it easier in the mind of the player.
He understands that if he loses a point of str on a vehicle or tank, that would cost a lot, whereas losing it on inf would be easy.
Now of course, there exists the problem of super inf like sniper units and Space Marines ...
Why not making that as a Trait, making it easy for units only with this Trait to get recovery?
I know there already exists their low cost, but it could be even better with that.
Like triple better.













