Requisition Management
Posted: Sat Apr 03, 2021 4:43 pm
So, I quickly realized that in IV and V difficulty you really need to save as much resources as you can, so I have some questions about requisition management.
1) When is the best time to repair units?
I saw that the reinforce cost wildly varies.
Is there a specific remaining units count that gives you the best bang for the buck?
For example, do you repair a unit when it's down to 9 strength or do you wait for more casualties?
I find that having weakened units really push the enemy in attacking it, often making your line collapse...on the other hand I would like to save as much resources as I can.
2) Repairing when next to the enemy
I see that you get much less reinforcements when near enemies, like 2 points per reinforce. Does this also cause a cost penalty?
3) Does the presence of a transport affect reinforce cost? I know it does in panzer corps.
This makes me really wary of taking them on some units that are favorite targets by enemy planes: AT guns and light AA guns: except they have 2 hex movement and really need them. Being constantly bombed means I have to reinforce them very often.
4) AA covering fire for optimum troop preservation seems a bit wonky: I witnessed an enemy plane attacking a battleship covered by an AA gun, a destroyer and 3 fighter planes and I swear it took 1 casualty.
This really makes me wonder what's the most economical way to deal with enemy planes.
5) Same question for fleet battles: while ground combat is so nuanced, ship battles end up being massive slugfests. Besides maintaining optimal firing distance while dancing ships around, is there any other trick?
6) Captured/Rare equipment.
I got a Japanese light tank and I noticed it has that slow repair trait. Beside recovering 1 strength per reinforce, does this incur in a "higher than usual" cost repair compared my own USA light tanks?
7) Finishing a scenario earlier than the turn limit...does this cause a loss of requisition (or maybe a bonus?)
Allied requisition, like Philippines' soldiers...is there any point to save it? Does it carry over?
Thank you for your support, as usual.
1) When is the best time to repair units?
I saw that the reinforce cost wildly varies.
Is there a specific remaining units count that gives you the best bang for the buck?
For example, do you repair a unit when it's down to 9 strength or do you wait for more casualties?
I find that having weakened units really push the enemy in attacking it, often making your line collapse...on the other hand I would like to save as much resources as I can.
2) Repairing when next to the enemy
I see that you get much less reinforcements when near enemies, like 2 points per reinforce. Does this also cause a cost penalty?
3) Does the presence of a transport affect reinforce cost? I know it does in panzer corps.
This makes me really wary of taking them on some units that are favorite targets by enemy planes: AT guns and light AA guns: except they have 2 hex movement and really need them. Being constantly bombed means I have to reinforce them very often.
4) AA covering fire for optimum troop preservation seems a bit wonky: I witnessed an enemy plane attacking a battleship covered by an AA gun, a destroyer and 3 fighter planes and I swear it took 1 casualty.
This really makes me wonder what's the most economical way to deal with enemy planes.
5) Same question for fleet battles: while ground combat is so nuanced, ship battles end up being massive slugfests. Besides maintaining optimal firing distance while dancing ships around, is there any other trick?
6) Captured/Rare equipment.
I got a Japanese light tank and I noticed it has that slow repair trait. Beside recovering 1 strength per reinforce, does this incur in a "higher than usual" cost repair compared my own USA light tanks?
7) Finishing a scenario earlier than the turn limit...does this cause a loss of requisition (or maybe a bonus?)
Thank you for your support, as usual.