-2500 material per turn

starkhorn

Chieftain
Joined
Sep 4, 2012
Messages
29
I've some badly damaged planes, ships and tanks as UK. I've gotten every town doing war bonds as well and I've factories, harbours etc in all of the big production towns.

The only other solution I can think to do is to disband material hungry units....but obviously those units have lots of experience - especially the planes. Any advice on how to get the reinforcement more manageable? V37 version Europe 1939 - 45 scenario.
 
oh and I've taken Libya, Sicily, Sardina and two Southern Italian towns....I hope to get Naples soon too so I've definitely expanded my number of towns, i.e. I am not over the unit supply limit.
 
That is one of the great strategic aspects of the game. You can't keep up a sustained offensive indefinitely because you can't reinforce units fast enough (exactly what happened to Patton after the breakout from Normandy); instead you have to factor that into your strategy & tactics.
 
Its bloody hard to resist breaking through and pushing out too far.
 
Yes, the trick is to make sure that you are exhausting the other sides units and ability to reinforce/resupply faster than you are your own (and hope he has less of a reserve than you do).

Its also bloody hard to resist committing your reserves too early (or not keeping them in the first place.
 
Yes, the trick is to make sure that you are exhausting the other sides units and ability to reinforce/resupply faster than you are your own (and hope he has less of a reserve than you do).

Its also bloody hard to resist committing your reserves too early (or not keeping them in the first place.

Hmmm - what are reserves? :)

Yeah I've tried doing the strategy of using a unit until it gets to red and then withdrawing from front line. However material reinforcement takes too long at that point. I think I'll try, just using the unit until it's destroyed....which is essentially what I see the AI doing. I just got to keep churning out replacement tanks and planes.
 
Ideally, you want to pull a unit out of the line way before it gets to red (like when it gets to yellow) and let it recover some. A unit down near the red is pretty ineffective anyway. Managing your units so that they stay effective adds a great dimension to the game!
 
When a unit gets down into the red, you might consider just killing it off, so that it's ineffectiveness isn't draining on your resources. I've not done that yet, but it is something to consider.
 
When a unit gets down into the red, you might consider just killing it off, so that it's ineffectiveness isn't draining on your resources. I've not done that yet, but it is something to consider.

In my games the very low hp units tend to be quite high in xp, so that kinda makes them very valuable (even more so if you dont have the +xp buildings).. So its not as easy an choice, as you might think :)
 
In my games the very low hp units tend to be quite high in xp, so that kinda makes them very valuable (even more so if you dont have the +xp buildings).. So its not as easy an choice, as you might think :)

Very true.
 
hard choices are interesting choices I'd say :D
 
I never play on reserve. I always think that if I take the enemy as fast as possible I will have more reserves to recover my unit. Plus I produce units at such a rate that I dont need to worry about material
 
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