Rest & Refit vs. Replenish

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FroBodine
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Rest & Refit vs. Replenish

Post by FroBodine »

What is the difference between Rest & Refit and Replenish, please?

And, since ammo is out, what else does Rest & Refit do?

Thanks!
Razz1
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Re: Rest & Refit vs. Replenish

Post by Razz1 »

rest and refit increases your moral and hit points by one.

Replenish add new troops. moral stays the same.
zakblood
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Re: Rest & Refit vs. Replenish

Post by zakblood »

also i think if you use one, but not sure which, doesn't in lower your units exp, where as the other, doesn't?
sdeix75
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Re: Rest & Refit vs. Replenish

Post by sdeix75 »

replenish lowers xp as its basically being reinforced by rookies and xp is an overall
Steakenglisch
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Re: Rest & Refit vs. Replenish

Post by Steakenglisch »

Why are there no elite replacement? Is there something planned for future updates?
Horst
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Re: Rest & Refit vs. Replenish

Post by Horst »

Replaced units keep 50% xp. I guess it's a compromise between green and elite. It all depends what a scenario or campaign has to offer as enemy experience, so it's not necessarily needed for each unit to become the master of the universe.

If someone really wants to keep more/full experience then search for the gamerules.whdat file and change GreenReplacementsExp 50 to 100 or something.
The gamerules.whdat file is still quite empty of options, so there is hardly anything to tweak compared to Panzer Corps. I hope this will change in the future.

What I don't know at moment: between campaign missions, does it cost requisition points if unit numbers get automatically (green-)replaced when starting a new mission or is it free like in Panzer Corps during the deployment phase?
Razz1
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Re: Rest & Refit vs. Replenish

Post by Razz1 »

Yes, it does. The cost fore replenishment is the same whether in game play or between maps.

You can have zero resources at the end of a scenario and still get all your forces up to full strength. Why? because you are awarded resources for each map you complete.
ParaB
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Re: Rest & Refit vs. Replenish

Post by ParaB »

I just hope we will get a way to keep frontline units supplied with experienced replacements. I have just completed the 1st chapter and while my artillery units and tank destroyers are all veterans my frontline infantry and MBTs are 1-2 skull nebwies.
Razz1
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Re: Rest & Refit vs. Replenish

Post by Razz1 »

This is what a Command Salmander is for. Keeping it on the front line to keep your moral high. Thus less losses, thus more experience.

However, the experience still needs to be fixed a little.
nexusno2000
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Re: Rest & Refit vs. Replenish

Post by nexusno2000 »

Why didn't they keep the replace losses with veterans option?

And is seems the game auto-reinforces all units between scenarios; again, why?
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ParaB
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Re: Rest & Refit vs. Replenish

Post by ParaB »

Yeah, the auto-replenish feature IMO isn't a very good idea. I've seen a few battles where I basically started with no requisition points, making it impossible to replenish casualties during a battle. I'd much rather see the option to send understrength units to reserve to save some precious req points.
Okim
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Re: Rest & Refit vs. Replenish

Post by Okim »

Would be great to have a 'merge units' option after the scenario or during the fight. In a fight just select a unit with 50% strength or less, click on 'merge' and select any nearby unit of the same type with less then 50% of strength. Replenish hitpoints, morale and set new XP based on what both units had. Taking into account that you can upgrade tanks to some newer versions right at start - it can be assumed that merging tank units is done the same way (in tabletop game as well as lore there are mixed tank platoons that allow you to have any type of tanks on the same chassis in one platoon).

Lore wise this is a common sight in long campaigns (special platoons of veterans formed out of survivors, incomplete platoons of what`s left alone, penal platoons of those who acted against the will of the Emperor and etc.) Conscripts usually are left alone in separate platoons. It is more logical than to request replenishments consisting of 0-exp soldiers, IMHO.
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sdeix75
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Re: Rest & Refit vs. Replenish

Post by sdeix75 »

being able to replenish your self would be nice with an auto replenish button but also nice to be able to buy more units then able to place on a map some missions may require more infantry or aircraft and so forth
Horst
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Re: Rest & Refit vs. Replenish

Post by Horst »

The costly auto-replace and lack of ability to buy an infinite number of (reserve) units defeat a bit the flexibility which units you could use for certain missions. You can’t rotate veteran/damaged and green/healthy units to train them all until you have enough slots and/or requisition available, or replace a total loss with a more experienced reserve this way. If your requisition points are short then you want to focus replacements on the most important units.

With auto-replace, you are also denied the decision if your units could make it without replacements or not until you accomplish a mission. I’ve seen the reduced/free reinforcement costs between missions in Panzer Corps always as welcomed bonus to finish missions with as few replacements as possible. I assume hive worlds like Armageddon should really have enough industrial- and man-power to offer free green replacements when there is enough time between battles.
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