Disband/Delete Units

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    • Disband/Delete Units

      I've briefly browsed the forums on this, but I would really want to see the ability to disband/delete units in this game.

      For example, what if you're blindly mass producing destroyers/naval vessels and a couple of them end up in the great lakes? What good is that doing for you other than sucking up oil?

      If you were to disband the unit, then you could, let's say, get 1/3 of your resources back?

      I would really want to see this implemented simply to save resources and not have to conquer the entire world in a time crunch.

      Cheers,
      D. Biggums
    • MontanaBB wrote:

      D. Biggums wrote:

      For example, what if you're blindly mass producing destroyers/naval vessels and a couple of them end up in the great lakes?
      "Blindly mass producing destroyers," indeed. Why would anyone would produce naval vessels in the Great Lakes, where they are sitting ducks?
      Yes, I am aware that it isn't the brightest thing to do; however, that is simply one scenario.

      What if, per say, you're having a food and oil deficit due to over production? Maybe you want to disband level 1-2 units and have level 3+ units instead? You could do a lot more with a lot less if this were to be added.
    • D. Biggums wrote:

      What if, per say, you're having a food and oil deficit due to over production?
      @D. Biggums: Teasing aide, I understand your point, and I certainly would not object if you could talk the Bytro Labs boys into a "disband" option for units and a "disassemble" option for industrial and infrastructure improvements, with a heavily discounted rebate of the resources required for their original production or construction. This has been discussed many times before, but as as far as I know, the developers have never seriously considered it.

      That said, here's some free advice. I never maintain more than 25 conventional infantry units in the early part of the game. Infantry are food hogs, consuming 90 tons of food daily per regiment, and I like to maintain the flexibility of adding motorized infantry later. My game tactics usually achieve relatively low casualty rates, and I don't want to get struck with 40 or 45 slow-moving conventional infantry units, when I could have faster-moving motorized or mechanized infantry later in the game.

      As for oil, you need to budget and plan accordingly from the get-go. Almost every country starts with one or two single oil resource provinces that start the game at 3,000 tons in daily production at 100% morale. With the construction of L1 through L3 infrastructure, you can increase that daily oil production by 50% to roughly 4,500 tons; with the addition of L1 through L5 industrial complexes, you can add another 50% for a total of roughly 6,000 tons daily. That's your basic budget for oil consumption. Review the daily oil consumption of the various oil-powered units you want to have in your force structure, and plan what you want that force structure to look like in the beginning, middle and end of the game.
    • D. Biggums wrote:

      ... I would really want to see the ability to disband/delete units in this game.

      ...
      Much discussed - my opinion:
      It would mean less strategic challenge.
      To manage what, when, where and why to build and deploy the right units is part of the game and makes it sophisticated.

      D. Biggums wrote:

      EDIT : Just checked one of my games - I have level two destroyer researched, but I still have a level one destroyer.
      Then probably you got the destroyer with Lvl 1 from another player after you have researched Lvl 2.
      If you now explore Lvl 3 then also this destroyer gets Lvl 3.

      Browser games are an ingenious business idea to lure out money -
      - more or less cleverly camouflaged as a real game sometimes.
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    • MontanaBB wrote:

      D. Biggums wrote:

      What if, per say, you're having a food and oil deficit due to over production?
      @D. Biggums: Teasing aide, I understand your point, and I certainly would not object if you could talk the Bytro Labs boys into a "disband" option for units and a "disassemble" option for industrial and infrastructure improvements, with a heavily discounted rebate of the resources required for their original production or construction. This has been discussed many times before, but as as far as I know, the developer have never seriously considered it.
      That said, here's some free advice. I never maintain more than 25 conventional infantry units in the early part of the game. Infantry are food hogs, consuming 90 tons of food daily per regiment, and I like to maintain the flexibility of adding motorized infantry later. My game tactics usually achieve relatively low casualty rates, and I don't want to get struck with 40 or 45 slow-moving conventional infantry units, when I could have faster-moving motorized or mechanized infantry later in the game.

      As for oil, you need to budget and plan accordingly from the get-go. Almost every country starts with one or two single oil resource provinces that start begin the game at 3,000 tons in daily production at 100% morale. With the construction of L1 through L3 infrastructure, you can increase that daily oil production by 50% to roughly 4,500 tons; with the addition of L1 through L5 industrial complexes, you can add another 50% for a total of roughly 6,000 tons daily. That's your basic budget for oil consumption. Review the daily oil consumption of the various oil-powered units you want to have in your force structure, and plan what you want that force structure to look like in the beginning, middle and end of the game.
      I will take all of that into consideration.
      I just started a solo game against AI, and will try to apply what you said.
      Would you say naval forces consume more than mechanized and tanks?
    • Restrisiko wrote:

      D. Biggums wrote:

      ... I would really want to see the ability to disband/delete units in this game.

      ...
      Much discussed - my opinion:It would mean less strategic challenge.
      To manage what, when, where and why to build and deploy the right units is part of the game and makes it sophisticated.

      D. Biggums wrote:

      EDIT : Just checked one of my games - I have level two destroyer researched, but I still have a level one destroyer.
      Then probably you got the destroyer with Lvl 1 from another player after you have researched Lvl 2. If you now explore Lvl 3 then also this destroyer gets Lvl 3.
      I don't recall getting the destroyer from another player. It is in the great lakes, and the only other person in my game is a friend of mine controlling Germany :P
    • Well, that depends. In most games, building a large navy is not necessary. However, if you are playing the Pacific or world maps, you are going to need a good size navy to be competitive before the game is over.

      The bargain naval unit is the submarine squadron: cheap and quick to build, and it consumes only 50 oil units and 15 food units per day. They are the perfect weapon for stealth reconnaissance of enemy coastlines and intercepting and sinking unescorted enemy troop convoys.

      You need destroyer squadrons to escort your troop convoys (and escort capital ships if you build them), and to hunt enemy subs. A destroyer squadron consumes 75 tons of oil and 50 tons of food daily. If you plan on moving ground units in ocean-going convoys you need destroyers -- if you're playing a North American country on the European maps, or virtually any country with a coastline on the Pacific or world maps, this is unavoidable.

      Cruisers are the nice-to-have-but-not-crucial unit. Higher-level cruisers contribute stronger AA capability, more hit points, and longer range gunfire. However, in prioritizing weapons research, you may decide that there are other unit types that are more important -- two or three higher-level destroyers can usually provide an adequate, but imperfect substitute for one cruiser.

      Battleships are expensive and time-consuming to produce, they're gas hogs, and their research is expensive and time-consuming too. That said, if you're in a war for naval supremacy, they're indispensable -- especially in the Pacific and world map games. I try to avoid building them in the European map games if I can.

      Aircraft carriers are an expensive luxury on the smaller maps, and an expensive necessity on the Pacific and world maps. Moreover, they're not terribly effective until they reach the mid-levels of research when they have the capacity to carry an adequate number of attack aircraft.
    • D. Biggums wrote:

      I don't recall getting the destroyer from another player. It is in the great lakes, and the only other person in my game is a friend of mine controlling Germany
      @D. Biggums: FYI, if all of your units of a given type do not advance to the current level upon completion of a new level of research for that unit type, then you have a "bug" and you need to report it via an in-game bug report. As Restrisiko correctly points out, such inconsistencies are most often the result of unit trades/transfers between players, but I have occasionally encountered such problems otherwise. It's a fairly rare problem, but I have seen it. It usually resolves itself upon the completion of the next level of research.
    • MontanaBB wrote:

      D. Biggums wrote:

      I don't recall getting the destroyer from another player. It is in the great lakes, and the only other person in my game is a friend of mine controlling Germany
      @D. Biggums: FYI, if all of your units of a given type do not advance to the current level upon completion of a new level of research for that unit type, then you have a "bug" and you need to report it via an in-game bug report. As Restrisiko correctly points out, such inconsistencies are most often the result of unit trades/transfers between players, but I have occasionally encountered such problems otherwise. It's a fairly rare problem, but I have seen it. It usually resolves itself upon the completion of the next level of research.
      Thank you for that. And thanks for the naval information. I've never really examined that. Thank you very much, my friend.
      This game has a lot of thinking to it that I just don't do :/
    • D. Biggums wrote:

      This game has a lot of thinking to it that I just don't do
      @D. Biggums: Read all of the spec sheets for all of the major unit types, and understand how they match up against each other. It's especially important to understand how their strengths and weaknesses change when moving from different types of terrain. Three prime examples of the impact of terrain on battle outcomes:

      1. all tank, armored car and tank destroyer brigades increase in strength 50% on open plains;

      2. all tank, armored car and tank destroyer brigades decrease in strength 50% in cities, and all tank and armored car units (but not tank destroyers) lose 50% of their hit points too; and

      3. militia units generally suck compared to conventional, motorized and mechanized infantry regiments, but militia gain 75% strength in hills and forests where they make excellent defenders.

      I have on several occasions defeated numerically superior foes when they made the mistake of choosing to do battle on the wrong terrain for their unit mix. It does pay to read the instructions -- LOL -- and kidding aside, the game rules usually track the real world relationships for the different unit types of the era. That's one of the reasons why we spend so much time arguing about certain units whose strengths and weaknesses deviate from the reality of the WWII era.

      P.S. Never be afraid to ask questions. Sure, some jerk will give you grief if he thinks the answer is obvious, but someone else will usually give you the straight dope. If you do your homework and ask questions, you will learn faster, and fight better than the vast majority of COW players.