07 September 2011

GameTalk - Replacements

How do you keep a steady flow of replacements to the front as units get depleted?
Do you swap out units wholesale?
Do you let units regain lost combat power?
Is there value in modeling different ways in which countries have different replacement systems?
Is it worth modeling this at all?

By: Brant


Pete Maidhof said...

In my homebrewed Quick Modern Land Rules (QMLR) where brigades/regiments ar ethe maneuver elements, recovery takes place during the overnight turn. Each unit has a hit capacity of between 7-10 depending upon type. RP = Replacement Points.

"Recovery: Each division rolls 1d6 for each subordinate unit. RPs as follows: 1 = 1; 2-5 = 2; 6 = 3."

ltmurnau said...

To answer your questions in reverse order:

YES, it is worth modelling this as not enough wargames model the frazzling and frittering away of units in or near combat. I've done it in several different ways in my games.

YES, there would be value in modelling different ways this was done, in cases where different countries had significantly different systems or situations. An example would be Barbarossa 1941, where German replacements would be better trained and equipped than the illiterate conscripts the Soviets were inducting and throwing into the fight. Or Germany 1945, where Hitler insisted in maintaining as many separate formations as possible at a lower strength each, instead of a smaller more efficient number of higher-strngth formations made by scrapping and disbanding other divisions.

A game I haven't published yet on the Scheldt Campaign (Oct-Nov 1944) models replacements in different ways. The unit of maneuver is the regiment or brigade for both sides, but the Germans have a lot of small scratch battalions. Units wear away poiont by point (but quickly) in combat, and one uses staff cards to rest and reorganize them so they recover combat power. It seems to work.

Cap'n Darwin said...

You also need to differentiate between field repairs (similar to the die rolling scheme above) and replacements (also where they are coming from, how many and how effective are they combat wise). If you end up with a long time frame multi-national war you would also have to look at the capability of each country to produce and train over time. Again scoping things to the game is critical.