The proposed NWOL-3 rules changes suggested that units not on home soil either would not be allowed to receive reinforcements, or would have to be in supply/comms to do so. It was never resolved which would be done. The only comment on this proposal argued for a yet more lenient rule than supply/comms, one that is not possible to program.
I have received one inquiry about a particular situation where reinforcements may or may not be possible, depending on whether the rule change is made and, if it is, which version is used.
Any other nation with units not on home soil that they wish to reinforce, please let me know which units are affected.
I will issue a clarification ASAP, hopefully within 24 hours. At the moment it is most likely, but not certain, that the rule that overseas units may receive reinforcements only when in supply/comms will be used. I have reasons for not liking that rule but in the current cases it may work. I anticipate a more complex rule being used eventually, but not until I have some coding time.
Steve Schmidt
Ruling on reinforcing units
For this turn, we'll go with the weaker limitation - units not on home soil can receive reinforcements only when they have supply and communications. This limit is too weak because under certain circumstances it would permit units to receive reinforcements that should not, but those circumstances don't pertain at the moment. By the end of the next campaign I may be able to handle such cases but for the moment it's more code than I can write. Anticipate further revision, but we'll go with the S/C requirement for now.
To answer a question publicly, unit activation happens first, S/C are set second, reinforcements happen third. So if you need to wake up a CQ or AQ to get into S/C to reinforce, you can do so.
Steve
I am a wizard. I make things using magic. SJS
One clarification
Supply/Comms do not exist for inactive units. So you can reinforce inactive units only when they're on home soil. If you want to reinforce an inactive unit abroad, then all you need do is activate it and get it to a place of supply and comms. (For example, being in any ally-controlled city will do it.)
Steve
I am a wizard. I make things using magic. SJS
Off-map ports?
Do off-map ports count as home territory, or can these units not be reinforced?
-nick
Good question
I can go either way. Part of me says you should pay the TR costs to reinforce them. Part of me knows that since you can't raise less than 2000 man units (assuming IN) adding 500 to an island garrison is tough if you have to do it that way.
If anyone is planning to do this on T1, let me know immediately! Otherwise it's a thought question for the end of the coming campaign.
Jim V, I already know your view, on this matter I can read your mind :P
Steve
I am a wizard. I make things using magic. SJS
No "magic carpet"
You should definitely have to "do it the hard way" in getting reinforcements to an isolated island, which entails huge costs...and rightly so.
To that end, you should always be forced to ship a new unit rather than be able to simply "reinforce" an existing one by means of a "magic carpet ride" and a "clickety-click" unit upgrade. Those new recruits didn't just happen to "grow" there, after all. So, if you want to combine them and, in so doing, reinforce a unit...then let it take some effort, as it rightly should.
Besides, we don't even pretend to portray the hardships (and attrition) of colonial occupation forces...so, just for that, we shouldn't make it too easy...no, not at all.
Steven
Steven Mathena
I am in marketing. I make you buy things you don't need. SGM
Supply of colonial occupation forces
I do not buy into "getting reinforcements to isolated island" problem.
The reason I do not buy into this is that in NWOL, European states receive a constant supply of Revenue from Caribbean islands. What form does that take - perhaps a "magic carpet ride".
This arrives by shipping - typically commercial for which there appears to be no charge.
So I presume on the RETURN trip the same ship bringing spices and cotton goes out empty?
This makes no sense.
It would in fact be wise for the trade ships to provide transport when returning to the Caribbean to pick up more cotton and sugar.
Granted, there should be a cost. The navy would have to pay for transport to the commercial interests. Perhaps some multiplyer to the cost of standard reinforcements. To me, that would be relatively simple to code in.
John Vanvark
Another option
Or maybe you could just recruit the people that actually live on the islands and not have to transport anybody.
In general modern people are much too hung up on nationality, a problem that leaders in the 18th century didn't worry about so much. If the French army in Italy needs some reinforcements they will recruit Italians. No big deal.
I would favor the least resrtictive reinforcement rules, since as they stand they are already too restrictive.
-nick
I think you should all
I think you should all consider that never in the many years the British army spent in the Peninsula was it necessary to send a whole brigade back to Britain for the purpose of getting reinforcements.
As was the case with continental armies, reinforcements arrived in a more or less continuous stream. This week a company, the next week 25 unassigned men. Britain's "2nd battalion" system was well known for recruiting, training and sending drafts of men overseas to make up for casualties in the 1st battalions of their regiments. I am sure that the same was true in other nations.
NWOL doesn't accommodate this. Unit sizes are too large to reflect reinforcement realistically and it would be just too cumbersome to reproduce the continuous flow.
I would urge therefore that not compound this unreality by making the flow of reinforcements even more unrealistic. It only seems unrealistic that a unit could get so many reinforcements so far from home all at once without specific transport. However, it is not at all unrealistic when you consider that this is simply a convenient way to reflect the flow of reinforcements that have been arriving at the front during the previous 15 turns.
Jim
Jim Voege