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MeNeFrego

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Jun 18, 2015
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Hi,

In order to save fuel for my future war expansions, I was wondering if I can disband a few armor divisions and reuse them later after I've built up more fuel? Does disbanding armor have the same effect as infantry, or do I lose the tanks themselves and they simply go back to the manpower pool as infantry would?

Please advise. I would hate to have to disband armor if I am to lose them and then have to build them all over in the production queue.

Thanks.
 

browd

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The disbanded unit is permanently removed from the game -- it isn't placed in some sort of "reserve" status where it can be quickly reactivated. The disbanded unit's manpower goes back to the manpower pool and, when you want to "reactivate" that unit, you will have to rebuild it, just as you would have to with disbanded infantry, or disbanded support brigades, or any other disbanded unit. After you rebuild a unit, you can manually assign the new unit the same name as the disbanded unit (if that matters to you).
 

MeNeFrego

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Jun 18, 2015
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The disbanded unit is permanently removed from the game -- it isn't placed in some sort of "reserve" status where it can be quickly reactivated. The disbanded unit's manpower goes back to the manpower pool and, when you want to "reactivate" that unit, you will have to rebuild it, just as you would have to with disbanded infantry, or disbanded support brigades, or any other disbanded unit. After you rebuild a unit, you can manually assign the new unit the same name as the disbanded unit (if that matters to you).

Thanks for the quick reply and clarification, I was afraid that was the case. :( Wish I could just put the tanks in the warehouse for a year or two so they don't need fuel or need to be maintained. lol It's gonna be interesting!
 

marxianTJ

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If you want the absolute bare minimum cost saving for troops - park them in your capital and don't move them - if you're still worried about supply consumption from there out - just put logistics wizards in charge of them, and logistics wizards all the way up the chain of command over them, and your very best general at the army group level - and they should consume hardly any supplies at all, ever! lol.

Your armored divs *shouldn't* be consuming that much fuel as long they're sitting still and are in your national territory - there will be a small tax on them if they're away from the capital, but only until they fill up their fuel reserves. If your armor is sitting in allied or puppeted territory, there is a bug in the game that causes them to be treated as "moving" 100% of the time - which will cause their supply/fuel consumption to be *extremely* high - your ally/puppet will try to supply them at first, but depending on the amount of armor you've brought you may max out their IC and fuel supply - and so the game will attempt to fill the gap by teleporting supplies and fuel from your stockpile and MASSIVELY taxing your supply and fuel reserves as a result.

Honestly, one of the main flaws in this game is that you almost never have to worry about fuel consumption unless you've built a pants-on-head crazy level of fuel consuming units.
 

MeNeFrego

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Jun 18, 2015
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If you want the absolute bare minimum cost saving for troops - park them in your capital and don't move them - if you're still worried about supply consumption from there out - just put logistics wizards in charge of them, and logistics wizards all the way up the chain of command over them, and your very best general at the army group level - and they should consume hardly any supplies at all, ever! lol.

Your armored divs *shouldn't* be consuming that much fuel as long they're sitting still and are in your national territory - there will be a small tax on them if they're away from the capital, but only until they fill up their fuel reserves. If your armor is sitting in allied or puppeted territory, there is a bug in the game that causes them to be treated as "moving" 100% of the time - which will cause their supply/fuel consumption to be *extremely* high - your ally/puppet will try to supply them at first, but depending on the amount of armor you've brought you may max out their IC and fuel supply - and so the game will attempt to fill the gap by teleporting supplies and fuel from your stockpile and MASSIVELY taxing your supply and fuel reserves as a result.

Honestly, one of the main flaws in this game is that you almost never have to worry about fuel consumption unless you've built a pants-on-head crazy level of fuel consuming units.

Excellent info. I will organize my logistics wizards as you indicated. Because I got so caught up taking Greece as Italy, I totally neglected organizing them after the initial invasion. And now that I conquered Greece, they are all racing to the coasts to go help Germany take France out in Europe, and also to North Africa to fight the Brits. So to your point, a lot are either sitting or moving in Greece, which based on the glitch you mentioned, are 100% moving either way.

I have about 5-6 divisions of mixed light and armor, and 1 heavy division. I have halted all production of armor and air (since I see bombers and interceptors can be gas guzzlers, too). And indeed, I will park some in the capital while my techs catch up to offset consumption. By the way, I was trying to come up with more creative ways, like sending expeditionary forces to Germany and smaller allies. Since it's still early in the game, no one needs them. They will probably be begging for them in a few years. ;) lol Thanks again!
 

Pugmak

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Just to be clear on a specific point...

At Army Group HQ level bonus is a 5% savings in logistics consumption per skill point of the General assigned to command that Army Group.

There are times when stacking logistics wizards and highest possible skilled Army Group commander (sometimes with log wiz trait as well) can be much more valuable to a front than stacking up combat stats from the command chain.

You can't advance if you can't get enough logistics pushed forward. Reducing consumption of logistics across the front can often make a stalled front viable for offensive maneuver again.
 

MeNeFrego

Corporal
1 Badges
Jun 18, 2015
32
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  • Hearts of Iron III
Just to be clear on a specific point...

At Army Group HQ level bonus is a 5% savings in logistics consumption per skill point of the General assigned to command that Army Group.

There are times when stacking logistics wizards and highest possible skilled Army Group commander (sometimes with log wiz trait as well) can be much more valuable to a front than stacking up combat stats from the command chain.

You can't advance if you can't get enough logistics pushed forward. Reducing consumption of logistics across the front can often make a stalled front viable for offensive maneuver again.

Good points. Thanks for the info on the 5% savings, all for the greater glory. :)