Fungwu
Posts: 161
Joined: 8/22/2007 Status: offline
|
Hi, I was thinking of designing my first scenario, and I had an idea to simulate a chain of supply. Our protagonists will be RED. Give RED a terrible supply level. Like 10. Then give them a bunch of units with something like 500 trucks. In my example we will give side RED 4 supply formations: Group A: with units 1,2,3,4 each with 500 trucks Group B, Group, C, Group D, all with 4 similar units of all trucks. House rules will state: Group A must always have 1 unit within 4 hexes of a supply source, and all units of group A must always be with 4 hexes of each other. One unit of group B must be within 4 hexes of the last(farthest from the supply source) unit of group A and all units must be within 4 hexes of each other. One unit of group c has to be within 4 hexes of the last unit of group B, and all units within 4 hexes of each other. One unit in group D has to be within 4 hexes of the last unit of group C, all units must be within 4 hexes of each other, and one unit must be within 4 hexes of the HQ unit of the formation they are supplying. If the supply unit occupies any hex other than a road, than the distance allowable between units is -2 hexes. If a supply unit is fortified then its neighbors can be 8 hexes distant, instead of 4. So in game it would work something like this. Red starts out in his capital with an armored battle group and these 12 supply units split amongst groups A,B,C,D. In the first turn the armored group advances 30 hexes down a road. One unit in group D must always be within 4 hexes of the HQ of the armored group, so Supply unit D1 advances 26 hexes down the road. All units of D group must be within 4 hexes of each other, so D2 advances 22 hexes, D3 18 hexes, and D4 14 hexes. One unit of group C must always be within 4 hexes of the last unit of group D, so C1 advances 10 hexes to be near D4. All units within C group must be within 4 hexes of each other so, C2 advances 6 hexes, and C3 advances 2 hexes. C4 is 2 hexes from C group so it can stay still. B group is in the same hex as C group so it can stay. Since the capital is a supply source in our scenario, A group can stay put too. Now RED has a terrible supply of 10. But with supply asset sharing he gets a bonus for all transport units which did not move in the turn. So with all of A group, 2000 trucks, and all of B group, 2000 trucks, and one unit of C group, 500 trucks, he has got a pretty big boost to his supply. D group, and the other 3 units of C group moved, so no bonus from them. Next turn his armored group moves another 30 hexes. D1 must advance to keep within 4 hexes of the HQ, and the rest of D must advance to keep the 4 hex spacing. And so C must advance, and B, and A to keep a 4 hex space between each unit, and each group. However since all his supply units are moving RED player does not benefit from supply asset sharing and his supply is back to 10. Eventually, RED player faces a dilemma, Unit A1 is 4 hexes from the supply source in the capital and thus cannot advance any further.Every unit down the line is also at the 4 hex limit, and thus cannot advance. So he must start digging in his units until they become fortified. This will take a few turns, and since digging in counts as movement, he will have no supply bonus for those turns. For every fortified unit he has he can increase the length of his supply chain to 8 hexes between units instead of 4. Since the beginning of the supply chain must be near a supply source, you would have to give the players of the scenario the opportunity to capture forward supply points if you wanted them to advance beyond the maximum distance of 128 hexes or whatever. The intent of this system is to force players to establish a defined chain of supply from their supply source to the frontline. Advances will have to halt once each unit in the chain is 4 hexes from each other. As the units fortify, the distance between them can increase, and thus the advance can continue. When a new supply source, like within a major city, is captured, then the chain can be remade on the new point of supply and the advance can continue. Because the players supply stockpile is set low, he will need the effect of transport sharing from all his trucks to get decent supply. If his supply units are moving up with the spearhead then he will not get this effect and suffer low supply. So every advance will move to a certain point, suffering from low supply because all its transports are moving. When it reaches the limit of the advance, its supply units can stop moving and thus asset sharing will kick in and boost his supply. If the player needs to advance further, he can start fortifying his units, which will allow him to lengthen his supply chain. The enemy player on the other hand, has a tangible line of supply to interdict and attack. Does this sound like a workable idea, and does anyone have any suggestions to improve it?
|