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ZOC's and Supply Lines

 
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ZOC's and Supply Lines - 10/26/2009 8:26:00 PM   
ruffels

 

Posts: 49
Joined: 4/22/2003
From: Whitby, Ontario, Canada
Status: offline
Hi Folks
I am playing the full campaign against the Japanese AI at Historical Level. It is June ,42.

I am making a stand in Burma at Akyab with about 65,000 troops, Fortification Level 4. The AI has about 75,000 men in the hex with more on the way. I have remnants of two Brigades from the defence of Rangoon floating around on the Prome/Akyab road. My question is...

Given that there is only one road that leads directly to Akyab from Rangoon and my units are on that road does that cut off supply to the Japanese units at Akyab? Or do they trace supply overland to the next road over? If the latter is true the supply that they are getting overland must be quite alot less than if they were getting it directly on the road. Yes? I've tried cutting off supply to Japanese units in China and the AI doesn't like it. It always comes after me.

Does the Japanese supply in Burma come from ships delivering it to Rangoon or does it come over land from Thailand, Indo-China etc.?

One other question while I'm logged on. The AI is attacking Port Moseby relentlessly every 2nd or 3rd turn, attempting to land units. Most of the time I shock attack in the next turn and they run away. On one occasion I noticed that during the night turn they landed but then I saw a note go by that they were re-embarking and when day came ofcourse they were gone. How does this re-embarking mechanism work? Can you land, take a hex and then order your unit to re-embark just to get the point? Or is this just a computer anomaly?

The AI is kicking my ass but I'm having a great (and addictive) time!

Jim Parker
Post #: 1
RE: ZOC's and Supply Lines - 10/26/2009 11:17:06 PM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
The game will do everything it can to move supply to units including going overland.  However, the range at which it can move supplies will be reduced if supply is moving over more expensive terrain.

There is a cost chart in the manual.  Moving by rail is the best route since it is usually the cheapest.  Roads are the next cheapest with overland the most expensive way to move supplies.

If the supplies have a high cost route, a lot less supplies will make it to the unit than if the route is cheaper.  Cheaper routes can also be much longer than expensive ones.  An all rail route could move supplies up to 90 hexes in one turn (best case), but an all overland route could be limited to just a few hexes (depending on the terrain costs).

The only region with good rail lines going to many places is North America.  You won't find supply movement that easy anywhere else on the map.

Bill


_____________________________

WitP AE - Test team lead, programmer

(in reply to ruffels)
Post #: 2
RE: ZOC's and Supply Lines - 10/26/2009 11:21:26 PM   
Smeulders

 

Posts: 1879
Joined: 8/9/2009
Status: offline
Blocking the road to Akyab will most likely cut off most if not all supplies. Moving supplies over the small road is hard enough as it is, thrown in a couple of jungle hexes and resupply over land will be almost non-existant.

(in reply to wdolson)
Post #: 3
RE: ZOC's and Supply Lines - 10/27/2009 1:14:30 AM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
How do you know the units are on the road part of the hex in ?.
How does the computer check to see if the hexside is blocked for use?
If the road is the supply, and you came into the hex from a different HS, perhaps that has something to do with the equation? I would like a cleaarer idea, anyone?

(in reply to Smeulders)
Post #: 4
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