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Supply issue II - 6/22/2017 1:01:29 AM   
Guderian1940

 

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I am currently playing a game, Barbarossa, 1.05, PBEM and see a major issue with supply.

The issue seems to be exasperated in North Africa, but elsewhere as well. Although I am not privy to the exact supply situation with the Axis forces I can easily see that supply rules are lacking.

The current situation is that the Allies hold Tobruk and the surrounding area and are advancing on the Axis. The Axis has moved in a dozen Air units to support the front. He has several land units. The Allies have a dozen air units and several land units as well and multiple HQ's.

The Axis ports have been reduced to zero with blockading naval forces (which are taking severe hits from Luftwaffe poorly supplied units. This has been going of for a few turns.

Each turn we are exchanging unit losses. The Axis Air destroys an Allied unit and in return the Allies destroy an Axis units. The only obvious results is that the Axis cannot reinforce Africa. In the end they will be doomed due to attrition. That being said the Air battle is viscous with the Allies, with a superior supply network, lose as much as the Axis.

It appears that the Axis have little supply issues that limit 1000"s of aircraft operating from a poor supply position with no restrictions to a supply network. Just have a town and an HQ and it will supply 30 units with supply.

Supply has to be based on a supply network. This is WWII. Fuel and ammo are paramount. Logistics and its planning are paramount. Who said amateurs look at tactics and professionals at logistics?

The logistics aspect is exasperating other game issues that are cropping up. Such as powerful Air power. What the heck, deploy 90% of your air power to an area and pound the enemy to dust.

The problem has also been noted in other area with my one obvious example given. HQ's or towns should have restrictions based on volume of supply available not just supplying everyone in range to their max situation.

Supply is not having the important affect that it should on game play. It is creating a balancing issue. Those that take advantage of the supply rules should have a serious problem with the whole Air power of Britain and USA in a small area.

IMHO of course.

< Message edited by Guderian1940 -- 6/25/2017 4:57:31 PM >
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RE: Supply issue II - 6/22/2017 10:45:12 AM   
Leadwieght

 

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Supply should be based on a network--I totally agree.

Also in North Africa, I saw a very odd supply situation.

Playing the Axis in mid-1940, my British opponent had advanced to Tobruk and surrounded an Italian Corps there.
O'Connor HQ was one hex west of Sidi Barrani (the railhead of the RR from Alexandra)
Supply levels of British units around Tobruk were 6. All fine.

Then I slipped an Italian garrison around the desert flank and took Sidi. So, the Brits had no rail connection to Egypt, and no port (I still held Tobruk).

To my surprise, the supply levels of the British units around Tobruk DID NOT DECLINE AT ALL. O'Connor moved to Bardia and apparently had no difficulty keeping the lads in kippers, petrol, and ammo.

I recognize that an HQ represents a significant logistical commitment and implies the creation of some infrastructure. And I also am willing to concede that, in the game, a coastal town, even one without a port, will allow SOME supply to be landed.
So, I'm not advocating that the supply should have gone down to zero, but it does seem odd that it would be completely unaffected in this situation.

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RE: Supply issue II - 6/22/2017 3:09:26 PM   
Hubert Cater

 

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Thanks for the feedback and the only thing I can ask and possibly suggest here is if either of you have further targeted the resources that your opponents are relying on as well as their HQs?

For example, in the second example that Leadwieght has provided, the UK HQ then trapped on Bardia will receive a supply of 3 from the town (the town will immediately decline from 5 as it is now indeed cutoff), but this still gives the HQ a distribution supply of 8 assuming the HQ is still at strength 10.

However, at this point if the HQ is damaged you should see a rapid and significant drop in distribution supply to the remaining units relying on the British HQ in the pocket. In effect, if you begin to target the remaining supply sources for these units, i.e. the town and more importantly the HQ since the town is already at 3, you should see a considerable downward trend for these remaining units in terms of their defensive/offensive capabilities and a more rapid elimination of this pocket.

For example:

Town = 3, HQ at strength 10 provides 8 supply (adjacent unit would receive 7 supply)
Town = 3, HQ at strength 5 provides 4 supply (adjacent unit would receive 3 supply)

Keeping that UK HQ at lower strength also has an impact on just how rapidly it can reinforce if it is trying to maintain higher supply levels for adjacent units. For example, knocking it down to 5 ensures it can only reinforce back on its next turn back to 7 (instead of a full reinforce back to 10). If you managed to get it to strength 3 then it can only reinforce back to 5 and so again there is a downward trend that makes the eventual elimination of the HQ and attached units in this pocket easier over time.

* * *

In terms of the ability to operate air units en masse, it is true we don't limit the number of operations per turn, but the flexibility does come at the cost of MPPs. This gives players some choice and the opportunity to experiment with some strategies, but even here the costs to operate in a dozen air units is not without potential cons as you are looking at an approximate cost of 500 MPPs and then another 500 MPPs to operate them back to another front when needed.

Again, not saying that there might not be items here for our consideration, just throwing out a few points in case they might be helpful to the discussion.

Hubert

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RE: Supply issue II - 6/22/2017 3:38:10 PM   
BillRunacre

 

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Hi Leadwieght, in the situation you've described it sounds like the British units were already operating with less than their maximum potential supply for the area before you took Sidi.

Then by moving O'Connor into Bardia, it will have increased his logistical capabilities slightly, as the proximity to a supply source is a factor in the HQ's own logistical potential, and this will likely have offset somewhat the loss of the connection to Egypt.


Going back to Guderian1940's original post, and just to add to Hubert's thoughts above, one consideration is that units will only operate effectively if they have a HQ to command them. Supply from a HQ is useful but as HQs have a limited command ability, generally large forces will require multiple HQs to be present.

These are less able to be moved around the map at will than air units, and coupled with the costs (and risks, if a Transport carrying a HQ bumps into an enemy naval unit it can be disastrous) it does tend to mean that a significant effort is required to make this concentration of air power worth it.


< Message edited by Bill Runacre -- 6/22/2017 3:43:15 PM >


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RE: Supply issue II - 6/22/2017 5:43:57 PM   
PJL1973


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When you mean units are only able to operate effectively with a HQ to command them, what exactly do you have in mind? I have been thinking that it would be good if land and air units could only conduct offensive operations (bombing runs, fighter escorts and land unit attacks) if attached to an HQ.

Units would still be able to defend and move around even without the HQ attachment, as they do now.

< Message edited by PJL -- 6/22/2017 5:45:39 PM >


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RE: Supply issue II - 6/22/2017 9:09:08 PM   
sPzAbt653


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quote:

units are only able to operate effectively with a HQ to command them, what exactly do you have in mind?

Not to answer for someone else, but Unit Readiness [at least] is improved by HQ's. It may not look like much, to go from say 83 to 106, but it seems to make a good difference in combat.

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RE: Supply issue II - 6/22/2017 9:43:16 PM   
Guderian1940

 

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Thank you for your responses.

How does a port going to 0 not have the town go to 0. It only seems to affect the ability to unload units!

I think it was mentioned that an enemy unit near a port negates supply. What does that mean in reality?

Damaging HQ's is easier said then done. The Air assets get dinged heavily in each attack VS a poorly if not UN-supplied enemy.

I forgot to mention that the enemy units were able to reinforce fully. Ports at 0, blockaded, enemy cannot unload transports. I do not see all of what they have and the HQ's seem to be in the rear as they should be. At least one Axis and maybe 2 Italian HQ's present. Can you explain whether Italian HQ's supply all Axis units.

Based on what you say it is the HQ's that are main issue. Obviously HQ's are too powerful and low supply has marginal effect on the overall power of a force. Having HQ's to cover the number of units you have is fine but then the supply issue is still there. Supply has to have more effect overall. This would be a major improvement in overall game play.

As far as op movement of air and it's cost. Losing a Army and a tank unit, many losses in Air a turn facing very low if not un-supplied units really covers those costs. And well worth the costs in those terms. For GB that is a turn or two production available.

The game right now is concentrate your strenght to eliminate the immediate force in a sector and move on. Once people learn this, tactics, defences do not mean a lot.

The ability to keep attacking till a unit is eliminated is a big issue with the game. One reason is that you can have as many Air units in an area as there are hexes. With little costs, Yeas they dont attack as well but there are so many you can wear down any Air defences and get your licks in.

It is simply not working.

As I mentioned the Axis force is probably doomed since I can replace eliminated units and he can't due to the port problemn. But each turn is a week, 2 etc. Too much time for it to have effect.

HQ's that cannot trace a supply rout to it's home country. Train, road, ship/port should be severely restricted in what it can receive and distribute. I doubt that a town in Africa can support a Mechanized army for a day. Food a little longer, fuel????? Same for Russia.

On the same Point the Brits should have a much superior supply grid from Egypt with supply from Red sea. Why are those towns only 5. Why does the RR from Cairo not do much.

If the key to success is HQ's then they have to suffer serious supply loss as well and immediate not a few turns later which equates to weeks. The very basic wargame rule is that if you are out of supply you are halved. You may not be able even to attack. This is in hour turns, weekly, monthly turn games.


I think it needs to be reviewed.

The last update fixed some issues. Many more are left.

It appears that HQ's are the culprit. They are giving too much supply in a low supply environment. For a turn maybe but without a link to outside supply at some level it should auto reduce every turn. Ports should reduce the overall supply levels of towns in the network. In the case of Africa it should collapse the Axis ability to mount attacks and defend. Not allow a dozen air units to appear and have such an overwhelming affect.

I think you might think to limit air units to a town and or RR hex, which may reduce the overwhelming ability to concentrate and devour units with impurity. Just a quick thought.


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RE: Supply issue II - 6/22/2017 10:35:15 PM   
sPzAbt653


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quote:

This would be a major improvement in overall game play.

Sir, please don't take this the wrong way, we are all trying to help you, but you make a statement like this when the issue is your lack of understanding. I am definitely not wanting to appear disrespectful, but when I see a comment like that I have to say something.
Someone else e-mailed me earlier today with the same/similar questions. We are all doing our best, and if you are playing solitaire feel free to send me a save file and I will put together specifics explaining your concerns. You spend a lot of your time putting together verbal posts, but screen shots and/or save files are easier to decipher.

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RE: Supply issue II - 6/23/2017 1:05:37 AM   
Birdw


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This is on another note. It is 1943 and I have two Axis fighters in France that can't reinforce to 10. They are in a supply state of 7 and 6 haven't moved, haven't escorted anything and yet when I go to reinforce them I can't. I have like 1100 MPP's so money shouldn't be a problem. The option to reinforce seems grayed out like they had already moved. I left them in that state for 2 turns thinking maybe I did move them (I'm getting older you know) and still seems to be an issue. I should have mentioned there are no Allied units ashore in France.


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RE: Supply issue II - 6/23/2017 1:49:04 AM   
Guderian1940

 

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First my posts are my own opinion. I more than realize that everyone has different ideas what makes a good game or not. I am not asking for help I am asking for a better game experience. The game is fun and I hope it can get better.

My issue is not the understanding of how the supply works it is how the game supply works.

My basic point was the number of units that can be supplied i.e. used in an any area that cannot trace a supply line to a major supply node. That significant attacks and defense can be done when your ports are at 0 and blockaded in a desert area is illogical. The same units can be fully reinforced only because there is a HQ not a real supply network. The situation encountered highlighted a problem that existed elsewhere but not to the same degree so it was not noticed as flagrantly. From the responses explaining how the system works makes me realize HQ's enhancing non existing supply is an issue. If there is no supply or possibility of supply for a few turns how can HQ's enhance supply. This is where I have a problem.

I completely understand having a supply chain of HQ's to provide command and provide logistics. When you source is 0 how can you enhance supply? This is a general issue and screenshots should not be needed. There is FOW and all I know is that a powerful Air force is operating in an area that it should not be able to because of supply issues not command. If you don't have any gas high morale only goes so far.

I look at it this way. A depot would be drawn down if it could not be re-supplied till it was empty not the case with HQ's with a town. Never empty unless you reduce or destroy it.

I was designing an American Civil war game. Supply simple no. Well the situation was at Frederickburg where the Rebel RR could only supply 50000. The RR was from Richmond and had only 1 track and rikety at that. Problem was how to limit the supply to 50000 when you wanted to have 100000. The typical supply calc was to have a unit supplied X hexes from a supply source. That would not solve the limit. Just to highlight the conversation that there are supply limits to a given area.

Thank you for taking the time to review my points and thoughts.





< Message edited by Guderian1940 -- 6/23/2017 1:50:10 AM >

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RE: Supply issue II - 6/23/2017 9:38:45 AM   
Sugar

 

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quote:

That significant attacks and defense can be done when your ports are at 0 and blockaded in a desert area is illogical.


Sorry, but no, I disagree. In fact historically the supply issues of the Axis Forces in NA resulted from their convoy-losses, not from not using Bengasi nor Tobruk as ports. They mostly used Tripolis as port historically and transported their supply all the 2000 KMs to El Alamein via land.




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RE: Supply issue II - 6/23/2017 3:15:41 PM   
BillRunacre

 

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quote:

ORIGINAL: birde

This is on another note. It is 1943 and I have two Axis fighters in France that can't reinforce to 10. They are in a supply state of 7 and 6 haven't moved, haven't escorted anything and yet when I go to reinforce them I can't. I have like 1100 MPP's so money shouldn't be a problem. The option to reinforce seems grayed out like they had already moved. I left them in that state for 2 turns thinking maybe I did move them (I'm getting older you know) and still seems to be an issue. I should have mentioned there are no Allied units ashore in France.



Hi birde

Do you want to send me a saved turn to bill.runacre@furysoftware.com if it's a game against the AI or Hotseat?

Bill

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RE: Supply issue II - 6/23/2017 3:29:35 PM   
BillRunacre

 

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quote:

ORIGINAL: Guderian1940

Thank you for your responses.

How does a port going to 0 not have the town go to 0. It only seems to affect the ability to unload units!

I think it was mentioned that an enemy unit near a port negates supply. What does that mean in reality?


Hi Guderian1940

If the port is at zero then it also means it cannot provide any supply to nearby land units. The same applies if its strength is just reduced.

The presence of an enemy naval unit negates the port's ability to supply nearby land units, so placing one there means the port isn't supplying the enemy, its only source of supply being the urban resources it controls and its HQs.

quote:

Damaging HQ's is easier said then done. The Air assets get dinged heavily in each attack VS a poorly if not UN-supplied enemy.



If the HQ is significantly damaged then it takes more than one turn to be reinforced back to full strength, meaning that it will be providing reduced supply for several turns. So while it might not always be easy to damage an enemy HQ, if it can be done the effect of doing so is often worth more than attacking the enemy's combat units.

From the sound of it, if the enemy are able to reinforce their units to full strength then their HQs cannot be too far away.

If you were to strike them hard then you are presenting your opponent with a difficult decision: keep the HQs where they are and risk keeping taking damage every turn to them, possibly even having one destroyed, or move them away to safety, in which case their combat units will now be in lower supply, fighting less effectively and with less ability to reinforce or upgrade.

I hope this helps and thanks for the feedback too.

Bill


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RE: Supply issue II - 6/23/2017 4:45:27 PM   
Guderian1940

 

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I should have been clearer. The two ports in question are Tripoli and Benghazi both at 0 and blockaded for a few turns now. Tobruk has been in Allied hands since the beginning.

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RE: Supply issue II - 6/23/2017 5:12:19 PM   
Sugar

 

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In this case you could use your strat. bombers to reduce even those belonging towns to supply 0. If your fighters shoudn`t be able to escort them due to lacking range, take your carries to escort. They may not be as effective as the fighters, but as the strat. bombers have got very high defense values against fighters, this should be enough.

You could also attack tactival first, ro reduce enemy fighters abilty to intercept, than attacking them by your tac. bombers. Without effective air cover and reduced supply, the battle will be over soon, and the Axis troops won`t even have a chance to escape.

The importance of fighters is often overseen, without them no bomber can do his duty. It`s already all in this game, one simply has to use those given opportunities I guess.

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RE: Supply issue II - 6/23/2017 5:40:36 PM   
Guderian1940

 

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Excellent points and tactics. Many will learn from that.

Just keeping the ports reduced is costing a couple of ship points a turn never mind air attacks. Carriers get seriously reduced when confronted by enemy fighters or within range of enemy tac. Very costly. The rest are out of range. As well as taking many turns to maintain the pressure. In the meantime the enemy Air is creating heavy losses which take time to rebuild and $.

My point being that with ports at zero and area blockaded there should be no need to reduce the towns. They are out of supply period. They should not be at 5 supply. They should be reduced to 3 and reduced further every subsequent turn if they are not connected by port to another supply source. There should not be a dozen Axis air contesting the area with effective strength. They should have minimal supply and effect. As this is not the case the multiple small towns along the coast are providing 5 supply for the most part to HQ's which give high supply to all units in the vicinity. You must admit that this is not correct. Supply is enough to reinforce to 10 from these 5 value towns.

There needs to be a supply network criteria in the game. Supply from minor towns or any supply source for forever is not right. We are not talking about food but industrial need like fuel, parts, maintenance. I doubt very much that soviet towns or African towns would have a lot of this stuff laying around to be used if isolated.





< Message edited by Guderian1940 -- 6/23/2017 5:44:53 PM >

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RE: Supply issue II - 6/23/2017 6:48:51 PM   
Sugar

 

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quote:

- HQs can now only be linked if the first HQ has a supply value >= 5, raised from a previous threshold of >= 3.
- the HQ to be linked must have a supply value < 3 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8. Previously linked HQs could have a maximum distribution supply level of 10.


Of course you don`t have to attack Tripolis, if the battle takes place near Bengasi. But if you follow the rule, in NA the requirement to build an HQ-chain is to position one HQ into a town with supply 5 at min. If you`d attack that town by strat. bombers or even ships if at the coastline, chaining is no longer possible. And if you reduce the town to less than 3 supply, the HQ itself will only deliver 5 at max.

With given 3 HQs (two of them in towns, one near the frontline), you just have to reduce 2 towns that way.

This should be - together with the opportunity to attack HQs directly - enough to solve the issue imho. Now you know how it could be done, just do it.


< Message edited by Sugar -- 6/23/2017 6:52:55 PM >

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RE: Supply issue II - 6/23/2017 6:51:47 PM   
Hubert Cater

 

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Hi Guderian,

I've read through all the posts and I could easily get carried away here and break down every proposal with potential game breaking design and game balance issues, so I'll do my best to try and keep this short.

Essentially it comes down to the idea that whatever changes are potentially made for one area of the map, these can then potentially have a dramatic effect in other parts of the game. Long story short, we have a game that spans much more than North Africa and the rules (in order to keep them as simple/straightforward as possible) need to work for not only North Africa, but also for when the Axis is deep into the USSR, and for when the Allies perform D-Day and so on.

Just a quick example, if an HQ at 3 supply should have much lower distribution supply simply because it is in a pocket, then an HQ at 3 supply (pocket or not as we are just looking at its supply value) on the Eastern Front will also be distributing supply much lower and that might not be desirable for most players especially once they get deep into the USSR. Consider the recent HQ supply linking rules change since v1.04, which was a much more subtle amendment, and how it already seems to have had a significant impact on the potency of the Axis on the Eastern front based on the feedback so far.

This would be the same for captured and isolated towns during D-Day and in this case, in my opinion, the Allies simply would have no chance to survive initial landings. The suggestion that the Axis managed to cutoff an Allied HQ at Bardia should result in an automatic halving of supply would also mean that an Allied HQ that has landed on the French coast at Le-Havre supporting a few other landed units would also have its supply halved as well because technically in game terms it is cutoff as well. Even so, it could be argued that even if an HQ is "cutoff", it doesn't immediately lose its existing supplies and the act of targeting the HQ (as we described above) abstractly conveys the idea of attempting to disrupt and degrade its remaining supply capability... which is fairly modeled in my opinion due to strength being connected to its supply distribution and reinforcement capability, i.e. keep hitting that HQ and it becomes easier to destroy in subsequent turns.

Linking damaged ports to the strength of the adjacent town is a possibility, but then does this mean that London is possibly reduced in strength due to its port being reduced? Do we create exceptions which means more rules? What about coastal towns that are not adjacent to a port?

Now we could add additional features like re-supply by air, factor in the presence of capitals ships and their current dominance or lack thereof, mulberries and so on, and some of these I wouldn't mind seeing such as mulberries, but we are now adding more rules and complications and more micro managing for a game that is often described as a beer and pretzels game with supply rules that are complex enough as it is.

* * *

So what do we currently have that pretty much gets us everything we want?

I would argue that the supply chain rules for towns and cities, from ports and from Capitals and Primary and Secondary sources, works reasonably well enough. For example, a cutoff town that drops to 3 is not really supplying all that much on its own to any units in the same pocket. Same goes for a cutoff city that drops to 5. Units on their own (without an HQ) inside such a pocket normally won't survive for long.

Then we have HQs, and HQs with the investment of logistics in my mind represents the commitment from either side to supply and ensure supply for key units on the map. It can also be argued to represent an array of abstractions, i.e. of the military investments that are key to supply and success, as a D-Day landing would be largely unsuccessful without HQ support and the same goes for North Africa where if either player did not include sufficient HQs for their planning then I strongly believe all of the points above would be non issues as supply would be so low that pockets would be very quickly eliminated without much thought or concern.

* * *

So what is on our radar?

1) Air power and the concentration of air power and any simple and straightforward changes that we can employ to make this feel more "right" in game.

2) Any additional supply rules/changes that get us even closer to what we want without overcomplication. For example, perhaps there are some simple changes that can be implemented to make things feel more natural here for some of the points above that don't break other parts of the game. If we can manage this, and both Bill and I are discussing, then it is something we'll definitely pursue. It is just a question of getting it right and not breaking the game in the process.

A bit of a long response, but hopefully it paints a picture that much of this has been thought of and sorted out in the past and sometimes it is a balance from our end of understanding all the rules and options, as well as sorting out any needed adjustments as suprises crop up here and there.

Hubert


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RE: Supply issue II - 6/23/2017 6:52:54 PM   
Guderian1940

 

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You missed the point again. You should not have to do it that way. it should be automatic in this kind of situation. It is not about how but why.

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RE: Supply issue II - 6/23/2017 7:18:29 PM   
Guderian1940

 

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Again I thank you for your response and thoughts. I always good to know someone is listening. :-)

My only goal here is not to tear down the game but as you put it improve the natural feel of the game.

I understand the complications of either changing a design or making adjustment and how they can affect other areas. Been there done that. We count on you to apply the right measure from our rants and raves.

I think the 1.04 supply changes are good and they certainly slow down the Axis in Russia. For the better in my opinion. I am stalled in Winter 42, after taking Moscow and Leningrad. Partisan is activity is strong mentioned by another poster and are a major pain and require a lot of assets. Overall though it feels right at this time end 42 PBEM 1.05. I can see the fortunes turning for the worse though for the Axis.


I look forward to see what you guys can come up with to improve things.

I do have other issues that I will bring up. All to see how the game can improve.

In regards to the Africa game situation the Axis had to withdraw it air assets as the Allied pressure was too great. We did trade units for many turns but the Allies have more so it is a matter of time. It just takes too much time and most of all Allied resources. UK and USA.




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RE: Supply issue II - 6/23/2017 7:40:43 PM   
Hubert Cater

 

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Sounds good Guderian and glad to know that you feel we are indeed listening and trying to help

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RE: Supply issue II - 6/23/2017 8:21:36 PM   
MemoryLeak


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I'd like to suggest that an Engineering unit must be present to build an airfield before an air unit
can operate out of a hex. That you cannot just land planes on
any hex you choose at anytime all over the map.
That would limit the ability to continuously move air units in only one turn.

I think it would be much more realistic and self-limiting of excessive air units that can single-handedly win a war.

Make it so that it takes one or two turns at least to build an airfield.

It's gamey moves like putting 10 air units in one area that prevents me from playing Multiplayer games.
It's impossible to play in a realistic manner against a player who only wants to win using non-realistic methods
that have nothing to do with tactics. It takes all of the fun out of it.

< Message edited by MemoryLeak -- 6/23/2017 8:43:39 PM >


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Post #: 22
RE: Supply issue II - 6/24/2017 1:07:41 PM   
geordietaf

 

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Hubert


quote:

So what is on our radar?

1) Air power and the concentration of air power and any simple and straightforward changes that we can employ to make this feel more "right" in game.

2) Any additional supply rules/changes that get us even closer to what we want without overcomplication. For example, perhaps there are some simple changes that can be implemented to make things feel more natural here for some of the points above that don't break other parts of the game. If we can manage this, and both Bill and I are discussing, then it is something we'll definitely pursue. It is just a question of getting it right and not breaking the game in the process.


Now that the kamikaze French fleet seems to have been somewhat tamed, I think the concentration of air power is the biggest play balance issue that allows gamey behaviour to trump any recreation of what might have been practically possible in WWII. I am involved in a couple of games where the overwhelming majority of the Luftwaffe seem to regard North Africa as their perfect holiday destination. This means the entire RAF has to come over to contest the sun-loungers and prime spots round the pool. The relative strengths of the two air forces in the early game makes any defence of Egypt almost impossible. Any solution to this would be very welcome.

I do not want to see the game straight-jacketed and forced to follow a strictly historical timeline. One of the most enjoyable games I am currently playing has seen my Axis opponent crush the Swiss and then go back and tear up the Armistice with Vichy. Totally ahistorical, but completely within the bounds of military possibility. I am fascinated to see what happens next.[edit: He invaded Spain...]

This is a game and I like to win, and dislike losing, as much as anyone else. However I want to win and lose for reasons other than my ability to find loopholes in the rules. Any changes should achieve a sensible balance between strategic innovation and military probability.

< Message edited by geordietaf -- 6/24/2017 8:45:37 PM >

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Post #: 23
RE: Supply issue II - 6/24/2017 6:25:49 PM   
Birdw


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Bill, It is a email\server game I can probably manage screen shots for you.


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Post #: 24
RE: Supply issue II - 6/26/2017 4:54:19 PM   
BillRunacre

 

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Hi birde

Can you send me an email with your Challenge ID?

You can find this by hovering over it in the My Games area of the PBEM++ Online area.

Thanks

Bill
bill.runacre@furysoftware.com

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Post #: 25
RE: Supply issue II - 6/27/2017 3:27:45 PM   
petrosian

 

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I do like some of the reduced supply for the Axis. But still am a bit baffled by them. Playing Axis I have complete control of London and port but unable to reinforce a unit there. Hq is 3 hexes away.2 units near Moscow on a road next to each other. 4 hq within 5 hexes yet 1 can reinforce full and other cannot at all. Completely surrounded Russian unit out in small town was able to reinforce from 1 to 6. I agree with earlier post about the Luftwaffe in NA. There should be a limit there.All this being said I love this game.

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Post #: 26
RE: Supply issue II - 6/27/2017 4:15:20 PM   
BillRunacre

 

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Hi Petrosian

I'd recommend pressing the S button to see supply levels for a few turns, covering different areas, as this should help get a better handle on this area.

Factors such as weather, terrain, the strength of resources, roads - and road quality, the proximity of a port and its strength are all factors on supply.

Hopefully it will all become clearer because the rules do apply across the board, i.e. there should be a logical explanation for everything.

Obviously do post if you see something that doesn't make sense to you, ideally with a screenshot or two.

Bill

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Post #: 27
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