ghoward -> RE: can someone tell me (4/29/2011 9:10:07 AM)
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let's see, 1. all the production from a single city must go to a single hq. You want to try to send the combat units to supreme, and the supplies to dump. If you have to transfer units from dump to supreme, they will take a significant readiness hit for the command change (at least they did in AT). So, either assign a small production location to dump and just have it make supplies and pps, or if you are short on locations, switch a big one to dump for a turn when you run low on supplies but change it back to units and reassign it to supreme the turn after. 2. Free supply range is (was in AT) 250 Action Points. There are break points in that 250 ap range where you start losing a percentage of your supply. It's something like under 100 ap all supply makes it, 101-150 75%, 151-200 50% and so forth. I am not sure of these numbers, and I dont have the game on this computer,so I cant check it. 3 more supply things to note. a) some hexsides take A LOT more ap to cross than others (putting supplies on a beach without a port is next to impossable) b) Enemy antisupply points along the supply route (which the computer chooses) will attrit your supply, no matter what the range. 3) There is a little guy with a jerrycan on the righthand side of that row of buttons below the main window. This turns on the supply layer graphic. Do this. Select point A (the sending HQ), click the jerrycan guy, and (I think it is right click) on the target (receiving unit). You can then see 1) aps for the trip and % of loss, 2. what areas are in the no loss, some loss, or high loss ranges from the sending unit (shown in differing colors) and the route between the two. Play with with the jerrycan guy for a while, and things will get a lot less misty. The 250 does regenerate with each hop. 3. Trucks. Not tied to railroads. If you put enough of them in your combat units the units can run around at truck speed. Sending replacement subformations out to combat units (if it is too far for them to walk) requires a transfer which requires LAND CAP which is created by trucks (or horses) assigned to the HQ. The trucks themselves dont move, and can also be used to motorize the HQ in the same turn (assuming the hq is not too heavy). There is also RAIL CAP and NAVAL CAP created by trains and cargoships assigned to your HQs. Keep in mind that a unit cant go anywhere that any subformation within the unit cant go. So if you have a cargoship in your HQ, the HQ cant go inland. hope this helps
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