RE: New Supply rules (Full Version)

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Amicofritz -> RE: New Supply rules (6/12/2017 3:45:54 PM)

Sorry, meant tech level.




Amicofritz -> RE: New Supply rules (6/12/2017 3:47:59 PM)

Sorry, I meant tech level 4.




xriz -> RE: New Supply rules (6/13/2017 4:43:29 AM)

I was thinking about this problem too.

What if Engineer units could speed up repairing supply nodes, cites. Like with making fortifications, in set mode, if on a Supply Hex, would get "fix infrastructure" option. The action would repair the supply at 1.5 supply a turn rather than 1 per turn. You could also make it that only a certain minimum strength Engineer unit, like 8, could perform this option.

In addition, the unit could add another 1 or 2 supply points over the Supply Hex's base supply. Another "set Mode" option, "increase infrastructure" and 30-40 days for the action of 1 increase, unit must be full strength, 10.

This gives the Engineer unit some other uses and somewhat historical.




Birdw -> RE: New Supply rules (6/13/2017 1:18:09 PM)

xriz,

That is a great idea. I think it would be fairly easy to implement as well. If a engineers supply is 5=> then it bumps the supply value of its hex by 1. So a 5 would be come a six. That six would count as a HQ for supply purposes for all units tracing supply back to that HQ. It would only increase supply by 1 down range but given the scale of this game that's all engineers were likely to accomplish given the time that turns represent.

I remember in Desert Shield as we were getting ready to go into Kuwait the Seabees were working 24x7 working on a piece of the MSR that was probably only about 20 miles long around Kibrit. It doesn't sound like much but it made a huge difference. I have 25 years in the military transportation field so I feel that I have some qualification in thinking this is a good idea.




sPzAbt653 -> RE: New Supply rules (6/14/2017 10:28:00 AM)

I don't think that Engineers repairing Resources is necessary, but I say that because Chaining makes it easy to get good supply anywhere there is a 5 rated resource. Waiting a couple turns for a resource to repair seems ok, especially because they are all over the place. The eastern part of Russia is probably the sparcest area for resources, but as long as you have one at 5, you can have another HQ up to 7 hexes away and still get 8, and from that location you will get 5 at TEN hexes from the nearest resource with 5, and you will still have 1 at FOURTEEN hexes away from the nearest resource with 5. Historically, I think it was much more difficult than that.




Guderian1940 -> RE: New Supply rules (6/16/2017 11:58:04 PM)

Maybe a silly question but does the supply rules apply to all scenarios? Doesn't seem to slow down Barbarossa scenario.




BillRunacre -> RE: New Supply rules (6/17/2017 8:55:15 AM)

They do, and I've been playing the Barbarossa scenario and found it does slow you down. Not much at first of course, but later on. I've had to invest in more HQs and make full use of the Axis Minor ones too.




Guderian1940 -> RE: New Supply rules (6/18/2017 6:35:57 PM)

I am playing the Russians (Barbarossa PBEM) and see that although Moscow and Leningrad seem to be toast by November. However there was a big slowdown at that time and saved them a few more turns. Summer 42 will be a bear I am sure.

Supply does have a big impact in the 39 scenario as you are usually not as strong as the Germans compared to the Barbarossa scenario.

It does not mean the Germans cannot win or beat Russia but more than just overrun rinse and repeat.

Supply in NA is very different and the Germans need more then overrun rinse and repeat as well. Again as the Germans you need to add more resources to defeat the Allies. Still possible. You need to apply strategy and operations much more.

So far many updates are for the better. Both German and Allies.





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