JacquesDeLalaing
Posts: 88
Joined: 10/7/2016 Status: offline
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SUPPLY BASICS At the start of each turn: 1) Elements whose internal supply storage is not full request supply 2) Supply is forwarded from your depots to your elements' internal storage (see below); many factors come into play: distance/road quality between the depot and the unit, road congestion, ... 2) then elements try consume their ordinary expenditure (stat "basic supply use") from their internal storage. @1) Requesting Supply All elements have an in-built, organic supply storage (the size is "Supply Max Organic Storage"; usually consumption *6). If this storage is not full, the elements will request the missing supply points. Note that if an element has been out of supply for longer periods of time and its storage is very depleted, it might not be able to request the full amount of supply: There is a limit on how many supply points an element might request in a single turn (stat "Supply max Replenish per turn", usually half of the max storage). You can adjust supply requests by setting priorities ("Eff.SUP" standing orders). @2) Forwarding supply The closest depot (supply source; supply base in "deplete" mode) that has supply points available will try to fulfill your units' requests. The game considers how many AP it takes (movement type "supply") to move from the depot to the unit. If the total AP needed to reach your unit is 100 AP or less, 100% of the dispatched supply points reach the unit. If you enable the supply overlay, the areas that can be reached with 100 AP are marked in green accordingly. If your supply columns need more AP to reach the unit, fewer points will be sent, and the areas are marked in yellow, blue, red in the overlay accordingly. If it would take more than 250 AP, supply is cut (250AP is the maximum range). Note that if you're below 100%, no supply points are actually "lost" for the depot. It's just that fewer points get sent in the first place. Note that you can check how much of the requested supply has reached a unit by looking at the color of the small dot at the top edge of the counters. Roads, bridges and also road congestion (traffic points) are factored into the calculation of supply range. Also, supply can only move through hexes that you control (that are on your side of the front line). This is often tricky to understand - remember that units that are positioned off-road have troubles exerting their "control" along roads. It's better to position units directly on the road! The movement of supply points across road links also causes traffic points (0.2 traffic points per supply point). Note that supply bases in "regular" mode extend the AP-range of your supply sources. @3) Supply Consumption Each element consumes a certain number of supply points per turn (stat "basic supply use"). If this need cannot be met, severe mali set in (e.g. no readiness recovery, instead loss of readiness). Check the "supply consumption" of a formation. A smaller malus already sets in (particularly for offensive actions) if the unit fulfilled its consumption but has a low storage (check the formations' supply attack/defend modifier). Check the color of the symbols on the bottom edge of the counters (which stand for fuel and supply storage accordingly). Note that in addition to ordinary consumption supply is also consumed in combat (particularly in offensive actions). FUEL Fuel works similarly to supply. However, units have no base consumption of fuel. Instead, fuel is only consumed if the unit moves or fights. Also, fuel supply doesn't work on a gradual basis. Instead, if a unit requests for fuel, it will either receive 100% of its request or nothing at all. So, if your unit is in a yellow supply area (100-150AP distance; 75% supply), then it would receive 75% of the requested supply points and have a chance of 75% to receive 100% of the requested fuel points (and 25% chance to receive no fuel at all). Fuel resupply generates slightly more traffic points (0.25 per fuel point).
< Message edited by JacquesDeLalaing -- 1/12/2022 7:55:38 AM >
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