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Clear supply issue

Posted: Sat Feb 17, 2024 2:43 pm
by stjeand
So below is a screen shot of the German North...
I am at a complete loss as to how the units in the front are in supply.
Perhaps someone can explain...
SupplyIssue.jpg
SupplyIssue.jpg (848.06 KiB) Viewed 700 times

So here is what I count....

Minsk should be 8 supply...as well as 2 hexes to the North of it. NOW heading east, Vitebsk should be a 3.
That would mean the HQ has 1 supply, basically at its max...that would mean it can add "1" supply beyond that...so the hex to the south east would be a 1...then 0 from there, since Woods requires 2 for supply.

NOW I will give it that perhaps the units next to that hex might have 1 supply but HOW is a unit 2 hexes into the woods in supply? Anyone have any ideas?

SupplyIssueUpdate.jpg
SupplyIssueUpdate.jpg (851.23 KiB) Viewed 700 times

IF those units were out of supply as they should be...that would give the Russians 2 to 3 more turns to recover...instead supply is 4 hexes or more longer than possible.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 3:10 pm
by AlvaroSousa
I can't answer this either. Maybe they had a functioning rail the turn before.
Maybe some units are air supply.
Maybe just just pushed into that area last turn.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 3:57 pm
by Nirosi
If the HQ is at 1 supply at least, then it adds +1 within 5 hexes. So all "0" for 5 hexes become 1. That is what allows some supply in Western Egypt for example.

So assuming clear hexes (or road) and no rail supply basically goes 9-8-7-6*-5*-4*-3*-2*-1 (HQ)-1-1-1-1-1.

The * might also get a +1 because in range of HQ ( I think).

Re: Clear supply issue

Posted: Sat Feb 17, 2024 3:58 pm
by Nirosi
Nirosi wrote: Sat Feb 17, 2024 3:57 pm If the HQ is at 1 supply at least, then it adds +1 within 5 hexes. So all "0" for 5 hexes become 1. That is what allows some supply in Western Egypt for example.

So assuming clear hexes (or road) and no rail supply basically goes 9-8-7-6*-5*-4*-3*-2*-1 (HQ)-1-1-1-1-1.

So assuming there is an HQ in Smolensk, that means the front units have level 1 supply.

The * might also get a +1 because in range of HQ ( I think).

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:07 pm
by ncc1701e
Nirosi wrote: Sat Feb 17, 2024 3:58 pm [
So assuming there is an HQ in Smolensk, that means the front units have level 2 supply.
No it is an infantry corps on the screen.

Good finding, another reason to reduce rail repair rate to one hex per turn. With HQ giving five hexes, this is huge.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:22 pm
by Nirosi
ncc1701e wrote: Sat Feb 17, 2024 5:07 pm
Nirosi wrote: Sat Feb 17, 2024 3:58 pm [
So assuming there is an HQ in Smolensk, that means the front units have level 2 supply.
No it is an infantry corps on the screen.

Good finding, another reason to reduce rail repair rate to one hex per turn. With HQ giving five hexes, this is huge.
Still, if there are no Axis HQ in the sector, Stjeand question still remains then... Unless the units are actually not in supply and simply rely on their ''reserves''? But very strange that MagicMissile would have no HQ in range of its spearhead?!

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:26 pm
by ncc1701e
There is an HQ three hexes north of Smolensk on the screen.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:29 pm
by ncc1701e
Nirosi wrote: Sat Feb 17, 2024 5:22 pm
Still, if there are no Axis HQ in the sector, Stjeand question still remains then... Unless the units are actually not in supply and simply rely on their ''reserves''? But very strange that MagicMissile would have no HQ in range of its spearhead?!
And what is exactly the behavior of units relying on their reserves? Do they lose anything?

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:31 pm
by Nirosi
Ha yes! Thanks. Then it actually works. The HQ is ''barely'' on the ''1'' supply level and give ''1'' supply level East of it (and +1 West of it).

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:33 pm
by Nirosi
ncc1701e wrote: Sat Feb 17, 2024 5:29 pm
Nirosi wrote: Sat Feb 17, 2024 5:22 pm
Still, if there are no Axis HQ in the sector, Stjeand question still remains then... Unless the units are actually not in supply and simply rely on their ''reserves''? But very strange that MagicMissile would have no HQ in range of its spearhead?!
And what is exactly the behavior of units relying on their reserves? Do they lose anything?
They do not recover readiness. I think they lose none extra (but will have to check again, I do not 100% remember).

Once they run out after 3 turns, then they start to lose lots of readiness and also strength points eventually disappearing (unless supplied by sea or air of course).

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:38 pm
by Nirosi
PS: Important to note that terrain does not seem to affect the +1 from the HQ because the lowest level possible is 0.

For example, in Egypt, if one is at level 1 supply and then the next hex is desert requiring 2 OP, the supply calculation would not be 1-2=-1+1 (for HQ)=0

It would be 1-2=0+1(HQ)=1. That is why in North Africa or Finland one can see a few hexes in a row at level 1 supply. I believe this mechanic is OK (especially for regions like those where supply is already hard as it is). If anything is to be done "supply lines wise" it would probably be rail repair rate as stjeand and other have suggested.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:47 pm
by ncc1701e
Yes definitely, rail repair rate needs to be reduced to one per turn.
Also I like stjeand suggestion to forbid rail repair during blizzard, heavy rain. Snow? I don’t know.

Touching the HQ would break Egypt and other places.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 5:52 pm
by stjeand
Well to be 100% sure...the rail was NEVER there...that is the captured rail being repaired.

Those units are supposed to be out of supply for sure.

That will cause that sector for collapse. If they were out of supply waiting for rail it should be 3 more turns before they are in supply...based on the calculations.

Roads should not give "extra" supply...repaired rail sure...

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:01 pm
by ncc1701e
stjeand wrote: Sat Feb 17, 2024 5:52 pm Well to be 100% sure...the rail was NEVER there...that is the captured rail being repaired.

Those units are supposed to be out of supply for sure.

That will cause that sector for collapse. If they were out of supply waiting for rail it should be 3 more turns before they are in supply...based on the calculations.

Roads should not give "extra" supply...repaired rail sure...
The HQ rule starts as long as an HQ is on a hex supply level 1. And it is having it from Minsk. Yes the rule is crazily too good in USSR. But, in Egypt, impacting this maybe dangerous.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:06 pm
by Nirosi
ncc1701e wrote: Sat Feb 17, 2024 6:01 pm
stjeand wrote: Sat Feb 17, 2024 5:52 pm Well to be 100% sure...the rail was NEVER there...that is the captured rail being repaired.

Those units are supposed to be out of supply for sure.

That will cause that sector for collapse. If they were out of supply waiting for rail it should be 3 more turns before they are in supply...based on the calculations.

Roads should not give "extra" supply...repaired rail sure...
The HQ rule starts as long as an HQ is on a hex supply level 1. And it is having it from Minsk. Yes the rule is crazily too good in USSR. But, in Egypt, impacting this maybe dangerous.
Ya it is a hard balance here. But right now according to the screen posted, the German units should be in supply with the actual rules.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:15 pm
by Nirosi
Capture d’écran 2024-02-17 130850.png
Capture d’écran 2024-02-17 130850.png (643.12 KiB) Viewed 640 times
In parenthesis is the change the HQ bring to "normal" map supply.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:16 pm
by ncc1701e
Yes that is why acting on rail repair rate is the best thing to do. There is also the possibility to distinguish port supply vs main supply to activate the HQ rule differently.

For example, if the HQ is in port supply, it is projecting on 5 hexes.
If the HQ is in main supply, it is only projecting on 3 hexes.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:20 pm
by Nirosi
ncc1701e wrote: Sat Feb 17, 2024 6:16 pm Yes that is why acting on rail repair rate is the best thing to do. There is also the possibility to distinguish port supply vs main supply to activate the HQ rule differently.

For example, if the HQ is in port supply, it is projecting on 5 hexes.
If the HQ is in main supply, it is only projecting on 3 hexes.
Worth trying. But would that not make HQs more efficient overseas in a way? Then again, if it helps with balance... :)

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:20 pm
by ncc1701e
If the HQ projection would also be impacted by woods, marshes and not clear or desert, it would enhance the situation.

Re: Clear supply issue

Posted: Sat Feb 17, 2024 6:25 pm
by Nirosi
ncc1701e wrote: Sat Feb 17, 2024 6:20 pm If the HQ projection would also be impacted by woods, marshes and not clear or desert, it would enhance the situation.
True, but Alvaro might find that a programing nightmare :P