Supply.

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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boudi
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Location: France

Supply.

Post by boudi »

Hello,

I need help about supply.

Just a little and dumb question, about this screen (Korean war) :

Image

What are these numbers in the little circles ? I think that is the supply capacity, of course, but why 6, or 8 or 12 ? Why some circles have 2 colors (red and white), an others one only (white) ? how can i use this information ?

I can't found informations about it in the PDF manual.
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Monkeys Brain
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RE: Supply.

Post by Monkeys Brain »

The bigger the number the better supply you will get during supply calculation phase between turns. Most supply units get on the road, railroads, towns, etc...
Adjacent cooperating HQ's help boost supply by 50%.

Unit's that moved get max 66 % of projected supply.

Half colors means that in that hex enemy and you could get supply in next turn if it changes sides...
boudi
Posts: 388
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Location: France

RE: Supply.

Post by boudi »

Thank you for your fast answer.

By exemple, above my artillery unit, at the south of my (red) army, near Kimch'on, there is a 6. If i move or if i use my art. unit, or another unit near this six, i need how many "supply valor" ? How supply number i consume ?

In fact, i read some numbers, 6,12, and i don't know how i need for an action. I don't know if 6 is important or not, i think that is very poor, but what are the rules ???
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Monkeys Brain
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RE: Supply.

Post by Monkeys Brain »

ORIGINAL: boudi

Thank you for your fast answer.

By exemple, above my artillery unit, at the south of my (red) army, near Kimch'on, there is a 6. If i move or if i use my art. unit, or another unit near this six, i need how many "supply valor" ? How supply number i consume ?

In fact, i read some numbers, 6,12, and i don't know how i need for an action. I don't know if 6 is important or not, i think that is very poor, but what are the rules ???

Well, I didn't played this scenario so please wait young Londoner Golden Delicious to log in ;) he will answer you.
Maybe traffic in the tube have delayed him :)
boudi
Posts: 388
Joined: Sun Jan 07, 2007 6:43 am
Location: France

RE: Supply.

Post by boudi »

I ask to myself if it is not the percentage of readyness winned if my unit don't do anything this turn.

By exemple, if the readyness or efficiency of my art. unit is 50%, if i don't move this unit, and no attack with this unit, at the next turn, his readyness will be 50+6=56% ???
johanvc
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RE: Supply.

Post by johanvc »


Check out this article for an old but (as far as I can tell) still relevant breakdown of the supply system:

http://groups.google.be/group/comp.sys. ... ode=source

Johan.
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freeboy
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RE: Supply.

Post by freeboy »

that is a great link, the info should be posted here as a FAQ
"Tanks forward"
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shunwick
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RE: Supply.

Post by shunwick »

Better yet - try http://www.wargamer.com/toaw/scenplay/strategy.htm where the supply information is included in a larger work on general TOAW strategy. Just visit the page and save it to your computer.

Best wishes,
I love the smell of TOAW in the morning...
boudi
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RE: Supply.

Post by boudi »

Wahoooou !!!

Thank you everybody ! [&o]

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Graymane
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RE: Supply.

Post by Graymane »

I wouldn't worry too much about the mechanics of supply. You just need to follow a few rules of thumb.

1. Big numbers good, small numbers bad. How good or how bad depends on the kind of unit it is (arty sucks up a lot of supplies, for example). Double-digit numbers best.
2. Railroads are supply points if they are connected to a friendly supply point and repaired. You can see this on the supply mode map. Keep your units on the rail if you can (they don't have to be embarked).
3. Roads and open terrain are the next best thing.
4. Keep units (esp arty) next to HQs as much as possible.
5. Don't move units without a clearly defined purpose. Then, only move them as much as you need, not their full movement if you can help it cause moving eats up supply.
6. Keep indirect fire weapons (counters with arty and air units) on movement orders and not dug in or in reserve status unless you know what you are doing. If you don't, they will engage with 1/2 strength in all battles and suck up supplies like crazy. Sometimes you want to do that, most the times you don't.
7. Ignore the rules when you really need to reach an objective. Sometimes you just have to live with bad supply.
A computer without COBOL and Fortran is like a piece of chocolate cake without ketchup and mustard.
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freeboy
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RE: Supply.

Post by freeboy »

#6, If you can attack and then dig in, yourart will defend, if not as in youattack and the turn ends, u may be stuck in mobilemode.. Art does not attack when it is your turn exceipt in mobile mode.. so one must be carefull against a sneaky player counterrattacking and running into your rear! and thus attacking vulnerable ART
"Tanks forward"
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