ORIGINAL: ColinWright
However, the current situation is at least as bad. Units can simply continue offensive action indefinitely. The system says they get enough supplies to retain 30% or so effectiveness no matter how long they continue attacking. The result is that -- contrary to all history -- it is often best just to keep pressing ahead regardless of the state of your forces so long as the defender is in just as bad shape.
1. Item 5.9 (Over-extended supply state) would make this more and more difficult once units pressed on into locations at that intermediate state, and the further they pressed on into it.
2. Item 5.14 (Component supply) would justify lower movement/combat strength values at 1% fuel/ammo. So the lowest MA level wouldn't be 58% of full, it would be much lower; and the lowest CS level could be significantly lower than now too.
In my opinion, the problem is really that supplied mechanized forces are too slow in the first place. They really do rip off some astonishing forward leaps. Currently, mechanized forces have about 2.5 times the MP's of leg infantry. Something like that. If the ratio was set at more like 4 to 1 -- but the tanks stop rolling and the guns stop shooting when the supplies run out, my betting's that we'd be on our way to a more accurate simulation. The infantry might eventually catch up, but absent any effective artillery and absent any mobile forces, it's not going to be able to mount much of an attack. That will be a function of the other arms being properly resupplied -- and that will lead to some very authentic pauses in advances.
1. Item 6.7 (Motorized units pay 1/2 MP per hex on Improved Roads). This would impact supply distribution, too.
2. Item 6.16 (Careless movement - no hex conversion costs, but no recon either). This would realistically make this progressively more dangerous as the war progresses from 1939 to 1945, since late in the war, even infantry is dangerous to armor.
3. Item 5.3.2 (Readiness cost of movement much lower for motorized units than foot). So motorized units arrive in good shape to fight, but foot arrive blown.
4. Item 6.25 (Tracked Movement mode). Can ignore mud/snow costs.