1.00.06: Supply interdiction

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

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ncc1701e
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1.00.06: Supply interdiction

Post by ncc1701e »

This guy is a pain against my supplies.

You have solved this problem:
https://www.matrixgames.com/forums/tm.asp?m=4780265

But, on UK side, they have Interceptors 1942 whereas this is not yet discovered. We really need the Advancements report to clean up all sides / all scenarios.

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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

My other question is the following. Each turn I have the same amount of 40 stockpile gone due to this unit.
Really 40 each turn, is it hard coded?

Only thing I find in the manual is:
Supply Convoy Interdiction – After supply is calculated for a port, friendly and enemy fleets are automatically calculated for interdicting the supply line. Port supplies can be affected by enemy naval and air forces in the area with at least 1 operation point at the end of the turn. Naval forces need to be within 4 hexes and enemy air forces within 8 hexes, or less if the air unit range is less, of the port to have a chance to affect supply delivered. Friendly air and naval forces automatically escort within the same ranges. Port levels can’t be reduced lower than 1. The further away an interdicting enemy fleet is from the enemy port, the less chance the fleet has to interdict the supplies. There is a small chance a transport point will get sunk if the supply convoy is interdicted. Escorts have no such penalty as they are considered as being with the supply transport coming into the port.

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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

Initially, I was having only one Air Superiority group with Escort Fighters 1941: 40 stockpile gone per turn.

Thus, I bring from Italy through Benghazi harbor a second Air Superiority group with Interceptors 1941. Nothing has changed, I am still losing 40 stockpile per turn.

And, it seems there is only one unit intercepting each time anyway.

I hate this guy... [:@]

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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

And please note the typo in the game. The city of Benghazi is missing a h character in the game.

EDIT: Or, Bengasi in Italian, depends what you want to display. Forget this last comment.
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RE: 1.00.06: Supply interdiction

Post by AlvaroSousa »

Should be Benghazi actually. I must have copy pasted it from somewhere because that is a huge difference.

Yes I fixed the air thing from the other game.


If you hit S you will see all your supply sources. If the blue port supply indicator has a "!" on it that means it ran out of stockpile to feed the land/air units. If all the ports from Tripoli to Tobruk have "!" that means there isn't enough supply input into N.A. to support all those units. Which mimics real supply in that area.

The # of raiding and escorting naval groups and air groups makes a difference for supply. It is a calculated formula.

So if you put a fleet in the area within 4 hexes it will also protect the supply. Place a fleet a hex about the German HQ and it will fully protect the convoy. Which means adds to the escort value.

Supply is a big thing in WarPlan. In Africa I try to rep it as best possible. The Allies have similar restrictions once they leave Egypt. They have no rail out there so their map supply level is low currently vs your high ones. You recover faster. Use that against them.
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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

You are right, putting a fleet near Tobruk harbor helps. I am losing 0 stockpile per turn now instead of 40 stockpile per turn. I am still under the impression that this is something hardcoded. Do you confirm or not?

I am having real issues with supplies in Africa. That's cool. I think that, starting Europe 1941 scenario, I have already too many troops there by default.

I am struggling and this is cool. [:)]

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RE: 1.00.06: Supply interdiction

Post by AlvaroSousa »

It's give and take. Do you risk your fleet and use oil? Do you protect the convoy with planes? You have to balance a bunch of variables just like real generals had to do.

Took me a long time to figure out how to do supply and make it mean something in the game.
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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

The fact is I do not see any impact of my Air Superiority group. There or not there, I am losing 40 stockpile per turn.

Per manual, I was hoping some more protection. And, as I said before, a second Air Superiority group did not change anything.
Supply Convoy Interdiction – After supply is calculated for a port, friendly and enemy fleets are automatically calculated for interdicting the supply line. Port supplies can be affected by enemy naval and air forces in the area with at least 1 operation point at the end of the turn.

Naval forces need to be within 4 hexes and enemy air forces within 8 hexes, or less if the air unit range is less, of the port to have a chance to affect supply delivered.

Friendly air and naval forces automatically escort within the same ranges. Port levels can’t be reduced lower than 1. The further away an interdicting enemy fleet is from the enemy port, the less chance the fleet has to interdict the supplies. There is a small chance a transport point will get sunk if the supply convoy is interdicted. Escorts have no such penalty as they are considered as being with the supply transport coming into the port.

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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

BUMP - Air superiority does not protect from port supply interdiction
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RE: 1.00.06: Supply interdiction

Post by AlvaroSousa »

I'll take a look.
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RE: 1.00.06: Supply interdiction

Post by AlvaroSousa »

Air sups do add. They just don't add a lot. They compensate by intercepting.
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RE: 1.00.06: Supply interdiction

Post by ncc1701e »

OK will monitor this. At least now, we can see an Air to Air combat has occurred.

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