rhinobones wrote: Fri May 20, 2022 5:47 pm
governato wrote: Fri May 20, 2022 4:18 pm
TOAW has infinite speed/inifinite capability railways> Coupled with no truck breakdowns it can cause a supply runaway effect for the winning side...in reality the further East Germany 'd go..the harder 'd it be to supply its forces.
In a similar situation I lowered supply by a notch as new formations deployed. The idea was to simulate distribution of a fixed value of supply with increasing demand, each unit received an ever-decreasing piece of the total pie. Of course, this assumed each unit shared equally which is unrealistic, but it seemed to work better than maintaining a constant supply level regardless of total demand. Under certain conditions industry was increased (or captured) and supply was bumped up accordingly.
Maybe the same type of design concept can be used to simulate Axis logistics problems as they advance East.
Regards
Hey RB, thanks for the comments. You are one of my favorite on this forum! Here is some ideas.
EF uses supply squads for each HQ so there is definitely some flexibility there to model supply of different formations OVER TIME, as you suggest. For example AGN formations have low replacement rates..coupled with pestilence events that makes sure that their supply is never as high as the panzers armies...On the other hand lose a Panzer Army HQ and the replacement will have few supply squads, and so low supply for months, simulating the loss of logistics and trained staff. TOAW's engine is really awesome.
The issue with such long campaigns is that there is some SPATIAL back and forth that is largely unpredictable compared to say, just Barbarossa. If The Axis makes it to Baku ..congrats! But they
will need lots of trains/security/engineers/trucks to keep things going. The issues has to be connected to locations, not specific formations or the timeframe.
So the issue I will tackle in V7 is 'what happens if the Axis take far away regions/cities like Stalingrad or Moscow?'
In the current version Garrisons pop up and they take in squads that 'd otherwise go to the front lines. This happens over time and models the need to have security against partisans without bogging down the game with ant units. The players have no control on garrisons and they cannot be disbanded. It's a start and EF discourages micromanaging by design, there are better games for that

.
For V7 I am considering adding slots for trucks and other logistic assets to these Garrisons, that should be simple and would not burden the players, but it'd make further progress slower and avoid a "runaway advance". Umm I can also retire some rail repair units...there are some subtleties there,that I am figuring out, but it should be doable. For the Red Army it could also be easy, logistics reinforcements arrive as units disbanded in the background..so if the red army gets to Warsaw early (stressing their logistics) some disbands will get withdrawn instead, never making it to the front lines.
I just finished a campaign for V6 that started addressing lack of truck breakdowns...will do a post soon.
A final note for the amazing players (Hey Raven!) that dare a campaign against the scenario designer...I appreciate the extra challenge that it entails!
East Front 41-45 will return..