how supply system work.

Campaign Series: Vietnam is a new turn-based, tactical/operational war game that focuses on the Indochina War, Vietnam Civil War and the first years of US involvement in Vietnam with over 100 historical scenarios.

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kutaycosar
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how supply system work.

Post by kutaycosar »

hello, is there any tutorial(video or documentation) on how supply system works in this game? i don't own the game but i read the manual to understand how things works, but it didn't give me much idea
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Crossroads
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Re: how supply system work.

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kutaycosar wrote: Sat Dec 13, 2025 8:56 am hello, is there any tutorial(video or documentation) on how supply system works in this game? i don't own the game but i read the manual to understand how things works, but it didn't give me much idea
Hello kutaycosar!

The supply system is covered under section 3.3 "Combat Efficiency”. At a high level, “Supply” is abstracted as part of the Command and Control system. There are two base supply levels: one for indirect artillery, and another for everything else.

For artillery units, the Artillery Ammo base level alone determines whether the unit can keep firing. If the check fails, the unit becomes Unavailable until it regains supply or comms.

For other combat units, the process is a bit more involved:
  • First, a percentile die roll is made against the unit’s HQ range (closer HQs give better odds).
  • If that fails, a second roll is made against the side’s Base Ammo level.
  • If both fail, the unit loses Combat Efficiency and is considered Conserving Ammo.
Units trying to regain Combat Efficiency only get the first HQ roll — no fallback to ammo. HQs themselves also perform these checks, and if they fail, they can’t support their subordinates that turn.

Leaders (Command Post units) stacked with HQs extend the HQ’s range by their command rating (and in VN 2.10, by twice that value to account for larger maps). Fatigue, disruption, and isolation also play a role.

So in short: artillery depends on ammo alone, combat units depend on HQ proximity plus ammo, and leaders/HQ chains make the difference in keeping units supplied and effective.

Then, per above, when a unit is Conserving Ammo, it means it has failed its Combat Efficiency checks and is operating at reduced effectiveness until it regains supply or comms. The manual outlines the effects clearly:

Combat units (direct fire):
  • Their firepower is halved — they can only attack a number of times equal to half their Strength Points (rounded up).
  • If they assault while conserving ammo, they fight at 75% effectiveness instead of full strength.
Artillery units (indirect fire):
  • They cannot fire at all until they regain Combat Efficiency.
  • This represents situations like communication breakdowns, conserving ammunition, or batteries being tasked elsewhere.
Headquarters units:
  • They cannot perform Combat Efficiency checks for subordinate units that turn.
  • They also cannot attack until they regain Combat Efficiency.
In short, conserving ammo means reduced or suspended combat capability: frontline units fight at diminished strength, artillery sits idle, and HQs lose their ability to support. It’s a temporary state, but it can ripple across your force if multiple units or HQs are affected.

There might be a detail or two i missed in this brief. Does that make sense?
Last edited by Crossroads on Sat Dec 13, 2025 6:14 pm, edited 1 time in total.
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Crossroads
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Re: how supply system work.

Post by Crossroads »

Crossroads wrote: Sat Dec 13, 2025 2:42 pm There might be a detail or two i missed in this brief.
Oh, of course I did! What I described earlier was just how the game engine itself handles the supply/C2 mechanics.

On top of that, there’s the CS Event Engine and the scenario Lua files. Typically, once you start firing your first regular or artillery shots, the corresponding base ammo levels begin to slowly diminish. Certain battlefield events can reduce them further, depending on how the battle unfolds. And since this is Vietnam, many scenarios revolve around hunting down VC/VM supply hideouts and destroying those not only impacts the enemy’s supply situation but often earns you positive Event Points toward victory.

To balance things out, there are also positive events: for example, successfully escorting a supply convoy to your firebase.

So combat efficiency can fluctuate quite a bit as the battle plays out which is exactly how it should be, right.
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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kutaycosar
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Re: how supply system work.

Post by kutaycosar »

Crossroads wrote: Sat Dec 13, 2025 2:42 pm
kutaycosar wrote: Sat Dec 13, 2025 8:56 am hello, is there any tutorial(video or documentation) on how supply system works in this game? i don't own the game but i read the manual to understand how things works, but it didn't give me much idea
Hello kutaycosar!

The supply system is covered under section 3.3 "Combat Efficiency”. At a high level, “Supply” is abstracted as part of the Command and Control system. There are two base supply levels: one for indirect artillery, and another for everything else.

For artillery units, the Artillery Ammo base level alone determines whether the unit can keep firing. If the check fails, the unit becomes Unavailable until it regains supply or comms.

For other combat units, the process is a bit more involved:
  • First, a percentile die roll is made against the unit’s HQ range (closer HQs give better odds).
  • If that fails, a second roll is made against the side’s Base Ammo level.
  • If both fail, the unit loses Combat Efficiency and is considered Conserving Ammo.
Units trying to regain Combat Efficiency only get the first HQ roll — no fallback to ammo. HQs themselves also perform these checks, and if they fail, they can’t support their subordinates that turn.

Leaders (Command Post units) stacked with HQs extend the HQ’s range by their command rating (and in VN 2.10, by twice that value to account for larger maps). Fatigue, disruption, and isolation also play a role.

So in short: artillery depends on ammo alone, combat units depend on HQ proximity plus ammo, and leaders/HQ chains make the difference in keeping units supplied and effective.

Then, per above, when a unit is Conserving Ammo, it means it has failed its Combat Efficiency checks and is operating at reduced effectiveness until it regains supply or comms. The manual outlines the effects clearly:

Combat units (direct fire):
  • Their firepower is halved — they can only attack a number of times equal to half their Strength Points (rounded up).
  • If they assault while conserving ammo, they fight at 75% effectiveness instead of full strength.
Artillery units (indirect fire):
  • They cannot fire at all until they regain Combat Efficiency.
  • This represents situations like communication breakdowns, conserving ammunition, or batteries being tasked elsewhere.
Headquarters units:
  • They cannot perform Combat Efficiency checks for subordinate units that turn.
  • They also cannot attack until they regain Combat Efficiency.
In short, conserving ammo means reduced or suspended combat capability: frontline units fight at diminished strength, artillery sits idle, and HQs lose their ability to support. It’s a temporary state, but it can ripple across your force if multiple units or HQs are affected.

There might be a detail or two i missed in this brief. Does that make sense?
Hello Crossroads, thank you for answers. Just little question i have about hq : "Units trying to regain Combat Efficiency only get the first HQ roll — no fallback to ammo. HQs themselves also perform these checks, and if they fail, they can’t support their subordinates that turn.
." so it means, hq units needs to be in range of higher rank hq's as well?
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Crossroads
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Re: how supply system work.

Post by Crossroads »

Yes, that’s correct. Each Headquarters unit performs its own Combat Efficiency check at the start of the turn, just like combat units do. The HQ must first maintain its own Combat Efficiency by tracing back to its parent HQ (division, corps, etc.) and passing the die roll(s). If it fails, it is considered "Conserving Ammo" within its own context, so confused as comms are not working, friction, etc.

And when an HQ is Conserving Ammo it cannot perform Combat Efficiency checks for subordinate units that turn, confusion and friction extending, possibly, to them depending on dierolls.
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
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kutaycosar
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Re: how supply system work.

Post by kutaycosar »

Crossroads wrote: Sun Dec 14, 2025 8:09 am Yes, that’s correct. Each Headquarters unit performs its own Combat Efficiency check at the start of the turn, just like combat units do. The HQ must first maintain its own Combat Efficiency by tracing back to its parent HQ (division, corps, etc.) and passing the die roll(s). If it fails, it is considered "Conserving Ammo" within its own context, so confused as comms are not working, friction, etc.

And when an HQ is Conserving Ammo it cannot perform Combat Efficiency checks for subordinate units that turn, confusion and friction extending, possibly, to them depending on dierolls.
thanx again that solved the mystery for me
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