ORIGINAL: ralphtrick
I have two concerns.
Looks like three concerns, but that's ok. But just be sure we're both talking about the same thing: Component supply
not Discrete supply. Component supply would be splitting the Unit supply up into its component parts - that's all. Except for the multiple (two or three) values that would have to be stored per unit - and handling their different effects on the unit, all else would more or less work the same.
1) Elmer
Does Elmer really concern himself with Unit supply % numbers, or does he concern himself with combat strength and movement allowance? If the latter, then he wouldn't know the difference.
2) It has to be optional, either at the scenario, or preferably the player level.
Sure. That's been done for plenty of things in the past. I don't see a problem.
3) Designing and playing are going to be more complicated. I don't want TOAW becoming a quartermaster game. While I know it's important, and a few individuals would find it fascinating to move gallons of fuel, loaves of bread in 22 shells around, a lot of people would find that increadibly boring.
Here's where I feel you've confused Component supply with Discrete supply. Discrete supply would involve actually moving physical tons of supplies directly to the units. (There's a case to be made for Discrete supply, too, but just for very special, extreme scenarios - CFNA, for example). Component supply would not - it would function just as supply does now. The only change would be at the unit itself.
If we add the three features, and it helps two scenarios, and complicates the rest of them, was it worth it? Are players going to understand that these people can't fight because of Beans, these because of Bullets, and these because of Fuel, and that they need to do the following different things to resolve each issue?
I think players would be very happy to be able to move their units without expending all their ammo, or attack with them without expending all their fuel. That's going to help just about all scenarios.