ORIGINAL: Mogami
Hi, I think there is a misunderstanding about supply.
First supply is not food or ammo. Supply is space on transports that can become food or ammo or aircraft or replacement infantry or guns.
Look at your pools all those aircraft and men and tanks and guns exist only as supply until they are added to an on map unit. They must be transported as supply.
Supply at the main bases for Allies (Karachi and San Francisco) should always equal the load points for your pools (thats why it is so high) The Japanese have to maintain high levels at Osaka. It is quite easy for Japan to produce pool levels that cannot ever actually be converted to on map material because of low supply.
Players must fight this tendency to view supply only as food or ammo.
Supply is Av gas
Supply is the basic items LCU require to survive
Supply is for munitions LCU ,airgroup (bombs) ships (ammo, torpedos)
but first and formost supply is cargo space on transports and the cost of all the weapons aircraft and men.
When you add an aircraft to a fighter group on Noumea the supply subtracted from Noumeas supply is representing the cargo space it took to move the fighter from where it was built to Noumea and the cost of the aircraft in material.
Exactly so. And it is because supply can be converted to whatever a player wishes to have whenever he wishes to have it that the entire game system falls apart. Or at least the generic nature of supply (along with the greater logistics model, to include shipping and ports) might be reasonably viewed as a chief contributor to that unfortunate result.
Supply is not a new concept in war games. It was always been a requirment in Grand Strategy games that the units on map in order to function at full strength be in supply.
I'm glad you finally mentioned this. For awhile there I fully expected Gary to be nominated for "inventing" such an "elegant" solution to one of the world's most complex and demanding problems" military logistics during war, and most especially logistics during World War II in the Pacific.
Supply in these old games was never defined it was taken for granted that players knew what the term represented.
In order to be in supply units had to be able to trace a path back to a "Supply Source"
This kind of design fudge more or less works if the supply levels are realistic to begin with, the scale of the game is small enough, and the forces being so supplied are not too dissimilar of nature. But even so, it's not so hot.
In WITP this remains true only the "Supply path" in this game is on map transports. Our transports must be able to move from a "Supply source" to where the supply will be converted to the requirments of war.
Merely viewing supply points as food or ammo or av gas forgets the fact that as items are placed into the pools they must be both paid for and transported. If the only supply WITP provided was that consumed for the basic upkeep of units or expended in munitions then 999,999 supply in San Francisco might appear excessive. But keep in mind it is also every transported able item in the US players pool. Nothing appears in Noumea by magic. If transports don't maintain the supply path and bring supply there Noumea would soon be unable to replace lost items.
I don't quibble with the gross amount of supply in San Francisco, just for instance. I quibble with the fact that it can be so easily lifted to any point on the map I care to lift it to and become whatever I want it to be once it gets there. So, lets say in mid 1942 I send a convoy of 1 million supply points from San Francisco to Noumea, something I've done before. I've no idea what's in that convoy, just 1 million points of
whatever I'll need once it gets there. But it takes awhile to get there, and by that time the situation might have changed. Port Moresby might be under attack, and maybe the B-17s stationed there are falling apart and need new crews and mechanics and parts and whatnot. So I break off a portion of that convoy that heretofore had been headed for Noumea . . . with "whatever" . . . and send this new convoy instead, in the nick of time, on to Port Moresby, where all of sudden its "supply" becomes not "whatever" but . . . B-17 crews and B-17 parts and . . . "whatnot."
Sorry, but that doesn't work so well. It's too easy. It makes the game play too fast. and so right away my Japanese opponent says, "Hey, stop knocking the snot out of me with those B-17s. That's ahistoric! The Allies never could have kept that many B-17s supplied at that miserable mosquito hole." And what can I tell him? "Look! That's the only weapon Gary gave me that will make any headway against you in mid 1942. It isn't my fault. Tell Matrix!"
And that's just one bare aspect of the overall problem.
My opponent might also bitch and moan because when that new convoy gets to Port Moresby it will all offload in an instant, maybe 30 or 40 ships worth. And if I split that convoy up while it's unloading so that the Japanese aren't allow to bomb it into little pieces with aircraft from Rabaul, because the air model is whacked, too, you see, I'll likely be told that that, too, represents a "cheat" in his eyes. I'm
supposed to let the Japanese either bomb the bejesus out of me from Rabaul, or let Port Moresby wither on the vine. Never mind that the same or similar nonsense has been going on since the start of the game over on the Japanese side of the board as well.
In fact supply can be called "War Material" because that is what it truly is. It does not become ammo or food or av gas or replacement P-38's until such conversion is required.
Precisely so. It magically becomes whatever one wishes it to become, as a matter of
convenience, wherever he finally decides to dump it off. And up until the final moment, when he finally decides what he wishes to convert those magical supply points into, he is allowed to reserve judgment on that.
Has it never struck you as being the least bit incredible that "supply" might be used for . . . aviation gasoline? And least of all by the Japanese, for that was a war commodity which, for them at least, was almost always in short supply almost from the start of the war. And so on.
I tell you it's all too pat and easy.
The excellent supply officers on both sides will always insure the material required is present (thats the hard part) as long as you insure the path back to the source is open and that the material is moving. (thats the easy part)
Well, it's arguable that Japan, depending on the timeline, actually had back in the home islands what it needed to ship to various places on the map in the first place, but that won't be a consideration with the game system we have. And while the Allies (America) had everything required (more or less) at all times, San Francisco is a long ways from the front, and in reality it wasn't possible for the San Francisco "supply officer" in charge to "change his mind" all of a sudden about whether he was shipping food, bullets or parts for those poor B-17s at Port Moresby once the convoy was halfway across the Pacific.
And we haven't even gotten into some of the niceties that this system winks at, like getting the trained specialist personnel to where they need to be when they need to be there. For you see B-17 crews and mechanics didn't grow on trees, and least of all on trees in the jungle forests of Melanesia somewhere.
The logistics model simply doesn't work, and in interaction with the game's combat models inevitably fuels, supplies and encourages play which is fantastically too fast, too efficient, too bloody.
I tell you there's a game system here that desperately cries out to be fixed. And in the meanwhile, dreaming up excuses for it is doing nobody any good.