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RE: Supply depots

Posted: Sat Oct 07, 2006 6:11 am
by GoodGuy
ORIGINAL: Arjuna

In reality the Germans never captured any significant stocks of allied supplies during the Ardennes battle, but yes it may add a nice what-if. It will all depend on available developemnt time. At the moment we have spend a lot more time on the COTA patch than I anticiapted.  We'll see.

Considering that a significant portion of the final (approved) plan for the offensive in the Ardennes was based on the assumption that a successful rapid advance would grant access to vital allied stocks (fuel !), and that many (if not all?) armoured units had to start the operation with like 60% of their fuel tank's max. capacity, at least the possibility to capture small amounts of supplies (fuel/equipment) would make sense. The Germans obtained at least some fuel from field posts and abandoned tanks/vehicles.

Hehe, would be fun to have something like this :D.

Anyway, the attempt to get to the huge fuel depot in Liège (or was it Spa, or another place? I use to mix it up..... the Belgian "division" on this forum might be able to enlighten me here, I just remember reports from veterans about some SS-officer [Peiper?] looking at some smoke emitted by a huge burning fuel depot in the distance [:D]) and the possibilty to capture its goodies would display a great environment for a what-if scenario, indeed.
But adding vital parts (capturing bases or stocks) to the engine for only one (what-if) scenario .... well, no thank you. [:D]

Another and maybe more important thing comes to my mind: Is there any chance that the general lack of fuel, and the subsequent pressure on German tank crews to abandon and demolish (!) their vehicles (empty fuel tanks in many cases, or damaged/knocked out by aircraft bombs) in numbers, are rendered in any way? Will tank Coys stop moving if they run out of fuel?????? <- That would almost be a must for BFTB.

The lack of fuel was one vital reason (among several other reasons) for making this operation a complete failure, although Rundstedt declared that like half of the operation's goals had been met at some point during the operation.
Once the Allies benefited from the weather change (putting up a serious number of Allied bomber/fighter sorties), the advance of motorized units stalled completely, and Rundstedt had to declare the failure, with the Germans being pushed back in most sectors, right to the initial positions held prior to the offensive.

RE: Supply depots

Posted: Sat Oct 07, 2006 9:05 am
by El Savior
Also at least once during the France campaign 1940 Germans tanks used Frech local gas stations to fill it up their tanks. How about adding small SEP to gas stations too. [:D]

RE: Supply depots

Posted: Sat Oct 07, 2006 9:30 am
by GoodGuy
ORIGINAL: El Savior

Also at least once during the France campaign 1940 Germans tanks used Frech local gas stations to fill it up their tanks. How about adding small SEP to gas stations too. [:D]

Funny..... not [;)]
I was referring to a planned/discussed feature (that abandoned vehicles could be used/captured/recycled by each side, somehow) and I tried to express that this detail made me curious about BFTB's approach regarding the major lack of fuel in Germany back then.

Carrying out fully fledged attacks in the Ardennes with the remaining Panzer divisions without having to care about fuel consumption (if playing the Germans), would kill the historical accuracy for me. Inf/PG sections had quite some difficulties to push further when they lost their armoured/mech support later on, and tank Coys couldn't proceed with their rush.

I'm sure I've read about the vehicle-recycle-capture-thingy in this forum.... or was it just discussed? I can't remember [:)]. Or was it scheduled for the North Africa sequel?

RE: Supply depots

Posted: Wed Oct 11, 2006 9:54 pm
by Deathtreader
ORIGINAL: Deathtreader
Second is effect of severe weather. Yes, I would love to see effect of -40 degreed celsius frost and deep snow on tracked/fueled vehicles.

Interesting point El Savior. If the main effect of weather is currently visibility oriented (thus units move more slowly etc.) it will be interesting to see how axle deep mud is simulated an hour after the rainstorm is over and the sun has come out (thus improving visibility) somewhere on the Russian front. Or even terrible ground conditions during the BFTB after the skies have begun to clear. Maybe modelling sky conditions, temperatures, and ground conditions individually (all influencing each other of course) would do it. Worked well for a certain "wego" series of classic games. [;)]
Regards,

Rob. [:)]

Hey Arjuna/BFTB testers!!

Please see above quotes-- Any changes in the works for weather??

Rob.[:)]

RE: Supply depots

Posted: Wed Oct 11, 2006 10:34 pm
by Arjuna
Re Fuel supply. COTA already has code that prevents units from moving when their fuel runs out.
&nbsp;
Re Capturing Fuel. I'll think on this one. Please remind me in a month. Whether this gets a guernsey will depend on available time.
&nbsp;
Re Ground Condition. COTA already caters for mud and quagmire, snow and ice as well as normal ground conditions and yest these do have significant effects on movement. One thing we are looking at is whether we can implement a system where the map graphics change with the ground condition. that way players will get more visual feedback when the weather changes. Again it's all down to available time. We'll see.

RE: Supply depots

Posted: Wed Oct 11, 2006 11:12 pm
by Deathtreader
ORIGINAL: Arjuna

Re Fuel supply. COTA already has code that prevents units from moving when their fuel runs out.

Re Capturing Fuel. I'll think on this one. Please remind me in a month. Whether this gets a guernsey will depend on available time.

Re Ground Condition. COTA already caters for mud and quagmire, snow and ice as well as normal ground conditions and yest these do have significant effects on movement. One thing we are looking at is whether we can implement a system where the map graphics change with the ground condition. that way players will get more visual feedback when the weather changes. Again it's all down to available time. We'll see.

Hi,

Thanks as always for the quick response. I hadn't realized the engine in COTA provided for different ground effects already....... guess in some ways I'm still in HTTR mode.
Thanks for setting me straight. [:)]

Rob.