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RE: Supply attrition
Posted: Fri Nov 12, 2010 5:07 pm
by Bullwinkle58
ORIGINAL: Roger Neilson II
Those last two posts seem to be closest to what i have read elsewhere on here.... which is a little disturbing.
Can't draw enough supply, then take your troops off the trail into the impenetrable jungle and you get more.... problem of your lorries moving over dirt tracks in an arid almost desert... then make them drive 40 miles into the sand and they'll give you more supply delivery.......
Anyone else seeing this?
Roger
I think the issue of resupplying forces in the field is perennial for computer wargames. As stated in this thread, once the unit leaves its base for the bush it's difficult to stop it tracing a path to any other base, with terrain costs imposed. I suppose you could force a player to name a home base, and only allow the trace to it, or, more radically, force the LCU to live off what it took with it, which is ahistoric.
I'm sensitive to the coding difficulties of any system. I don't think there's a perfect one, and the more fiddly you make it the fewer players will really use it.
RE: Supply attrition
Posted: Fri Nov 12, 2010 5:53 pm
by VSWG
Maybe add a supply cap for non-base hexes as well? Something like 100 supply per day per jungle hex, 200 supply per forest hex, 500 for clear hexes, etc.
RE: Supply attrition
Posted: Fri Nov 12, 2010 6:26 pm
by Oddball_France
ORIGINAL: VSWG
Maybe add a supply cap for non-base hexes as well? Something like 100 supply per day per jungle hex, 200 supply per forest hex, 500 for clear hexes, etc.
nice, but i would suggest no limit for clear hexes, and maybe more something like a percent of the max supply needed, capped.
jungle : 20% of the max supply of the units. Minimum : 100, maximum : 500 for all the units in the hexe
forest : 50% of the max supply of the units. Minimum : 200, maximum : 1000 for all the units in the hexe
clear : no specific limit (keep as it is)
(just examples)
to simulate the fact that the more you have units at a place, the more you have support, and thus supply (more trucks supplying 2 divs than 1 bn), but in any case, jungle is jungle and doesnt allow more than xxx supply to pass enter to.
The minimum is just a way to be able to use commandos and so on.
(sorry for my bad english)
RE: Supply attrition
Posted: Fri Nov 12, 2010 7:02 pm
by Bullwinkle58
ORIGINAL: VSWG
Maybe add a supply cap for non-base hexes as well? Something like 100 supply per day per jungle hex, 200 supply per forest hex, 500 for clear hexes, etc.
To move through, or to stay? I could see memory and/or processing time becoming a problem depending on how that was coded.
RE: Supply attrition
Posted: Fri Nov 12, 2010 7:47 pm
by VSWG
To stay.
RE: Supply attrition
Posted: Fri Nov 12, 2010 9:18 pm
by Bullwinkle58
ORIGINAL: VSWG
To stay.
I'm probably thick, but the only reason it would stay is if there's an LCU there, right? And then you're back to tracing.
RE: Supply attrition
Posted: Fri Nov 12, 2010 9:22 pm
by VSWG
I'm suggesting that for instance only 100 supply points can enter a jungle hex per turn, no matter how many supplies are needed in this hex by LCUs.
"Tracing"?
PS: Did you get my PM?
RE: Supply attrition
Posted: Fri Nov 12, 2010 9:30 pm
by Bullwinkle58
ORIGINAL: VSWG
I'm suggesting that for instance only 100 supply points can enter a jungle hex per turn, no matter how many supplies are needed in this hex by LCUs.
"Tracing"?
PS: Did you get my PM?
Ah, I see what you're saying now. The tracing refers to the manual description of how LCUs decide to be supplied or not.
This thread has bolluxed me a bit because I thought Roger started out asking about supply loses while moving supply itself. IOW, "overland spoilage." It morphed into talking about resupplying LCUs in non-bases.
Yep, I got the PM. Sorry I didn't reply. I was in a posting frenzy that day.