Soviet Supply

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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LiquidSky
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Joined: Tue Jun 24, 2008 4:28 am

RE: Soviet Supply

Post by LiquidSky »



In a final futile attempt before going to bed, I set the ExecGiveSupply(20,82,9998,-1) and noticed a curious thing. I believe the supply is actually ending up at Stavka because Sevastopol is a port...then is attempting to flow back to all the units on the map... which puts me back into the problem of supply being interdicted by air, and none getting into the port. Which means I will have to figure out how to modify the unit's supply values.

Perhaps I will be better off just giving them all large stockpiles....but that would mean they would be at 100% supply until they run out. I also wonder if setting their supply requests at a lower value then 100% might help. Going to have to experiment some more tomorrow.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
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Keunert
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RE: Soviet Supply

Post by Keunert »

maybe you could run some tests with placing some soviet fighter units on interdiction nearby and see what's happening to the antisupply of axis air?
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LiquidSky
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RE: Soviet Supply

Post by LiquidSky »



Hmm..well, in my test, I leave Kerch alone, which starts with a fighter in that town in the middle. It probably does help, except that in a real game, the axis will obliterate any fighters that are close enough to reach the distance to Sevastopol.

I did have a major breakthrough, though.

I gave up on using the simple supply rules, as they only assume supply flows from Stavka/OKH. I activated RuleVar# 887.

Now I can easily pump supply into Sevastopol with ExecGiveSupply. With the value at 250, I find that the units in the Sevastopol bridgehead drop to about 25% strength and around June 3-5, Sevastopol falls.

Problem is, the turns take about 2 minutes to process for the Soviets and about a minute for the Axis. Mind you, that would be okay in a PBEM game.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
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