Two Weeks In Normany, Version 4.0 Beta Test

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Brett Turner
Posts: 19
Joined: Wed Sep 10, 2008 1:06 am

RE: Two Weeks In Normany, Version 4.0 Beta Test

Post by Brett Turner »

Two Weeks uses two supply units, one for the US and one for the British, to model the abilities of both armies to give supply priority to different parts of the front. All units within 10 MP of the supply unit should receive extra supplies.

Is there any way to edit the supply advantage for being near a supply unit? My recollection is that the advantage was fixed, but that was several TOAW versions ago.

Hard to play supply games with HQs in Two Weeks, as only divisions have HQ units. The HQ is generally in a formation of division level assets, and each regiment is generally its own formation, without HQ.

Effective this version, Two Weeks uses variable supply points instead of force supply level additions to model the advantage of pushing the Germans back out of artillery range of the beaches. Each beach is at 50% supply until a designated city behind the beach is taken.
ogar
Posts: 297
Joined: Sun Sep 06, 2009 8:31 pm

RE: Two Weeks In Normany, Version 4.0 Beta Test

Post by ogar »

My understanding is that a supply unit, in TOAW 3.4, 'extends' supply based on the supply radius.  So reducing/increasing that radius via events would reduce/increase the extension.  What I've found is that if a supply unit is within 2*radii of a supply point (big caveat follows), then the 100% supply circle is doubled from the supply point (goes out twice the radius) and then the reduction per the What's New document takes over.
Caveat - supply is calculated using motorized supply and assumes a 50% density in all hexes calculated.  So, supply radius 'goes further' along the roads, less in rough terrain.  My rule of thumb is 'use a motorized unit to estimate MPs; double the number of MPs spent from Point A to Point B; that's approximately what the supply unit calc uses.  And the supply unit 'extension' is only good for one 'extension'; daisy-chains do not work to triple or more the 100% circle.

So, you could rough up the terrain even more - more muddy patches, bocage, etc. - as that would reduce supply and increase MP in movement.

But supply alone may not be the problem here.  It seems that it's the Allies being able to attack, attack, attack.  And while low supply will help slow that, Elmer and most humans will continue to attack with low supply.

Here's a link to an AAR of Anzio 2KM where the Allied player went toward the worst terrain, paid no attention to supply (or rebuilding bridges), and attacked attacked attacked his way to victory.  (Link is to the German language forum; the screen shots are pretty self-explanatory, and Google translate can help - or amuse - if you need translation of the text.)

http://www.si-games.com/forum/showthread.php?t=26194

From my seat in the peanut gallery, I think you might have to look at reducing proficiencies - unit as well as formation - in addition to revamping supply. 
Brett Turner
Posts: 19
Joined: Wed Sep 10, 2008 1:06 am

RE: Two Weeks In Normany, Version 4.0 Beta Test

Post by Brett Turner »

Yes, that's what I did, I slashed formation proficiencies considerably, especially for the British. I was able to balance it without messing much with unit proficiencies.

But the best solution would still be to make it hard to attack with low supply, and to have a "minimum supply to attack" setting.
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