It doesn't assume it. The model assumes that if there is a whole pisspot full of supply at the location where the HQ is, then some of that supply will contain some of the things that are needed by the units and it will send them. Truthfully, I would not mind supply in more detail. At least that way I could get a division up to full strength without waiting months to do it.ORIGINAL: Ron Saueracker
Conversely, how assinine is it to assume that Mogamis little bullet factory in Tobali produces naval ordnance, aircraft and spare parts, tanks, or anything else in the Walmart catalog?
See? Another one of those limits that affect analysis. Your argument: Coconuts do not equal 155mm Howitzers! My argument: Yeah, but I can't frag the SOB that has 40 of em in Saigon, but sends my division in Batavia one every third day for 3 months when I am due for combat in the Solomons in 2 months. Frankly, I wouldn't mind being able to get replacements and pre-position supplies. I could maintian a higher operational tempo if I had that power, not lesser. On the other hand, I don't think it would add that much to the game and would be a lot of work for little gain.
This debate is over the effect of supply generation by resource centers upon the pace of operations. You would have the same issues if you added another "supply" and called it war material. The argument would just devolve to 16" shells vs torpedos vs DC's instead of food vs ammo. Unless you track ammo for each device and consumables required by each device, including production and current levels at any and all locations, this problem persists in one form or another. Ten iterations down the road, you'll have debates over the fact that the game does not differentiate between 16in/50 Mk 7 Gun ammo andORIGINAL: Ron Saueracker
The constant switch between war materiel and food in this debate is frustrating but it highlights the major issue. Which is it, food grown locally or manufactured war materiel? The supply should have been divided into too types, war materiel and general. War Materiel allows combat ops, supports the TOE replacement model and counters disruption of hardware (guns, vehicles etc) and the general which sustains (feeds) LCUs ie counters squad disruption.
16in/45 Mk 1 Gun ammo, and the fact that it does not differentiate between AA, AP, and HE rounds. In the end, you will have made the game into a job.
"Sounds like"? Yes. Imo, "Is after consideration and experience"? No.ORIGINAL: Ron Saueracker
Seeing as this wasn't done, reducing the ratio of supply at resouce bases and doubling supply production/resource point at HI/manpower bases sounds like the next best thing (moses, I think you suggested this furtherance of the general idea of reducing the resouce to supply generation ratio.






