ORIGINAL: Iñaki Harrizabalagatar
Hi
developing paragrapgh 5.6, as only a very short version of my suggestion was included in the document
[font="times new roman"]QUANTITATIVE SUPPLY SYSTEM[/font][/b]
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[font="times new roman"]A supply system based upon supply points (Tons) with a difference between fuel and the rest (ammo, equipment…)[/font]
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[font="times new roman"]1) Units spend supply points depending on their TOE composition[/font]
[font="times new roman"]2) Supply sources produce supply points every turn[/font]
[font="times new roman"]3) Supply points are delivered to depots[/font]
[font="times new roman"]4) Depots are immobile units that have the capacity to store supply points to maximum depending on their TOE (They have “supply squads”). They could be created in a scenario by theatre options available to players.[/font]
[font="times new roman"]5) Depots have 3 different stands to reclaim supply from the sources, so that the player can control supply allocation. There is a supply lose depending on distance from the supply source, only through roads/railways/sea transport/air transport.[/font]
[font="times new roman"]6) Depots deliver supply points to adjacent HQs, with a maximum allowance depending on load capacity (Transport squads will have a load capacity) which in turn deliver supply to units of the same formation within movement range of HQ formation (with supply penalty depending on distance in MPs)[/font]
[font="times new roman"]7) There will be a hierarchy of deliverance of supply through HQs, so that a Superior HQ could deliver supply to attached/friendly HQs [/font]
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[font="times new roman"]This system will have the advantage, besides being more realistic, of eliminating the need for the hex possession system. That would allow fort a different movement system[/font]
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5.6 is something else. See 5.15.