ORIGINAL: Mogami
Hi Load costs are also what detirmines how much an item costs in supply.
I think Ron should actually play Japan before he decides if there is too much supply. This is an old issue with him and I don't think he has done his homework on how WITP and Japan actually work.
To be blunt.
1. The Japanese can't win WITP long scnearios. The Allied player can lose . Supply in SRA has nothing to do with this.
2 The Allied player can sit back till 1944 and still win. (many are simply in too big of a hurry )
3. There is no such thing as "supply generated in SRA" only "possible supply generated in SRA" In many games Japan captures no oil no resource and no supply because the places are destroyed. Your cutting what you don't even know exists.
In WITP is makes no difference if Japan has 100 transports or 1000 transports or 10,0000 transports. What matters
1. Who controls the sea and air. If Japan controls the sea and air then Japan will use what ever transports are on hand to conduct successful operations and move resource/oil/supply If Japan does not control the sea and air then transports become VP for the Allied player.
I don't think Ron has ever went into 1943 in anygame and I don't think he has ever made it to July 42.
Most WITP games have the Allies on the offensive by mid 1942. These changes will speed that up (not slow down Japan)
I think the changes are in the wrong area. Japanese supply in 1942 is the least of the Allied players worries. If Japan can move ships safely then they have a supply line if not they don't. This appears to be de facto cutting the Japanese supply line.
Ron you do know that most of what is consumed by military forces is in fact non military items. Units consumes their wieght many times over in food and other stuffs long before they empty the first magazine in a pistol. Stop trying to complicate this game. I think rather then make it more complicated you should make it simpler. Don't screw with ship sizes.
If you think the Japanese have too many AK then simply remove 143x7k AK (1 million load points)
Then play the game for a year or two and see if that was too many or not enough.
I play all my games as Japan
1. With 300x7k AP locked up forever
2. I never load assault units onto AK (except for Tanks )
Russ, Russ, Russ...
First off let's address this..
I don't think Ron has ever went into 1943 in anygame and I don't think he has ever made it to July 42.
Aahhh, yeah. Well into 1943 multiple times. July 42 so many times I feel like the Star Trek crew in the time loop episode. In fact
our game was into July 42 Mog when I temporarily lost my internet. Would have gone further but bugs and poor AI make this pointless.
I think Ron should actually play Japan before he decides if there is too much supply. This is an old issue with him and I don't think he has done his homework on how WITP and Japan actually work.
Have not done my homework? A gradeschool kid realises this to be the case. Main reason is due do generic nature of supply model. The supply is like tofu. Want it to be food, it tastes like food, want it to be bullets it tastes like bullets, want it to be 18.1" shell, it tastes like 18.1" shells. This multiplies the amount of supplies at a given point simply by a factor equal to whatever you want to explain what supply is.
We are going to find out soon enough if supply and economy is overabundant.. I am not convinced the massive cuts I've made will anything but slow down the pace a little.
To be blunt.
1. The Japanese can't win WITP long scnearios. The Allied player can lose . Supply in SRA has nothing to do with this.
So what? This may be true, may be not. Is that any reason to let the game run its course according to pure hoshposh? It's akin to making a football sim where one side always wins, the other loses, regardless, and because of and to spite this, the game is actually baseball.
This is totally impacted by supply. Loads of supply, no need for shipping to move it, results in a massive increase in available hulls. You I know I don't want to play a game where Japan can invade twenty or thirty places on the first move and have the supply and sealift capability to simultaneaously eat up the area she historically invaded in a fraction of the time. If this is not a reality of the game design why so you do this?
I play all my games as Japan
1. With 300x7k AP locked up forever
2. I never load assault units onto AK (except for Tanks )
No supply issue here.[8|]
2 The Allied player can sit back till 1944 and still win. (many are simply in too big of a hurry ) Well, I'm glad you had such a massive impact on the games design, Russ. Seeing as the Allied player really can't do squat with his CVs until late 42/43 because of other design "insights", he does sit back and relies on monstrous fleets of LBA based at huge fantasy bases fueled by fantasy mountains of supply. Loads of fun for the serious gamer. Man, no supply issue here.[8|]
3. There is no such thing as "supply generated in SRA" only "possible supply generated in SRA" In many games Japan captures no oil no resource and no supply because the places are destroyed. Your cutting what you don't even know exists.
Uggghhh. Is this Mogami or Donald Rumsfeld? You know what I'm trying to do here, cut the silly notion that supply and resources should be produced in the same quantity at resource bases. Fine, if it WAS just basic food, I can see it. But the generic model makes this silly as the supply generated does it all from feeding the troops to filling their magazines. Pretty good for regions whose populations still eat Big Pig and whose economies are based on foreigners exploiting the populace as slave workers extracting raw materials out of a hole in the ground and piling on the crudest of docks waiting for it to be
shipped to an industrial centre for manufacture.. This basic element of logistics/maufacturing whatever IS MISSING. Nope, no problem with supply here.[8|]
This is what you don't understand about my point of view. You say supply is food. I say in a game where supply is generic, there is no civilian economy and the game is primarily military (War In The Pacific), supply is military.
Hi Load costs are also what detirmines how much an item costs in supply.
Fine, but are there any other hidden consequences as Aawulf outlined? He states...
Device load costs affect more than the logistics in transporting the units. By doubling the load cost of a device, we increase the carrying capacity required for transport, decrease the supplies and support required per man unit for support of the device and doubles the strength of infantry units.
To accomplish the effect of doubling the support and supplies required by an Allied infantry unit, one would actually make the load cost half that of the similar Japanese infantry unit. The trick to it is that Allied units would require twice as many infantry "squads" in a division, the number of support squads needed would double and the supplies consumed would increase.
The primary reason for this is that the combat system treats each load cost unit as a set of boots.
This system would be a powerful tool except for the fatal flaw that we have only a single slot for the generic support unit rather than support unit slots that could be edited for the forces being represented. Because there is but one generic support unit, it would be impossible to historically reflect the secondary manpower when we tinker with the load costs and number of squads as I assume the current OOB's do now. At most, we can use the motorized support slot as a second standard support to help distinguish the logistical support needed by the different forces in the theatre.
If this is a bit illogical sounding and confusing, then you read it right.