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Supply Counter

Posted: Fri Jun 24, 2016 9:11 pm
by Dr. Foo
Of all the games I have bought over the years this is the only one that I come back to time and time again.

I am designing a scenario with the potential of an amphibious landing. I was thinking I could use the
Supply Counter as a Beach Head marker, but I'm not really sure how it works. Does it work exactly like
a supply point? Or does it act by drawing from a supply pint and giving a small supply boost to units that
otherwise would be out of supply?

Would it be easier for me to just add an event that adds a supply point on the beach?

I would like to make sure that the units have adequate supply and are not left to die.

Thank you!

RE: Supply Counter

Posted: Fri Jun 24, 2016 10:59 pm
by Curtis Lemay
ORIGINAL: Dr. Foo

Of all the games I have bought over the years this is the only one that I come back to time and time again.

I am designing a scenario with the potential of an amphibious landing. I was thinking I could use the
Supply Counter as a Beach Head marker, but I'm not really sure how it works. Does it work exactly like
a supply point? Or does it act by drawing from a supply pint and giving a small supply boost to units that
otherwise would be out of supply?

Would it be easier for me to just add an event that adds a supply point on the beach?

I would like to make sure that the units have adequate supply and are not left to die.

Thank you!

From 8.3 in the manual:

Supply Units: Increases the Supply Level in each supplied location
that can trace a path no longer than the Supply Radius to
the Supply unit. Additionally, Supply units multiply supply distribution
to adjacent Cooperative units by 1.5. There is no effect on
Unsupplied locations.

RE: Supply Counter

Posted: Sat Jun 25, 2016 5:38 am
by Catch21
ORIGINAL: Dr. Foo
1) Does it work exactly like a supply point?
2) Or does it act by drawing from a supply pint and giving a small supply boost to units that otherwise would be out of supply?
3) Would it be easier for me to just add an event that adds a supply point on the beach?

4) I would like to make sure that the units have adequate supply and are not left to die.
1) No. See above, if units are unsupplied it won't help.
2) Yes. See Brett Turner's 2 Weeks in Normandy for a fairly easy example to deconstruct, follow, test. His supply units (IIRC 1 US, 1 CW) allow you to boost the supply for units in areas where you plan to attack (or need boosts for defense if things aren't going according to plan). There are others out there, but this seems clearest example I can think of.
3) In 2WIN IIRC they appear in reinforcement schedule, representing the supply boosts provided by Mulberry Harbors post-D-Day. I'm sure you could use events, depending on what you're trying to achieve.

4) If you've a supply point on the beach, and it's captured, as above, a supply unit won't help. I tend to look at them (big picture) as supply stockpiles that boost supplies to particular areas, whether for offence (more usually) or defense.

If you test with 2WIN leaving supply values on in each hex, you'll see more clearly how they work.

Hope this helps (some), it took me a while to get a handle on them.

RE: Supply Counter

Posted: Sat Jun 25, 2016 12:57 pm
by Curtis Lemay
ORIGINAL: General Staff

I tend to look at them (big picture) as supply stockpiles that boost supplies to particular areas,...

I tend to look at them (big picture) as extra transport assets for moving supplies (a bunch of extra trucks, basically). They don't actually contain supply itself - they focus the supply that's available.