Playing this AAR as Axis, the most difficult process to handle has been the Fuel / Combat Supply priority slider control.
The image shows the 'Supply and Fuel Status' panel (accessible with a control button in the top screen panel), as this appears in the first turn of the game, with priority strongly towards Fuel, at 80%.
This may be correct, as in the first few turns there is likely to be a lot of unit movement, as you set up your defence and move units into place. However, as soon as the combat starts, there is never going to be enough 'Combat Supply'. You can choose not to move so much and save fuel, but you cannot choose not to be attacked and try and use less combat supply.
As you play you can watch the Fuel indicator (bottom main map screen info panel) wind down, as you allocate your unit movement actions. Similarly the Combat Supply indicator, in the same info bar, rapidly heads towards (0), as you try and keep your units combat supplied.
Air operations do not seem to be included in this fuel allocation system and not sure if that should be an issue, as Axis air operations were heavily dependent on the availability of fuel. However, since Axis air gets wiped out, as soon as you try and fly any missions, it is not too relevant in this game.
The Allied player has the initiative and could wait a few turns, from time to time, to allow the Fuel and Combat Supply pools to fill with a surplus, but the Axis player is in a hassle immediately and continually, in a balancing act over these resources. The Axis player doesn't get to call a halt to allow resources to build.
None of this is intended as criticism of the game, just acknowledging the different experience as the Axis player, but that is how it was for the Axis side, not just a battle with the enemy, but also a constant battle for resources.
In this context, 'Combat Supply' only serves the units' need to move and fight, a separate general supply feature (food, etc.) operates automatically across the map from supply sources and is shown as a supply value, for each hex, in a supply map overlay, accessible with another button in the map screen top bar.
The added problem for the Axis player, which the Allied side doesn't have to worry about, is that some of this scarce supply capacity is used to purchase Fortification points. These points can then be used to allow units of your choice to fortify the hexes that they occupy. All well and good, but is does add another drain on your already short supply pool.
Also in this panel you can see how much Fuel and Supply is coming into the theatre from outside, which you cannot control, you can only adjust the priority between Fuel and Supply. Also, you can see how much of each you are consuming every turn, watching how much consumption exceeds supply, as it inevitably will.
However you set the slider as Axis, you will very quickly be short of Fuel, or Combat Supply and probably both, but as the need for Combat Supply increases, when you come into contact with the enemy, the slider will need to come back towards Combat Supply at 50% / 50%, or further.
There is a delay in the effect of changes you make in the slider setting, before that change works though to the actual readings of Fuel and Combat Supply, by which time the strategic reason that caused you to make that change has probably passed and a new setting would have been better but ….. War is Hell !
