supply details

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BrianG
Posts: 4674
Joined: Mon Mar 05, 2012 11:52 pm

supply details

Post by BrianG »

The updated manual has this in red. The appendix a and b (pertaining to supply and the paragraph below) are not the appendix a and b in the same manual.

1 Supply system was rewritten. There is now only a single resupply phase, which occurs after replacements (so that newly
added elements have a chance to receive supplies), and before rail repair. Rail capacity is no longer unlimited. Units far away from
their HQ will no longer resupply from the same city as that HQ. Isolated units and HQs will now be able to resupply from cities or
HQs to which they have access. Units and HQs with no overland connection to rail network, will now specify their local port as
source of supply, not a distant city on rail. Vehicle and fuel use will be based on the actual path between unit and its HQ or city (not
railhead), excluding the cost of sea hexes and ports (in case of cities supplied over sea). Cities not on rail will be able to draw
resources (and return surplus resources) from those on rail. Certain penalties are now applied at city level, not unit level (Axis Rail
Supply modifier, First Winter modifier). Support units resupply now just like combat units, instead through them or the HQ they are
attached to. Supply is now moved between cities and units in lbs instead of tons (1 ton=2000 lbs), which prevents smaller units to
be in vastly better supply than larger units due to needs rounding. Unit supply detail window and supply information tabs in CR
were rewritten to show as much details from the new system as possible. Penalties reducing supply delivered to units were altered.
See Appendix A & B for details.
Rail will no longer be automatically repaired in a working port (this was introduced in 1.09.01).

Can someone please post the Appendix A & B details or show link to see it,


eskuche
Posts: 1152
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: supply details

Post by eskuche »

You can view in the "Whats new?" section of the launcher. Alternatively:

Appendix A - supply modifiers
All values shown are percentages. All modifiers are multiplied together (rounding up in each step).
Range to railhead modifier: 0-10: 100, 11: 99, 12: 97, 13: 93, 14: 89, 15: 83, 16: 75, 17: 66, 18: 57, 19: 48, 20: 40, 21: 34, 22: 30, 23: 26, 24-25: 24, 26+: 0.
MP to railhead modifier: 0-10: 100, 11-16: 99, 17-19: 98, 20-21: 97, 22-23: 96, 24-25: 95, 26: 94, 27: 93, 28-29: 92, 30: 91, 31: 90, 32: 89, 33: 88, 34: 87, 35: 86, 36: 85, 37: 83, 38: 82, 39: 81, 40: 80, 41: 78, 42: 77, 43: 76, 44: 74, 45: 73, 46: 71, 47: 69, 48: 68, 49: 66, 50: 64, 51: 63, 52: 61, 53: 59, 54: 57, 55: 55, 56: 53, 57: 51, 58: 49, 59: 47, 60: 46, 61: 44, 62: 42, 63: 41, 64: 39, 65: 37, 66: 36, 67: 34, 68: 33, 69: 32, 70: 30, 71: 29, 72: 28, 73: 27, 74: 25, 75: 24, 76: 23, 77: 22, 78: 21, 79: 20, 80: 19, 81-82: 18, 83: 17, 84: 16, 85-86: 15, 87-88: 14, 89-90: 13, 91-93: 12, 94-100: 11, 101+: 0.
Movement modifier (does not apply to the AI, units closer than 6 MP to railhead, units that have 100% movement points left, units attached to cities, static units, fort units, construction units, Flakturm units, Static LW Flak units, and units with immobile elements): 105 - MP to railhead, no less than 25.
Local Vehicles modifier (does not apply to units attached to cities, static units, fort units, construction units, Flakturm units, Static LW Flak units, and units with immobile elements): 50 + percentage of needed vehicles present in the unit / 2, no more than 100.
Independent modifier: unit supplied via beachhead or air: 25, combat unit that is not supplied via HQ (does not apply to the AI, frozen units, security units, units attached to cities, static units, fort units, construction units, Flakturm units, Static LW Flak units, and units with immobile elements): 50, all other units: 100.
Admin modifier: failed Admin roll: 90, otherwise 100.
City’s Rail Network modifier consists of Axis Rail Supply modifier, First Winter modifier, and Isolated modifier. Cities are also subject to Global Vehicles modifier.
Axis Rail Supply modifier (applies only to on-map Soviet-nationality cities controlled by Axis player, that are not Finnish nor Rumanian “manpower” cities, that is those in Soviet Karelia up to Finnish No Attack Line, and those in Soviet Bessarabia up to Dnestr river): (165 + (5 * the number of months from December 1941, but not to be a negative number) / weather adjustment) - x coordinate of city)) + ((y coordinate of city - 69) / 2), no less than 33, no more than 100. The weather adjustment is equal to 1 in clear weather, 2 in mud or snow, and 3 in blizzard.
First Winter modifier (applies to the same cities as Axis Rail Supply modifier that are located in First Winter zone): in 1941: 50, in 1942: 75, otherwise 100.
Isolated modifier (applies to any city that is completely isolated, or is more than 25 hexes or 100 MP from railhead): 50, otherwise 100.
Global Vehicles modifier is not applied when requesting resources, but when actually moving them
between cities (once global shortage has been determined), or when taking vehicles from the global pool and adding them to units.
Appendix B - permanent supply sources
Axis: 1,42 (NW of Rostock), 1,47 (SW of Rostock), 1,50 (SW of Schwerin), 1,52 (SW of Ludwigslust), 1,56 (W of Stendal), 1,57 (SW of Stendal), 1,60 (SW of Magdeburg), 1,64 (W of Leipzig), 1,68 (W of Chemnitz), 1,75 (W of Pilsen), 1,77 (SW of Pilsen), 1,82 (NW of Linz), 1,87 (W of Linz), 1,95 (W of Klagenfurt).
Finnish (Axis until Finland surrenders): 55,0 (NW of Tampere), 59,0 (N of Tampere), 80,0 (NW of Janisjarvi).
Italian (Axis until Italy surrenders): 1,102 (W of Postumia), 1,105 (W of Gorizia).
Soviet: 88,0 (Soujarvi), 94,0 (N of Petrozavodsk), 114,0 (N of Konosha), 148,0 (N if Syktyvkar), 183,32 (Sverdlovsk), 182,43 (Chelyabinsk), 183,54 (Magnitogorsk), 183,75 (SE of Orsk), 171,138 (Baku).
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