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Logistics "MP" units.

Posted: Sun Jul 17, 2022 6:45 pm
by governato
Create a new type of "logistics" unit that decreases the local road network cost.

Actual on-the-ground transportation location planning would be an easy way to add flavor to logistics. Which roads are set aside for logistics usage vs tactical usage? What traffic has priority on those roads? Who is responsible for securing those roads? What about non-military traffic on them?

One could go complicated but why not just add a "logistics" or "MP" unit that decreases the MP cost of traveling on roads within a certain radius from them. It may even decrease the stacking value of nearby units.
TOAW has units that do exactly that.

Inspiration article: https://www.armchairdragoons.com/artic ... ns/logwar/

Re: Logistics "MP" units.

Posted: Tue Jul 19, 2022 2:09 pm
by gagnradr
I like the idea, nice proposal of how to implement better logistics. Logs and Intel are those areas I would see some extension in.

Re: Logistics "MP" units.

Posted: Tue Jul 19, 2022 10:50 pm
by benpark
I like it. Useful chrome. Plus, throwing them into a defense as a last resort let's you know that's a sector that needs attention (yesterday).

Re: Logistics "MP" units.

Posted: Thu Jul 21, 2022 4:54 am
by bcgames
gagnradr wrote: Tue Jul 19, 2022 2:09 pm …Logs and Intel are those areas I would see some extension in.
Describe these extensions.

Re: Logistics "MP" units.

Posted: Thu Jul 21, 2022 2:27 pm
by gagnradr
bcgames wrote: Thu Jul 21, 2022 4:54 am Describe these extensions.
Intel: Planning desk
If you watched Hobbygeneral's videos, you see how nice a planing desk is that allows for some plotting of enemy and planning of own forces: defining possible enemy operational approaches, assembly areas, movement corridors (e.g. tank corridors), LOCs and so on. Implementation would be a draw-function that puts simple graphic objects like circles, lines, arrows that are hexbased (arrow drawn from 84,22 to 66,12 or so). once placed, they could be modified according to the updated situational picture. currently you lose just every information after losing sight of a unit - so you need to write everything by hand.

Logistics: changing loc flow
as governato proposed - some system giving it a bit more depth, but not too much. i think some other thread proposed screening/monitoring/overseeing of hexes by units, which would be governato's idea in the other direction: changing the LOC-flow through a hex. think of current battles in ukraine or syria where the adversaries blocked LOCs from a far.

Re: Logistics "MP" units.

Posted: Thu Jul 21, 2022 6:22 pm
by governato
gagnradr wrote: Thu Jul 21, 2022 2:27 pm
bcgames wrote: Thu Jul 21, 2022 4:54 am Describe these extensions.
Intel: Planning desk
If you watched Hobbygeneral's videos, you see how nice a planing desk is that allows for some plotting of enemy and planning of own forces: defining possible enemy operational approaches, assembly areas, movement corridors (e.g. tank corridors), LOCs and so on. Implementation would be a draw-function that puts simple graphic objects like circles, lines, arrows that are hexbased (arrow drawn from 84,22 to 66,12 or so). once placed, they could be modified according to the updated situational picture. currently you lose just every information after losing sight of a unit - so you need to write everything by hand.

Logistics: changing loc flow
as governato proposed - some system giving it a bit more depth, but not too much. i think some other thread proposed screening/monitoring/overseeing of hexes by units, which would be governato's idea in the other direction: changing the LOC-flow through a hex. think of current battles in ukraine or syria where the adversaries blocked LOCs from a far.

I really like the idea on an "informational layer' (a Planning Desk sounds way more cool) where one can put marks/notes/transparent shapes. I do not think it has ever been done in commercial wargames. As it does not interact with the engine I hope it'd be easy to implement.

Just an observation: For a series having a relatively novel system (WEGO) it has not strayed very far in terms of novel solutions/approaches to wargaming (logistics being the exception) and it certainly appeals to a boardgaming crowd. It is a choice, but it may limit its appeal to a a larger audience. The games on Steam can be quite daring in terms of UI and game concepts, maybe as they are influenced by the gaming community at large.

Which games to look at? Here is some: Radio Commander, Maneuver Warfare, Clash of Command, Attack at Dawn, Cauldron of War.

Re: Logistics "MP" units.

Posted: Sat Jul 23, 2022 11:56 pm
by bcgames
gagnradr wrote: Thu Jul 21, 2022 2:27 pm
bcgames wrote: Thu Jul 21, 2022 4:54 am Describe these extensions.
Intel: Planning desk
If you watched Hobbygeneral's videos, you see how nice a planing desk is that allows for some plotting of enemy and planning of own forces: defining possible enemy operational approaches, assembly areas, movement corridors (e.g. tank corridors), LOCs and so on. Implementation would be a draw-function that puts simple graphic objects like circles, lines, arrows that are hexbased (arrow drawn from 84,22 to 66,12 or so). once placed, they could be modified according to the updated situational picture. currently you lose just every information after losing sight of a unit - so you need to write everything by hand.
What if you could view a film that takes you from the start up to the current turn? With FOW ON of course.
gagnradr wrote: Thu Jul 21, 2022 2:27 pm Logistics: changing loc flow
as governato proposed - some system giving it a bit more depth, but not too much. i think some other thread proposed screening/monitoring/overseeing of hexes by units, which would be governato's idea in the other direction: changing the LOC-flow through a hex. think of current battles in ukraine or syria where the adversaries blocked LOCs from a far.
Not tracking. Describe these thoughts in more detail. Thanks.

Re: Logistics "MP" units.

Posted: Tue Jul 26, 2022 8:09 pm
by Saint Ruth
gagnradr wrote: Thu Jul 21, 2022 2:27 pm Logistics: changing loc flow
as governato proposed - some system giving it a bit more depth, but not too much. i think some other thread proposed screening/monitoring/overseeing of hexes by units, which would be governato's idea in the other direction: changing the LOC-flow through a hex. think of current battles in ukraine or syria where the adversaries blocked LOCs from a far.
Do you mean perhaps something like being able to select a section of road and for example block it for LOCs (or perhaps increase its congestion factor)?
I wouldn't really be a fan of blocking LOC as it'd be way too powerful, but something like temporarily increasing move points of the hexes??

Re: Logistics "MP" units.

Posted: Tue Jul 26, 2022 10:01 pm
by governato
Saint Ruth wrote: Tue Jul 26, 2022 8:09 pm
gagnradr wrote: Thu Jul 21, 2022 2:27 pm Logistics: changing loc flow
as governato proposed - some system giving it a bit more depth, but not too much. i think some other thread proposed screening/monitoring/overseeing of hexes by units, which would be governato's idea in the other direction: changing the LOC-flow through a hex. think of current battles in ukraine or syria where the adversaries blocked LOCs from a far.
Do you mean perhaps something like being able to select a section of road and for example block it for LOCs (or perhaps increase its congestion factor)?
I wouldn't really be a fan of blocking LOC as it'd be way too powerful, but something like temporarily increasing move points of the hexes??
Add a "logistics" or "MP" unit that decreases the movement cost of traveling on roads within a certain "radius" from them. This unit could also decrease the stacking value of nearby units.