Supply system

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
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doomtrader
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Supply system

Post by doomtrader »

At the moment supply system calculates supply for all countries after the very end of turn, when the last player hits 'end turn' button.
We are deliberating about calculating supply after every player's turn, what in short means that if Allied unit will be sorrounded by Axis, then it can't run away with the help of strategic redeployment feature.

I would like to know your opinions about that.
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RE: Supply system

Post by lancerunolfsson »


[/quote]
We are deliberating about calculating supply after every player's turn, what in short means that if Allied unit will be sorrounded by Axis, then it can run away with the help of strategic redeployment feature.

That seems like what is already happening> I can move a Polish unit into a surrounded area using Strategic move. I have not tried other way around. So you mean to fix this problem right? By calculating supply at end of each countries turn.

The effect though if you calculate at the end of each Countries move then for instance a player will use British units which move first to cut off German units which then can be destroyed by French units. Because they have been now calculated out of supply at the end of the British turn.

So If you want to maintain balance and not introduce "gamey" Mechanism. And eliminate the current problem of strategic moving in amd out of cut off areas then if it is possible calculate supplie after all countries of each Alliance has finished moveing.
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doomtrader
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RE: Supply system

Post by doomtrader »

That seems like what is already happening> I can move a Polish unit into a surrounded area using Strategic move. I have not tried other way around. So you mean to fix this problem right? By calculating supply at end of each countries turn.

Should be can't instead of can. Already corrected.
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JMass
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RE: Supply system

Post by JMass »

ORIGINAL: doomtrader
We are deliberating about calculating supply after every player's turn,

I stopped to play WW2:RtV waiting and hoping for a big improvement, calculating supply after every player's turn is on the right way.
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Toby42
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RE: Supply system

Post by Toby42 »

Not to hijack this thread, but JMass are you going to re-do the counters mod to reflect the addition of Mulberries?
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JMass
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RE: Supply system

Post by JMass »

ORIGINAL: Treale

Not to hijack this thread, but JMass are you going to re-do the counters mod to reflect the addition of Mulberries?

Not in short time I fear, I am very busy on my RGW map's mod and on others mods.
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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gwgardner
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RE: Supply system

Post by gwgardner »

Should continue to calculate supply at the end of a complete turn.  That level's the playing field for everyone. 

However, for strategic movement you should not use 'current supply state' as a criterion for movement, but rather, at the time of movement, being able to trace a line uninterrupted by enemy zones of control between the beginning and ending points of the strat movement.  (best way to implement this is by adding railroads)

In addition, strat movement should be limited by distance and unit size.  Once can currently strat move a unit from Gibralter to  Stalingrad in one turn.  Not very realistic when considering unit sizes.

jeffreysutro@jeffreysutro.com
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RE: Supply system

Post by jeffreysutro@jeffreysutro.com »

ORIGINAL: gwgardner

Should continue to calculate supply at the end of a complete turn.  That level's the playing field for everyone. 

[font="Times New Roman"][/font]Actually, calculating supply at the end of a of a complete turn gives an advantage to the countries that move later, since they have the opportunity to try to move unsupplied units back into supply before the effects of being unsupplied are applied. Countries that move earlier do not have the opportunity to get their units back into supply before the effects are applied.

I would suggest that the effects of lack of supply be applied at the end of the turn of the country that owns the unsupplied units (which might not be until some time in the next game turn), rather than at the end of the complete game turn. For example German units would not be affected by lack of supply until the end of the next German player turn. This levels the playing field for everyone regardless of whether they move early in the turn or late in the turn. It also eliminates the problem that lancerunolfsson pointed out of one ally putting a unit out of supply, and the next ally reaping the advantages of that before their opponent can to react.

Note Added 12/21/8
After thinking about it further, I realize that my suggestion still does not entirely solve the problem that lancerunolfsson pointed out, since it allows countries whose allies move before them to be put back into supply before suffering the effects of being out of supply, while countries whose allies move after them have no such possibility. Consequently, I would suggest combining Lancerunolfsson's suggestion with mine and applying the effects of being out of supply to all countries in an alliance at the end of the Alliance's next turn.
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Jeff Sutro
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RE: Supply system

Post by jeffreysutro@jeffreysutro.com »

ORIGINAL: doomtrader

.
We are deliberating about calculating supply after every player's turn, what in short means that if Allied unit will be sorrounded by Axis, then it can't run away with the help of strategic redeployment feature.


[font="Times New Roman"]As was suggested by gwgardner, I also think that Strategic Redeployment should not be allowed to take place through enemy (or neutral), controled territory, nor through enemy or neutral units or zones of comtrol.[/font]
All My Best,

Jeff Sutro
balenami1291
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RE: Supply system

Post by balenami1291 »

I add an issue.

Supply system is the key to add realism to the game.

Oil from Africa...
Iron from Norway..

No oil No tanks move
No iron No tanks at all.

I think WW2rtv can support a more sophisticated system...

I thinks it's better Supply would be calculated before a game turn and the game need more reaistic strategic goals (africa it's the most important).

But I know so it's more difficult make a good AI and the game rules will add some pages to study.

Angelo Balena Ricci

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