• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads
Forums
Explicit Supply Question - Printable Version

+- Forums (https://www.theblitz.club/message_boards)
+-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1)
+--- Forum: Tiller Operational Campaigns (https://www.theblitz.club/message_boards/forumdisplay.php?fid=11)
+--- Thread: Explicit Supply Question (/showthread.php?tid=65991)

Pages: 1 2


Explicit Supply Question - HMCS Rosthern - 03-08-2014

With explicit supply, is it possible for a unit to recover from low ammo or low fuel if it is NOT in a supply unit's range. I've read the rules several times, and I believe the answer is no. I am asking just in case I missed something.


RE: Explicit Supply Question - Mr Grumpy - 03-08-2014

I also believe the answer is no, if you cannot draw supply from a supply unit then you cannot recover low fuel/ammo, this is why the rule is optional as it requires players to micromanage their supply. Smile


RE: Explicit Supply Question - Ricky B - 03-09-2014

Foul is spot on about micromanaging, at least in some versions. I once played a version of Bulge that someone added explicit supply to, but not nearly enough. By games end I had most artillery out of ammo, and over half of the units low fuel/ammo. I had to keep supply units in T mode in order to save them for the units I wanted to get supply over the course of 2/3s of the game, sort of ruined the experience unfortunately, but normally I like the rule if the supply adds tension without constant lack of supply.

Rick


RE: Explicit Supply Question - Outlaw Josey Wales - 03-09-2014

I'd like to see more ES used in the larger and campaign game, especially the campaigns. It adds a different flare to it.

Same with air and artillery by map.


RE: Explicit Supply Question - Mr Grumpy - 03-09-2014

It also is very useful in desert games to prevent units charging all over the map as if fuel was of [/i]no consideration.


RE: Explicit Supply Question - Fhil - 03-09-2014

(03-09-2014, 01:16 AM)Ricky B Wrote: Foul is spot on about micromanaging, at least in some versions. I once played a version of Bulge that someone added explicit supply to, but not nearly enough. By games end I had most artillery out of ammo, and over half of the units low fuel/ammo. I had to keep supply units in T mode in order to save them for the units I wanted to get supply over the course of 2/3s of the game, sort of ruined the experience unfortunately, but normally I like the rule if the supply adds tension without constant lack of supply.

Rick

Rick, which side did you play in that one? And maybe it was some old version or something? Asking because I´m playing the campaign on Allied side, we´re around turn 50 with my opponent, but the supply situation is normal, at least what I can say about Allies. There are supplies missing here or there, depending on how long it takes for new trucks to reach the units. But no severe blackouts.


RE: Explicit Supply Question - Ricky B - 03-09-2014

It was a mod Fhil, not the normal game. The normal game has them balanced fairly well, right where I like it. I was German but the Allied side was nearly as bad, outside of having lost a number of units so the enemy side had more supply to go around the units that were left!


RE: Explicit Supply Question - HMCS Rosthern - 03-09-2014

I'm playing the Volcano alt version of the Bulge. I had a brief chat with Ed about the scenario a few years ago. I am paraphrasing what he said. With virtual supply trucks the out of fuel/ammo tends to be more randomly distributed throughout the front, With explicit supply one must direct the supply towards the area where the offensive is and the out of ammo/fuel is related to where the supply units aren't. This scenario also has a strategic option where the Allies must pick a location for their supply dumps, which means the the axis have to search for them.

A few things I've learned.
Kept those supply units moving forward, and carefully plan their route to the offensive areas: the road net is of primary concern
Control when and where supply units are used:
- Always keep supply units in travel mode until the morning turn
- Plan the laager location and move the fighting and supply units to it for the night turn before morning
- try to calculate how many supply points are required and don't deploy a supply unit unless you have to.
- the more supply units you have the more flexibility - so I tend to keep those <10 point supply units in travel mode so they don't get used (and use them when I really need them),
- motorized supply units are more valuable than horse drawn
- in Bulge, I read on one of the posts to avoid using fixed artillery since they suck supply and their attack strengths do not contribute much vs the supply they use.
- of course keeping HQ in order is of paramount importance

I find explicit supply to be a pain and stressful as the turns before morning are so important and you have to make sure the supply units are deployed on the correct turn. But the realism they provide make it worth it.


RE: Explicit Supply Question - Liebchen - 03-10-2014

I like playing the Smolensk campaign with explicit supplies, it really gives a strong flavor of the tenuous nature of the German offensive. The rollbahn become supremely important, and if the Russians can harass the rear it actually can be really annoying.


RE: Explicit Supply Question - Aaron - 03-10-2014

I love explicit supply myself but when you get into bigger scenarios it just adds to much time to the turn with micro managing your supply lines.