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"Low on Supply" calculation
12-30-2009, 11:50 PM,
#2
RE: "Low on Supply" calculation
I don't have the manual in front of me at the moment, but to the best of my knowledge, a unit that starts the scenario in supply, cannot go out of supply until it fires.

The one caveat is that I am pretty sure the editor allows a unit to be flagged as out of supply on the first turn.

Regarding units getting back into supply, there are two methods to regain supply, an HQ check and the base ammo level for the scenario.

For an HQ check, the unit has a percentage chance to regain supply as long as an in-supply HQ in its chain of command is available. The percentage chance varies with distance from the HQ. The "W" key highlights the 50% line. I don't know what the max percent is for being co-located with the HQ. If the HQ check fails (or there is no HQ), the unit also checks against the base ammo level.

Artillery only uses the second method (the base ammo level check), and I think all other units use both methods. And yes this does mean that artillery HQs are basically useless. I usually keep them on-map and near the artillery anyway "for flavor".

Mike
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Messages In This Thread
"Low on Supply" calculation - by Crossroads - 12-30-2009, 06:03 PM
RE: "Low on Supply" calculation - by Mike Abberton - 12-30-2009, 11:50 PM
RE: "Low on Supply" calculation - by Crossroads - 12-31-2009, 12:37 AM
RE: "Low on Supply" calculation - by Von Earlmann - 12-31-2009, 12:36 AM
RE: "Low on Supply" calculation - by Crossroads - 12-31-2009, 12:38 AM

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