Thanks Earl & Pz.Korp.
I reread the manual again, and I think I got it now with the aid of your explanations.
From the manual (Chapter 8)
If a unit fails to maintain supply via its Headquarters, the program then checks for supply again, but this time using the friendly side’s base ammo level (turn on the Unit to display the base ammo level; Hot Key U). When checking to maintain supply, using the base ammo level, a percentile (0-99) die roll is made and compared to that side’s ammo level. A die roll equal to or less than this ammo level means that the unit maintains supply. If the die roll is greater than the ammo level, that unit will be Low on Supply for the current turn.
HQs – An HQ can only provide supply to units under its command “umbrella.” In addition, an HQ is never able to provide supply on any turn following a turn in which it changed its location (this simulates the Headquarters having to set up and re-establish communica¬tions). Besides that, each Headquarters (exception: Army-level HQs) must also make a supply check at the beginning of each turn. Like a normal combat unit, the Headquarters first checks supply based on the distance from its parent Headquarters; however, if that supply check fails, it then checks using the base ammo level listed for its side.
For CC optional rule:
If the Optional Rule for “Command Control” is enabled, a company-level “Command Post” (CP) is deemed to be inherently present with the first platoon of each company. If the first platoon is eliminated, the benefits of the CP are lost (it would be unrealistic to have the CP duties passed on in the time frame of a typical scenario). A CP unit is denoted by a radio icon displayed in the icon area along the left side of the Info Box. In addi¬tion, all friendly CP units are highlighted when you select Highlight HQ.
Units that operate beyond their company CP range (or if their CP is not present on the map) are subject to the following penalties:
– Less chance of Morale recovery (– 1)
– Less chance of Disruption recovery (–1)
A CP has an effective range (radius) which is about half the range of that side’s battal¬ion HQ. A CP’s range is highlighted if it is selected when the W Hot Key is pressed.
The radius highlighted by the W Hot Key is the limit of company CP control, while for battalions it is the 50% chance of resupply. This in effect means that units slightly beyond the battalion HQ radius can still be re-supplied, but at a rate slightly less than 50%. However, units outside the company CP radius suffer the penalty as described above.
I guess I will just need to check, using the W button, what is the 1st platoon radius... Hoever, as a bn HQ has a base radius of ca 8 hexes, a CP command post is only around 4 hexes.
As for the base supply, the manual seems to imply it is possible to get resupplied even if no HQ chain of command is present? Including the CP?
Thanks guys. Supply is of such importance regarding the battle value, I appreciate your help