stockpiling

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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DBeves
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stockpiling

Post by DBeves »

Below is from the manual ... the issue I have is it doesnt say how stockpiling is dictated by supply. It says you can prevent it by turning the request to 50% but it doesnt say how much supply stockpiling eats up.


After firing a 10-combat-round barrage, artillery units are usually depleted. Having no
stockpile or an inadequate stockpile (of ammo) means that they are much less effective.
Artillery stocks, when full, allow for maximum effect of artillery. When stocks are
depleted, artillery effectiveness is only 25% of what it would otherwise be. Make sure
that you spend your ammo stockpile at the crucial moment! Also, if its stockpile is
depleted, artillery does not do structural damage.
Since clusters of units in poor supply (like in a pocket) need every supply point available
for immediate consumption and do not want to them to go to replenish stockpiles, you
can manually prevent this from happening by setting a unit’s supply request to 50%.
When you do so, stockpiles will not be increased.
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Redmarkus5
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RE: stockpiling

Post by Redmarkus5 »

My impression is that when units are being resupplied at the 100% rate, they build up their ammo stockpile as long as they are not ordered to fire. If you click on the Unit Details you can see the current stockpile state. I haven't tested it yet to see how long it takes to build up once used.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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Vic
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RE: stockpiling

Post by Vic »

Hi all,

Well. Normally at 100% supply request a unit requests the maximum it can to refill its normal supply points and the supply points kept in its stockpile (if it has any).
If you set it to 50% it will only request 50% of the normal supply points it needs and will not request any supply points to refill its stockpile.
This last setting can be usefull if you are really short on supply and do not want it used to improve stockpiles.

ps: 75% settings gives an effect just in between.

Best regards,
Vic
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Redmarkus5
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RE: stockpiling

Post by Redmarkus5 »

Thanks Vic. Great game and great support.

How long does an artillery unit in full supply need to refill its stockpile? Is it just one turn?
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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Vic
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RE: stockpiling

Post by Vic »

ORIGINAL: redmarkus4

Thanks Vic. Great game and great support.

How long does an artillery unit in full supply need to refill its stockpile? Is it just one turn?

Ohh no not 1 round.. That would defeat the purpose of the whole rule :)
It takes about 4 rounds to fully refill the stockpile.

best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
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