From: Houston, TX
Hi everyone !
Supply and other issues for TOAW beginners one again....
Before I found TOAW I played only printed strategic games where all rules are pointed out in manual, so I am used to carry out movements and battles with fully understanding of it's possible outcome. Computer simulation provide extended complexity and explaining its mechanics would cover hundreds of pages, but reading manual of TOAW it's almost impossible to understand how exacly supply works !. I read many posts and articles on matrixgames and other sites but they don't explain everything.
1. Let's check in the manual what influence has "force supply stockpile level" :
we can learn that it may varry from 0 to 100 ; "It represents supplies available for distribution to units through Formation Supply systems" ; "This represents Supply
stockpiles available to the entire Force" ... and that's it !
Simple question - in Balkans 12 this factor is set to 20 , what does it mean to particular units per turn ?
2. "supply enhancement due to force transport asset" - no detail match found in the "manual"
In Balkans 12 it is set to 9 , what does it mean to particular units per turn ?
3. "effective supply capability" same as above, no useful information
What effect it has on particular unit in the game ?
Section 9.1.7 of the manual does describe the supply system. You just have to fully grasp what it's saying - which is admittedly difficult.
The Force Supply Stockpile Level is the supply level that's available right at a supply point, or on any unbroken rail line linked to a supply point. However, this value can be increased by transport asset sharing, and reduced by enemy interdiction. The combination of all of that determines the net effective supply level at the supply point. From there, the supply must be traced to the units, and the further away they are the less they get. Players can increase their transport asset sharing by not using their lift capacities and not moving heavily motorized units. Players can reduce the enemy's interdiction level via combat success in air operations.
The manual is describing the Old Supply trace system. The New Supply trace system is described in the What's New document. But, for Old Supply, the manual describes four levels: Full Supply (100% of the effective level), Normal Supply (75% of the effective level), Limited Supply (50% of the effective level), and Minimal Supply (25% of the effective level). Which one a location receives depends upon how far, in hexes, from the supply point (or rail head) the location is, and what the scenario's supply radius is set to. Within one radius = Full; Within two = Normal; Within three = Limited; And beyond three = Minimal. There are also deductions for being in certain terrains. Finally, there is a unit icon that specifies the unit to be a Supply Unit. Locations within a supply radius of such a unit increase their supply by 25% of the effective level - but not above 100% of that level.
Note: Under New Supply trace, the supply decays exponentially with Movement Points from the supply point. Also, the supply units reduce the distance to the supply point by one supply radius instead of a fixed increase to the supply level. Finally, New Supply adds Variable Values to supply points. The point can have from 1%-250% of the effective level instead of always 100% of it (set by the designer).
Note that the supply trace cannot pass through enemy units or next to them if not occuppied by friendly units, and through any terrain that can't be entered by motorized units.
This supply trace process results in each hex on the map being assigned a supply value. You can see this via toggling the supply display button.
From that point, the amount of supply a unit receives is that value for the hex the unit is located in (x 1.5 if High Supply is in effect) x Formation Supply Distribution Efficiency x 2/3 (x 2/3 if moved) (x 2/3 if night) (x 1.5 if next to/stacked with a cooperative HQ) (x 1.5 if next to/stacked with a cooperative SU).
Note that High Supply is a game option (as is New Supply). Also, Formation Supply Distribution Efficiency can be reduced by the loss of supply teams in the formation's HQ or the loss of that HQ.
That sounds pretty complex, but you don't really need to keep track of all that. Just remember that the further you get from a supply point, the less you recover. If you don't move or fight and stay next to a cooperative HQ and a cooperative SU, you will recover the fastest. Try not to get your HQs damaged or destroyed. Repair your rail lines toward your front lines. Keep your lines of communication with supply points open.
4. How to extract information about reinforcements to useful output for example csv,xls ? in larger scenarions scrolling down "expected reinforcements" is a never ending story (TOAWIIIViewer is the only option ?). Same question with units aviable at the start of the game ?
I'm not aware of any way to do that.
< Message edited by Curtis Lemay -- 11/10/2012 2:49:17 PM >