From: Leeuwarden, Netherlands
Ok, that makes sense Josh, thanks. In a practice random scenario a couple of formations went too far out exploring, and well, they appeared to poop out. The are dead in the mud or something, w not enough AP to move, turn after turn. Would I need to build a string of HQ's to their areas to get them up and running again. They seem to far out even to transfer resources to.
The answer to that would be; engineers, the most underrated troops of all. Supply flows through roads mostly, and engineers buils roads. Ergo, if you want to conquer territory build roads. (depending on the game ofcourse, some games already have plenty roads). So you do not need HQ's to cover all of your territory with supply, it doesn't work that way, but you do need a road network to keep your HQ's and troops supplied. Which makes sense.
So this game reflects pretty wel the problems the germans faced in the mud, the Rasputitsa, no roads or rails and in muddy conditions = recipe for disaster. I think the range for 100% supply in muddy conditions is 3 hexes only... so 3 hexes from a railroad, any farther than that and your supplies will dwindle. You can check that on the supply button on the unit counter, green = good, yellow = alert, red = pay attention fast otherwise this unit won't be moving much. The solution is to either build a road to that unit or do an airsupply.
You can transfer resources to an isolated HQ, not an unit. You do that by clicking on the Strategic Transfer button, and click on the way you want to transfer these goods, either rail, seatransport or by trucks/ halftracks. Trucks and halftracks give you a transport capability independent of the railnetwork, which makes sense as trucks are off road capable. These trucks have to be in your HQ and the strategic transport costs you a humongous amount of supply and oil, and you'd need 20-30 trucks or so to achieve any distance... to reach that isolated unit.
So yeah long story short, use engineers and build roads