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Supply System
Supply in WEGO WWII: Stalingrad is designed to be intuitive and low-maintenance - handled mostly by exception. If you’re on the defensive, you can largely ignore it. But when going on the offensive or planning large maneuvers, you’ll need to engage with it directly and strategically.
At the start of each turn, all HQs reset to Basic Supply. You can change supply to Move+, Combat+, or both, giving subordinate units more fuel (for extended movement) or ammo (for higher combat effectiveness). But this comes at a cost - if a unit is given Combat+ supply but does not use it, that supply is lost, so poor planning wastes resources.
Supply flows from Main Supply Sources, down through the HQ chain, via Lines of Communication (LOC). Units out of range are penalized, and supply effectiveness degrades if interdicted.
Whether you're pushing through open terrain or clinging to a battered city block, smart supply management is vital to keeping your forces in fighting shape.
Lines of Communication (LOC)
In WEGO WWII: Stalingrad, maintaining your Lines of Communication (LOC) is essential for keeping your units supplied and effective in combat. Every HQ and ground unit falls into one of four LOC states based on distance (in movement points) and whether a clear path exists back to supply:
Managing LOCs—especially in fluid battles or deep advances—is key. Let your front outrun your supply lines, and your offensive may grind to a halt.
Shock Mechanics
Shock in WEGO WWII: Stalingrad represents the impact of high-mobility, high-intensity combat from armored and mechanized units. It shifts the odds in combat, simulating the advantage of speed, force, and surprise in open terrain.
Shock effectiveness is calculated by:
Example: If a Shock 4 tank unit is attacking alongside infantry, and half the stacking comes from non-Shock units, then only half of the Shock is used - yielding a final Shock of 2. This can significantly alter the combat odds.
Anti-Tank Units:
Shock adds an extra layer of tactical planning—grouping fast units together maximizes their impact, while mixing them with slower infantry can blunt their edge.
Battle Types
Planned Attacks
These are the cornerstone of your offensive strategy. When your units are adjacent to the enemy, you can launch a Planned Attack — a coordinated assault backed by Artillery, Air Support, and Command Support to tilt the odds in your favor.
You’ll see the expected combat odds before committing (or an estimate, if Fog of War is enabled), allowing you to make informed, strategic decisions. To launch a Planned Attack, simply move your units onto the target hex — the rest is in your hands.
Ad-hoc Attacks
Not every battle is planned in advance. Ad-hoc Attacks happen dynamically during movement — when a moving unit encounters enemy forces on the way to its destination. These engagements are unplanned and inherently more chaotic.
Because both sides may be moving simultaneously, you can never be entirely sure how the battle will unfold. The enemy might withdraw, reinforce, or shift positions, while your own units might be delayed by Command & Control penalties. In these situations, your units won’t have access to offensive support — but stationary defenders will benefit from their assigned artillery, air, or command bonuses.
Types of Ad-hoc Engagements
Ambushes
Combine & Breakdown — Unit Flexibility Without the Clutter
In some games, excessive stacking made dense areas difficult to manage. For WEGO WWII: Stalingrad, we wanted to capture both tactical depth and clean battlefield visibility, especially at a scale of 2.5 km per hex.
The solution? Flexible unit representation.
You can switch between Regiments/Brigades represented by a single counter, or break them down into three Battalion-level units for finer control where it matters. This allows you to:
This system gives you the flexibility to scale your force structure without sacrificing clarity or control.
Command and Control — Leadership Matters
Units in WEGO WWII: Stalingrad don’t just follow orders instantly. They operate within a realistic Command & Control system, where timing, coordination, and leadership quality matter.
This adds an extra layer of realism — planning isn’t just about what to do, but when and how effectively it will happen.