Supply rule ??“ one question

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vveedd
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Supply rule ??“ one question

Post by vveedd »

If I understood correctly there will be severe penalty for unit without supply. What will happen to a unit when it will be at supply 0 for a long time (many turns)?
In SC2 game (sorry for mentioning this game again) I have had very, very stupid situation. AI tried invasion on Norway without HQ unit (quick explanation: HQ unit gives supplies to units and it is only source of supply if you don??™t have port or city) and invasion failed. It withdraw unit in mountain tile and stack there with supply at 0. I pay no attention to this unit and it stayed there until end of game!! This is total unrealistic and stupid situation. IMO in this case unit should be destroyed automatically after some period of time. Hope you will have this.
firepowerjohan
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Post by firepowerjohan »

In CEAW, units without supply lose effectiveness each turn so eventually they will be down at 0% effectiveness. This means you can destroy them easily without resistance. In CEAW, out of supply units will be almost immobile so they are quite harmless and will not be of any danger to your units.

We do not have a surrender rule for it yet, and I have played a few games and seen no situation where surrounded units played any significant role.
firepowerjohan
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Post by firepowerjohan »

Perhaps we could have Attrition/Desertion into the game so that units with 0% effectiveness will lose 1 strength point per turn.
vveedd
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Post by vveedd »

firepowerjohan wrote:Perhaps we could have Attrition/Desertion into the game so that units with 0% effectiveness will lose 1 strength point per turn.
I strongly recommend that you have this. Without it you will have similar situations like I had in SC2. It is good that units without supply become harmless and easy to destroy but if opponent player want to ignore them they still will be physically present on the map and this is stupid situation what I am talking about. Thx for quick answer.
joe98
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Post by joe98 »

A unit caught behind the lines with no supply can potentially march to the rear of the map cutting enemy lines of supply. This is a "gamey" move sometimes used in wargames.


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firepowerjohan
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Post by firepowerjohan »

joe98 wrote:A unit caught behind the lines with no supply can potentially march to the rear of the map cutting enemy lines of supply. This is a "gamey" move sometimes used in wargames.


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No, this is avoided in CEAW. Out of Supply units have movement point = 1 so are almost immobilised. Also when you move a unit, the last destination hex int e path does not have the "convert adjacent hexes", so if you move one hex then you will only convert ownerhip for that single hex.
vveedd
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Post by vveedd »

firepowerjohan wrote: No, this is avoided in CEAW. Out of Supply units have movement point = 1 so are almost immobilised. Also when you move a unit, the last destination hex int e path does not have the "convert adjacent hexes", so if you move one hex then you will only convert ownerhip for that single hex.
Is it has movement point at 1 all the time or after some time become totally immobilised (movement point = 0)?
firepowerjohan
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Post by firepowerjohan »

It will always have movement = 1, to allow it to move back to a place where in supply.
vypuero
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Post by vypuero »

Actually Johan there is a slight problem remaining - Garrison Units that are out of supply - or even in Supply, cannot move through mountains or rough terrain. I have a garrison unit in Sicily and even though I now control palermo I can't move it - it is stuck. I suggest we allow a minimum move of 1 no matter what - excepting of you are adjacent to an enemy it won't apply, or something like that.
firepowerjohan
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Post by firepowerjohan »

vypuero wrote:Actually Johan there is a slight problem remaining - Garrison Units that are out of supply - or even in Supply, cannot move through mountains or rough terrain. I have a garrison unit in Sicily and even though I now control palermo I can't move it - it is stuck. I suggest we allow a minimum move of 1 no matter what - excepting of you are adjacent to an enemy it won't apply, or something like that.
I do not know if that is a problem, really. Garrison units are meant to stand post and defend cities and other places and you can move them with the railroad network.

They were never meant to be participating in naval invasions and other offensive operations so maybe their limitations actually are for the good?
Maybe this should teach you not to use Garrison for offensive operations ;)

Garrison units are a neat way of increasing the defence capabilities and unit density on the map without increasing the micromanagements.
firepowerjohan
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Post by firepowerjohan »

By the way, the rules ARE changed now so that a unit can move a minimum of one hex unless starting in enemy ZOC.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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