Supply question

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Sjoa18
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Joined: Sat Mar 21, 2020 5:39 pm

Supply question

Post by Sjoa18 »

Question on supply gang - as an old PG2 player (I didn't play PC1), I am struck by the amazing similarities this game has to my old stand by...while adding some definite improvements (embarking units, heroes, etc and of course graphics). One thing that had to be done in PG2 is to monitor the fuel/ammo of every unit, and when they are running low, or out - spend a turn resupplying them (as long as they were not surrounded). Planes DID NOT return to base at turns end, and if they were caught off base and didn't have enough fuel to get back - they crashed. (this was a mod a believe, the original PG2 game only had ammo limits on air). This game, while there are definite limits to the fuel and ammo each unit has, they never run out! I think they are automatically supplied, but does this happen every turn? If so why have fuel and ammo listed if they're always topped off? And if planes return to base every turn, they definitely don't need to have fuel/ammo limits...

Am I missing something? TIA....
Kerensky
Content Designer
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Re: Supply question

Post by Kerensky »

I think this explains it best on how supply interacts with encirclement. Note the tooltip that displays all the effects of being encircled.

https://www.youtube.com/watch?v=3VpeMgWR_Mk

As for aircraft, mass attack and aircraft trapping plays a part in their ammo total for sure.
dalfrede
Colonel - Fallschirmjäger
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Re: Supply question

Post by dalfrede »

Yes units are automatically supplied at the start of each turn.
But tactical considerations require knowledge of enemies ammo situation.

Encirclement cuts supply.
Strats reduce ammo.
Tanks get chewed up attacking close terrain, but if a unit has no ammo, it can't shoot back.
Rocket artillery has only two ammo, if you deplete it on tanks it can't support against an infantry attack.
. . .
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
Sjoa18
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Sat Mar 21, 2020 5:39 pm

Re: Supply question

Post by Sjoa18 »

As I get deeper into the game, I see what you guys mean about supply lines being cut, etc. Still trying to get the handle on encirclements, but I must have done enough to capture some equipment in Belgium. Wondering how it will play out in the air. You can't capture planes can you?
PoorOldSpike
Colonel - Ju 88A
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Re: Supply question

Post by PoorOldSpike »

According to the manual, we can trace supply to "a friendly source or to the map edge".
Does that mean ANY of the 4 map edges or only to our own map edge?
Kerensky
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Re: Supply question

Post by Kerensky »

PoorOldSpike wrote: Wed Apr 01, 2020 5:38 am According to the manual, we can trace supply to "a friendly source or to the map edge".
Does that mean ANY of the 4 map edges or only to our own map edge?
Any.

There is no editor configuration to define allied/enemy map edges, because there is no way to mark in game map edges as such.

Could be a very good thing to implement now that we are in post launch though. I imagine future and custom content would definitely want to take advantage of this.
nexusno2000
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Re: Supply question

Post by nexusno2000 »

Kerensky wrote: Wed Apr 01, 2020 6:19 am
PoorOldSpike wrote: Wed Apr 01, 2020 5:38 am According to the manual, we can trace supply to "a friendly source or to the map edge".
Does that mean ANY of the 4 map edges or only to our own map edge?
Any.

There is no editor configuration to define allied/enemy map edges, because there is no way to mark in game map edges as such.

Could be a very good thing to implement now that we are in post launch though. I imagine future and custom content would definitely want to take advantage of this.
Could just kill the whole "map edge is supply" rule, and place any number of supply hexes along map edges, as needed. If the enemy controls all of them... tough luck.

But this would require a change to the rules regarding where new units can be deployed. Which I think would be a good change anyway.
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Nalikill
Senior Corporal - Ju 87G
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Re: Supply question

Post by Nalikill »

Kerensky wrote: Wed Apr 01, 2020 6:19 am
Any.

There is no editor configuration to define allied/enemy map edges, because there is no way to mark in game map edges as such.

Could be a very good thing to implement now that we are in post launch though. I imagine future and custom content would definitely want to take advantage of this.
Particularly stuff like Operation Sealion would benefit a lot from this. The north edge of the map should be British supply only. I as Germany am not going to get supply from the territorial UK if I reach the map edge. That also makes clearing the Royal Navy from the map far more essential than it is now, where you just need to hammer open a tiny gap to pour landing craft through.
panzeh
Senior Corporal - Ju 87G
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Re: Supply question

Post by panzeh »

I don't mind the map edge rule because it basically forces encirclements to be something you have to use units for, rather than just sometimes you got in a bad position. It's not particularly realistic, but I don't play Panzer Corps for realism.
Dorky8
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Re: Supply question

Post by Dorky8 »

nexusno2000 wrote: Wed Apr 01, 2020 6:45 am
Kerensky wrote: Wed Apr 01, 2020 6:19 am
PoorOldSpike wrote: Wed Apr 01, 2020 5:38 am According to the manual, we can trace supply to "a friendly source or to the map edge".
Does that mean ANY of the 4 map edges or only to our own map edge?
Any.

There is no editor configuration to define allied/enemy map edges, because there is no way to mark in game map edges as such.

Could be a very good thing to implement now that we are in post launch though. I imagine future and custom content would definitely want to take advantage of this.
Could just kill the whole "map edge is supply" rule, and place any number of supply hexes along map edges, as needed. If the enemy controls all of them... tough luck.

But this would require a change to the rules regarding where new units can be deployed. Which I think would be a good change anyway.


Sounds like a reasonable solution Nexusno. The current border supply is leading to very poor outcomes in MP games and needs to change. Most MP games dont have near enough units to cover all cities & airbases in the rear. Currently many MP players are moving recons way behind enemy lines (obviously way out of supply) taking advantage of the 4 border supply. Its a very unrealistic outcome which reflects poorly on the game.
dalfrede
Colonel - Fallschirmjäger
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Re: Supply question

Post by dalfrede »

There is a simple solution to the map edge supply problem, make the map edge impassible.
This removes them as a supply source.

This was done in the D-Day mod by WookieeDavidson. Every unit German and American was encircled.
It was a mistake, but it does open up scenario options where fighting over supply hexes becomes a big deal.

So think of it an opportunity, not a problem, and encourage the Scenario Designers to use it.
It becomes like Crete, an island in the middle of the land mass of Europe.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
PoorOldSpike
Colonel - Ju 88A
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Re: Supply question

Post by PoorOldSpike »

Regarding supply paths and impassable terrain, the manual (below) says supply can be traced across the sea from a friendly port to a map edge, which means sea is not classed as impassable.
Presumably map edge hexes count as supply sources even if they're sea hexes (unless I've misunderstood)-

Image
dalfrede
Colonel - Fallschirmjäger
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Re: Supply question

Post by dalfrede »

PoorOldSpike wrote: Wed Apr 01, 2020 4:27 pm Regarding supply paths and impassable terrain, the manual (below) says supply can be traced across the sea from a friendly port to a map edge, which means sea is not classed as impassable.
Presumably map edge hexes count as supply sources even if they're sea hexes (unless I've misunderstood)-
Sea is not impassable, but you can not trace supply to a beach, only to a port.
The port is the 'supply hex', not the sea. A port can be blockaded, which can't happen to a supply hex.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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