[suggestion] Making logistics meaningful
Posted: Thu Sep 29, 2016 2:55 am
When I first saw this game, I thought that this game could do something I'd been waiting to see in wargaming for quite some time, but never really found in its ability to handle land, sea, and air campaigns simultaneously, and show how one operation impacts the others. Unfortunately, in this game, especially playing through the likes of the Japanese Pacific Campaign, there's this bizarre segregation, where naval and land battles are wholly divorced from one another.
Consider Guadalcanal - once you win a single naval battle, then the naval component of the Guadalcanal Campaign is done forever. In reality, Ironbottom Sound was the Stalingrad of the Pacific Theater. Over the course of a year, the IJN tried again and again to land supplies to their land forces, but increasingly relied upon night-time dashes of their destroyers on "Tokyo Express" runs, or even using special cargo submarines to supply the IJA as they tried to keep hold of Guadalcanal. Rather than a single naval victory deciding the order of the day, it was a long, continuous slog on both sides to try to keep landing their supply ships (or destroyers and submarines) without the enemy being able to prey upon their crucial supplies. It's entirely short-selling the naval component of land warfare on islands to ignore this.
Logistics technically "exists" in this game, but it's practically meaningless in nearly every scenario outside of screwing your paratroopers over. Even battles (aside from the Marines campaign) where you are supposed to be launching an amphibious landing don't let you launch an amphibious landing, they just start you out with landed forces and enough towns under your control that you will never, ever need to worry about supply the whole mission! Why even bother coding rules you didn't want to use?!
Now, there's talk of expanding this game into being a full WW2 experience, but even so, how can you really represent, say, the North Africa campaign without the supply shortages Rommel faced? Most games just represent it as a given that Rommel's supply ships never arrived, but that's not necessary in a game like this if some fairly moderate changes to the rules of logistics are made to turn supply into something less static and more strategic. If supply comes from having to actually get supply ships across the Mediterranean, rather than just assuming any random town in the world has infinite supplies of food, ammo, and gasoline, then the game becomes a much more strategic one, especially if the player has to balance what resources they spend shoring up each front.
In the game Unity of Command, they actually represent supply not through a maximum number of units that a supply source can supply, but as a number of tiles that the supply source can reach. Supply "moves" across the map, and large supply sources are essentially just supply units with a lot more MP than smaller supply sources. (Railroads being special in that they can travel across a continuous line of rail for free if the supply source starts on the railroad. A 5 supply source on a railroad can travel 5 tiles away from any point of that railroad, so long as the railroad remains under that side's control.) Supply cannot travel across enemy-controlled territory, so a huge part of the strategy in the game revolves around cutting off supply by simply punching through enemy lines and sending a mechanized unit around to squat on the enemy railroads until the rest of the enemy army starves. The Soviet side also gets "partisan" special commands that essentially exist as a way to claim a tile of enemy territory as your own territory just to screw with enemy supply lines.
Essentially, rather than having one single "supply" being produced by ships and towns, there would be three components to supply:
Supply Production
Supply Reserve
Logistics Pool
Supply production is basically what we have right now - what a town produces in a turn.
Supply reserve is a stockpile of excess supply. Reserve can be pre-existing, allowing for a scenario where forces have less supply production than they are expected to command, forcing a swift advance to try to claim more towns to boost their supply production before that initial stockpile dwindles.
Using this, areas may have a supply reserve without an actual means of producing supplies. The most obvious would be in supply ships, which would have a limited number of supplies so that they could only provide supplies for a few turns. (Supply ships would be assumed to have some logistics pool of their own.) Towns may produce supplies, but war could consume supplies far faster than a town could produce, especially after the town is reduced by combat. (In fact, non-strategic bomber combat could scare civilians away, reducing production unless towns are taken bloodlessly.)
Supply ships, for example, might have, say, 400 supply, and a logistics pool of 20 or 40 when in a port. This means that after 20 turns, or 10 in a port, they have unloaded all their supplies, and need to return to the edge of the map to restore their supply reserve before they can be useful for anything other than an auxiliary logistics pool.
Logistics pool, meanwhile, is how much supply a single town, ship, or other supply point can give out in a single turn. This is, basically, the number of trucks that can deliver supplies. Even having a ton of supplies in reserve is pointless without the means of distributing the supply to the troops. For every point of supply that a unit needs, at least one point of supply pool needs to be dedicated to them for that turn.
Logistics pool has a range. Basically, supply pool has MP as though they are trucks. If a unit is within one turn's movement from that supply point, they consume only one logistics point per supply point they need. If a unit is two turn's movement from the nearest supply, they consume two logistics per point of supply, and so on. Effectively, it is a route that takes two turns to cover, so to maintain continuous supply, two convoys need to be running continuously, with one going and the other one coming back. This scales up to the limits of how much you can abuse your supply. (So a 3-supply infantry unit that is 3 turns away from supply consumes 9 logistics pool and 3 supply reserve per turn.)
Every town and ship can have a supply production and logistics pool that is a different value. Supply ships, which have an inferred logistics pool attached to them, might be useful even after dumping all their supplies just because they can lend their logistics pool to nearby towns that are stretched thin on supplies.
Visually, this can be represented on the logistics overlay with green/yellow/red color-coding of different areas for how much of a logistics draw it will take to supply each of those units.
In addition, new units could be added in the form of a "logistics corps" unit. Basically just trucks (or horse wagons for mountainous terrain), they would be a non-combat unit that exists to be a mobile supply of logistics pool. A logistics corps unit has its own radius of tiles it can "reach in one turn", and if within the radius of a town's "within one day" for their logistic's pool, creates an area of the map that is also "within one day". To go back to the color-coding idea, if a town has a radius of 4 tiles that are "green" and therefore only cost 1 logistics per supply, and out to 8 tiles is "yellow", or costs 2 logistics per supply, then placing a logistics corps unit on the fourth tile away from the town will create another radius of "green" tiles around that logistics corps unit, as it lends its logistical support to the supply chain. Additional logistics corps units can be chained together however many tiles as necessary to "bridge" an army to the towns that supply them.
Logistics corps units can also add to the logistics pool. If a large army is in an area, to the point that the nearby towns cannot supply them, multiple logistics corps units might need to be pooled in the area to boost the local logistics pool. If both a chain is needed, and logistics pool boosting is needed, players might need to make a chain two or three logistics units "thick".
Logistics corps, however, would also still be units on the board, and therefore, vulnerable to attack from all the usual suspects. Players could then choose to take their recon, fighter, or tactical bombers out against the supply train of enemy logistics corps rather than fight the enemy, directly. In cases where the enemy are too hardened, or air defenses are too tight, this may be a viable way for even weaker recon units to contribute, even if only to force an enemy unit or two to hunt your recon down and tell it to stop bothering them.
On land, this presents obvious strategic concerns, but it would also finally open up a use for naval combat in campaigns. If the local towns are insufficient for one or even both sides to stay supplied, then missions can be based around the idea that players need to constantly re-supply their forces with supply ships or destroyers on the Tokyo Express. Currently, submarines are useless because their historic role as hunters of the enemy merchant-marine are largely not present in a game that has no reason for players to do anything but bundle their navy up into a single powerful ball. Making players have to constantly cycle supply ships in and out to keep their forces supplied means players will need to do what the real militaries actually did - create supply convoys that needed to be protected from enemy attack. Forcing both the player and opponent to split their naval forces means that even a weaker opponent can resort to guerilla tactics against the enemy, sending out submarines to lie in wait along the paths of transports, where their slow speed isn't as much of a liability. If a battle is an 80-turn-long land crawl across an island where both sides need constant supply from sea, then crawling a few submarines around the island to intercept a hopefully poorly-guarded supply convoy makes sense in a way that doesn't in the current game where a couple submarines are just going to just lag behind the rest of the fleet and contribute nothing.
For that matter, even at sea, ships could be changed to having supply reserves such that they do not need constant resupply, but do need occasional resupply. Historically, carriers in particular, were nearly inseparable from their oilers. This, again, could present reasons to split a fleet, to have oilers run back and forth, or make torpedoes have limited supply without transferal of ammunition from a supply ship. In the current game, there's no reason outside of being forced to complete two objectives at the same time to ever split your own fleet, but that's what historically happened all the time, and it results in draining out some of the strategic depth of play to make it all one big "stack mash".
Creating missions where players need to at least maintain a stalemate in the naval battle surrounding the land to actually advance further in land battles creates the sort of multi-faceted battlefront that adds the sort of strategic depth this game could sorely stand to deepen. As it stands, the campaigns are mostly just exercises in keeping your core units intact while driving forwards against units that are increasingly less capable of withstanding you if you do well enough to maintain a solid core.
Consider Guadalcanal - once you win a single naval battle, then the naval component of the Guadalcanal Campaign is done forever. In reality, Ironbottom Sound was the Stalingrad of the Pacific Theater. Over the course of a year, the IJN tried again and again to land supplies to their land forces, but increasingly relied upon night-time dashes of their destroyers on "Tokyo Express" runs, or even using special cargo submarines to supply the IJA as they tried to keep hold of Guadalcanal. Rather than a single naval victory deciding the order of the day, it was a long, continuous slog on both sides to try to keep landing their supply ships (or destroyers and submarines) without the enemy being able to prey upon their crucial supplies. It's entirely short-selling the naval component of land warfare on islands to ignore this.
Logistics technically "exists" in this game, but it's practically meaningless in nearly every scenario outside of screwing your paratroopers over. Even battles (aside from the Marines campaign) where you are supposed to be launching an amphibious landing don't let you launch an amphibious landing, they just start you out with landed forces and enough towns under your control that you will never, ever need to worry about supply the whole mission! Why even bother coding rules you didn't want to use?!
Now, there's talk of expanding this game into being a full WW2 experience, but even so, how can you really represent, say, the North Africa campaign without the supply shortages Rommel faced? Most games just represent it as a given that Rommel's supply ships never arrived, but that's not necessary in a game like this if some fairly moderate changes to the rules of logistics are made to turn supply into something less static and more strategic. If supply comes from having to actually get supply ships across the Mediterranean, rather than just assuming any random town in the world has infinite supplies of food, ammo, and gasoline, then the game becomes a much more strategic one, especially if the player has to balance what resources they spend shoring up each front.
In the game Unity of Command, they actually represent supply not through a maximum number of units that a supply source can supply, but as a number of tiles that the supply source can reach. Supply "moves" across the map, and large supply sources are essentially just supply units with a lot more MP than smaller supply sources. (Railroads being special in that they can travel across a continuous line of rail for free if the supply source starts on the railroad. A 5 supply source on a railroad can travel 5 tiles away from any point of that railroad, so long as the railroad remains under that side's control.) Supply cannot travel across enemy-controlled territory, so a huge part of the strategy in the game revolves around cutting off supply by simply punching through enemy lines and sending a mechanized unit around to squat on the enemy railroads until the rest of the enemy army starves. The Soviet side also gets "partisan" special commands that essentially exist as a way to claim a tile of enemy territory as your own territory just to screw with enemy supply lines.
Essentially, rather than having one single "supply" being produced by ships and towns, there would be three components to supply:
Supply Production
Supply Reserve
Logistics Pool
Supply production is basically what we have right now - what a town produces in a turn.
Supply reserve is a stockpile of excess supply. Reserve can be pre-existing, allowing for a scenario where forces have less supply production than they are expected to command, forcing a swift advance to try to claim more towns to boost their supply production before that initial stockpile dwindles.
Using this, areas may have a supply reserve without an actual means of producing supplies. The most obvious would be in supply ships, which would have a limited number of supplies so that they could only provide supplies for a few turns. (Supply ships would be assumed to have some logistics pool of their own.) Towns may produce supplies, but war could consume supplies far faster than a town could produce, especially after the town is reduced by combat. (In fact, non-strategic bomber combat could scare civilians away, reducing production unless towns are taken bloodlessly.)
Supply ships, for example, might have, say, 400 supply, and a logistics pool of 20 or 40 when in a port. This means that after 20 turns, or 10 in a port, they have unloaded all their supplies, and need to return to the edge of the map to restore their supply reserve before they can be useful for anything other than an auxiliary logistics pool.
Logistics pool, meanwhile, is how much supply a single town, ship, or other supply point can give out in a single turn. This is, basically, the number of trucks that can deliver supplies. Even having a ton of supplies in reserve is pointless without the means of distributing the supply to the troops. For every point of supply that a unit needs, at least one point of supply pool needs to be dedicated to them for that turn.
Logistics pool has a range. Basically, supply pool has MP as though they are trucks. If a unit is within one turn's movement from that supply point, they consume only one logistics point per supply point they need. If a unit is two turn's movement from the nearest supply, they consume two logistics per point of supply, and so on. Effectively, it is a route that takes two turns to cover, so to maintain continuous supply, two convoys need to be running continuously, with one going and the other one coming back. This scales up to the limits of how much you can abuse your supply. (So a 3-supply infantry unit that is 3 turns away from supply consumes 9 logistics pool and 3 supply reserve per turn.)
Every town and ship can have a supply production and logistics pool that is a different value. Supply ships, which have an inferred logistics pool attached to them, might be useful even after dumping all their supplies just because they can lend their logistics pool to nearby towns that are stretched thin on supplies.
Visually, this can be represented on the logistics overlay with green/yellow/red color-coding of different areas for how much of a logistics draw it will take to supply each of those units.
In addition, new units could be added in the form of a "logistics corps" unit. Basically just trucks (or horse wagons for mountainous terrain), they would be a non-combat unit that exists to be a mobile supply of logistics pool. A logistics corps unit has its own radius of tiles it can "reach in one turn", and if within the radius of a town's "within one day" for their logistic's pool, creates an area of the map that is also "within one day". To go back to the color-coding idea, if a town has a radius of 4 tiles that are "green" and therefore only cost 1 logistics per supply, and out to 8 tiles is "yellow", or costs 2 logistics per supply, then placing a logistics corps unit on the fourth tile away from the town will create another radius of "green" tiles around that logistics corps unit, as it lends its logistical support to the supply chain. Additional logistics corps units can be chained together however many tiles as necessary to "bridge" an army to the towns that supply them.
Logistics corps units can also add to the logistics pool. If a large army is in an area, to the point that the nearby towns cannot supply them, multiple logistics corps units might need to be pooled in the area to boost the local logistics pool. If both a chain is needed, and logistics pool boosting is needed, players might need to make a chain two or three logistics units "thick".
Logistics corps, however, would also still be units on the board, and therefore, vulnerable to attack from all the usual suspects. Players could then choose to take their recon, fighter, or tactical bombers out against the supply train of enemy logistics corps rather than fight the enemy, directly. In cases where the enemy are too hardened, or air defenses are too tight, this may be a viable way for even weaker recon units to contribute, even if only to force an enemy unit or two to hunt your recon down and tell it to stop bothering them.
On land, this presents obvious strategic concerns, but it would also finally open up a use for naval combat in campaigns. If the local towns are insufficient for one or even both sides to stay supplied, then missions can be based around the idea that players need to constantly re-supply their forces with supply ships or destroyers on the Tokyo Express. Currently, submarines are useless because their historic role as hunters of the enemy merchant-marine are largely not present in a game that has no reason for players to do anything but bundle their navy up into a single powerful ball. Making players have to constantly cycle supply ships in and out to keep their forces supplied means players will need to do what the real militaries actually did - create supply convoys that needed to be protected from enemy attack. Forcing both the player and opponent to split their naval forces means that even a weaker opponent can resort to guerilla tactics against the enemy, sending out submarines to lie in wait along the paths of transports, where their slow speed isn't as much of a liability. If a battle is an 80-turn-long land crawl across an island where both sides need constant supply from sea, then crawling a few submarines around the island to intercept a hopefully poorly-guarded supply convoy makes sense in a way that doesn't in the current game where a couple submarines are just going to just lag behind the rest of the fleet and contribute nothing.
For that matter, even at sea, ships could be changed to having supply reserves such that they do not need constant resupply, but do need occasional resupply. Historically, carriers in particular, were nearly inseparable from their oilers. This, again, could present reasons to split a fleet, to have oilers run back and forth, or make torpedoes have limited supply without transferal of ammunition from a supply ship. In the current game, there's no reason outside of being forced to complete two objectives at the same time to ever split your own fleet, but that's what historically happened all the time, and it results in draining out some of the strategic depth of play to make it all one big "stack mash".
Creating missions where players need to at least maintain a stalemate in the naval battle surrounding the land to actually advance further in land battles creates the sort of multi-faceted battlefront that adds the sort of strategic depth this game could sorely stand to deepen. As it stands, the campaigns are mostly just exercises in keeping your core units intact while driving forwards against units that are increasingly less capable of withstanding you if you do well enough to maintain a solid core.