Missing supply wagons, also navy supply is problematic
Moderator: Pocus
-
- Lance Corporal - SdKfz 222
- Posts: 25
- Joined: Sat Jun 13, 2009 4:23 pm
- Location: Plymouth, Massachusetts
Missing supply wagons, also navy supply is problematic
Since we do not have any supply wagons in the new engine any more, it is almost impossible to wage war in a region that is not directly next to a friendly region. Same is true for fleets, as soon as you try to blockage a port not next to one of your own coastal region the supply penalties kick in. Shouldn't units have at least a certain amount of stored supply points so that they can be sustained at least for 2 or 3 turns away from own supply sources?
Re: Missing supply wagons, also navy supply is problematic
Ships do have 2-3 effectiveness, which they lose one per turn while unsupplied, so what you ask for is already in effect, basically. As to your larger point about naval blockades, yes you do often have to micromanage these a bit, rotating multiple blockade squadrons in and out as they lose effectiveness. A bit of a chore, but no one ever said war was easy.
Streaming as "Grognerd" on Twitch! https://www.twitch.tv/grognerd
Re: Missing supply wagons, also navy supply is problematic
Re navy supply: I noticed that ships that do successfully raid do not supply themselves. That looks wrong to me.
Re: Missing supply wagons, also navy supply is problematic
its WAD, pirates don't need supply unlike other ships. Means they are more mobile in their operations - on the other hand they sink very easily if caught
Re: Missing supply wagons, also navy supply is problematic
For pirates that's ok. That's their speciality. I only asked that normal ships should be able to sustain themselves if they successfully raid. If you plunder and burn down a coastal village you'll likely remember to grab some food and load fresh water.
-
- Senior Corporal - Ju 87G
- Posts: 97
- Joined: Sat Oct 19, 2019 8:48 am
- Contact:
Re: Missing supply wagons, also navy supply is problematic
That seems realistic to me. According to this map (https://en.wikipedia.org/wiki/Viking_ex ... ansion.svg), the green areas are regions frequently raided by vikings (mostly) in Scandinavia, and I do not think they could reach Spain without raiding and resupplying along the way. Though adding this in game to normal ships, will basically make them pirate ships.
Maker of "Realistic Stone Age" DoM mod
-
- Brigadier-General - Elite Grenadier
- Posts: 2164
- Joined: Fri Jan 01, 2010 4:40 pm
- Location: Wokingham, UK
Re: Missing supply wagons, also navy supply is problematic
I think it's WAD, but maybe a General could have a supply trait that would enable some resupply in enemy territory. This General trait could be used to enable land or sea forces to have a more roaming ability.
As an example Hannibal was a master of this in his time in Italy.
As an example Hannibal was a master of this in his time in Italy.
-
- Sergeant First Class - Panzer IIIL
- Posts: 396
- Joined: Wed Feb 27, 2008 2:37 pm
Re: Missing supply wagons, also navy supply is problematic
I wouldn't rely on traits for commanders to add in game mechanics as the quality of commanders can be quite random.
I do find the supply of ships unnecessarily fiddley, although that might be the games aim?
I do find the supply of ships unnecessarily fiddley, although that might be the games aim?
"I'll gladly trade you some ARVN rifles, never been fired and only dropped once"
Re: Missing supply wagons, also navy supply is problematic
grab that fool and let the whip remind him to loot fresh rum, was he proud he stole some water ? He must be slow. Sorry mate, you have made a serious argument and I behave like a jester. I second your idea.
Re: Missing supply wagons, also navy supply is problematic
landing and unloading and embarking and disembarking plus guessing supply mechanics orders is enough of a bother that it drags down the game. If there is a good video done on naval and combined operations please point me to it.