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Double Deuce
29 Nov 05, 15:13
Please review and comment on these over the next couple of days. These are the "soon to be Final" Replacement/Supply Rules for the NATO vs WP Combat Campaign.

IX. REPLACEMENTS/SUPPLY
IX.1 INTRODUCTION
All units involved in military operations require replacements and supplies however, for purposes of this rules version, replacements and supply effects will be fairly abstracted. For the most part ALL units should be considered “In-Supply” with the necessary munitions, fuel and rations except as detailed below.
IX.2 REPLACEMENTS
All units involved in military operations require replacements and equipment in order to continue taking the fight to the enemy. Under the current rules, units in the field do not require any costs to support them in the Combat Campaign. Replacements will be simulated by returning all damaged units to their full personnel complement at the end of each Tactical Combat. This situation does not apply to vehicles or guns. Captured or abandoned units in areas occupied by enemy forces WILL be considered destroyed. Captured or abandoned units in friendly occupied areas will be considered recovered and returned to the original player’s OOB.
IX.3 SUPPLY
For purposes of this Combat Campaign all units are considered to have the basic ammunition and fuel according to their load-out in the Tactical Game Engine (Steel Panthers: Main Battle Tank) at the start of any Tactical Combat they are involved in. The only exceptions are those units that are determined to be “Out of Supply” at the start of the Operational Turn.
IX.3.1 OUT OF SUPPLY
A unit will be considered “Out of Supply” whenever they cannot trace a zone/hex path to a Supply Depot that is free of any enemy units at the start of an Operational Turn. Units that are considered “Out of Supply” will have their Ammunition levels for ALL weapons set to ½ of their basic load-out for any Tactical Battles they are involved in.
IX.3.2 SUPPLY DEPOTS
Each Team will receive a set # of Supply Depots to be placed on the Operational Map. These Supply Depot’s must be deployed/placed before the Combat Campaign start and cannot be moved once placed. There are no negative effects for having one of your Supply Depot's destroyed except that it reduces the possible paths to units who need to be kept in supply.

Pepper
29 Nov 05, 16:18
Nice system!

Two observations that you may be aware of:

1. The only way to have a unit be "out of supply" is to completely surround it. Otherwise, there will always be a possible path.

2. The only way that destroying supply depots will have an effect is to either (a) destroy them all or (b) completely surround all remaining ones. Otherwise, there will always be a possible path.

Merely observations, having given some thought to a similar system in the past. :cheeky:

Double Deuce
29 Nov 05, 16:25
1. The only way to have a unit be "out of supply" is to completely surround it. Otherwise, there will always be a possible path.True, or pin it against a map edge.

2. The only way that destroying supply depots will have an effect is to either (a) destroy them all or (b) completely surround all remaining ones. Otherwise, there will always be a possible path.There will not be many (2, 3 at most) so it would be in each sides best interest to keep forces nearby for protection. It also creates another significant "objective" to aim for outside of the ones I have laid out for each team in their secure areas.

Artur
29 Nov 05, 16:47
This looks good. Simple and excellent. I would have thought about a road comnnection to a supply depot though but I would make the others vote on that. Either way it looks good, well done!

One cynical comment though. You won't let the captured vechicles go to the other side eh??? :devious: :D :devil: Some deja vu feeling from an other camoaign in the near past???? :laugh:

Artur.

Double Deuce
29 Nov 05, 17:20
This looks good. Simple and excellent. I would have thought about a road comnnection to a supply depot though but I would make the others vote on that. Either way it looks good, well done! I wanted something simply and easy to keep up with and I was afraid it would only complicate things if I started specifying roads (paved vs dirt, rails, etc).

Tanker
30 Nov 05, 11:27
I wanted something simply and easy to keep up with and I was afraid it would only complicate things if I started specifying roads (paved vs dirt, rails, etc).

Yes, that is very similiar to the supply rules in the old Avalon Hill board games and works well enough.

Double Deuce
04 Dec 05, 12:52
One cynical comment though. You won't let the captured vechicles go to the other side eh??? :devious: :D :devil: Some deja vu feeling from an other camoaign in the near past???? :laugh: No, close though. :D

I'm just thinking the time of the campaign will only cover about 12 hours of real time and I don't think it would be realistic in such a short period.

Double Deuce
04 Dec 05, 12:54
If there are no further comments I'll get this incorporated and the final rules finished up.

Double Deuce
10 Dec 05, 11:06
RULES FINALIZED FOR THIS TOPIC!

Thread closed.