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SkyVon
18 Mar 04, 21:59
I've almost finished a big re-write of my Invasion Amerika scenario and just freed up about 100 events.

I wish to create a better simulation of the U.S. supply situation based on the losses and re-capturing of territory.

In the prior version, the U.S. started at a level of 100 and rapidly went down from there based on Axis gains (i.e. taking certain cities.)

I'm now toying with the following:
Keeping the U.S. supply losses based on the Axis occupation of certain cities (losses range from a
-1 to a -5 depending on the city).
U.S. starts at 25 supply and has a 80% chance, each turn, to have a +3 gain in supply.

My playtesting has showed the U.S. hovering around 1-3 Supply for the first few months of the war and slowly growing up to around 20 by turn 25 (usually the do or die point for the Axis). Axis supply around this time can be from the low 20s to the high 30s depending on Soviet entry and Axis/Allied naval victories.

In your expert opinions, does this seem sound?

Currently, supply losses are tied into 34 U.S. and Canadian cities but with no gain in supply if the U.S. retakes the city. Creating Narvik-esque events based on each cities loss/recapture would take far more than the 100 free events.

Before I had about 5 free events; now after winning the Event lottery, I'm at a loss on what to do next :D

JAMiAM
18 Mar 04, 23:07
Supply rates sound way too low for the Americans. IMO, effective maximum resupply rates of less than 20 for weekly turns on fully supplied hexes is generally too low. The effect that you are looking for may necessitate some variance from that, dependent on what external variables you are trying to model.

See my reply to your questions in the other thread for more elaboration.

SkyVon
19 Mar 04, 01:15
It's a hypothetical scenario where the U.S. is caught with it's pants down...about the only feasable way any kind of Axis invasion of North America could be pulled-off.

Supply and Replacement rate drops seem to be the best way to represent the repercussions on Allied forces by an Axis advance.

Using the +3/per turn idea, the US can have it's supply into the 50s if it can hold off the Axis; or, as time progress' the US supply will get stronger, and later better, than the Axis if the US player can eventually stop the Axis advances.

More playtesting will have to be done with this but I'm always open to suggestions.

JAMiAM
19 Mar 04, 01:34
I assume then, that this is WWII era equipment and conditions.

What are the turn lengths, hex and unit scales, and game length?

How much of an intitial surprise period do you want to simulate? What alternate historical conditions does your scenario rely on?

Lots of ways to skin a cat. What work you've already put into the scenario may lend itself to easy adjustments...or not.