Guest Mike Posted June 18, 2006 Share Posted June 18, 2006 I've decided I don't like the SC2 supply system - most especially for "transport-sparse" areas like Nth Africa and Russia. The main thing that stopped the Wheremacht in 1941 was supply - or lack of it. the troops were simply too few and too poorly supplied to keep attacking the scratch Russian forces in front of Moscow. the main reason for this was a combination of weather (mainly the mud!!) and the skeletal nature of the Russian transport infrastructure. tehre simply weren't enough railways and paved roads in the russian expanses! But SC pretty much treats all squares as being the smae for tracing supply. I'd like to see at least 2 different types of square for the purpose of tracing supply - 1 would be the current "transport-dense" type. The new type would be a "transport sparse" type - each of these would count +1 to movement rates for motorised troops, and would count an extra -1 for the suply state of any unit forced to trace supply through it. These squares would be the norm in Russia beyond the Riga/Minsk/Kiev/Odessa line - except for direct lines between closest cities, representing the rail net, and 1 square around each city representing its local transport infrastructure. Similarly in Nth Africa - a coastal "Supply highway" and some squares in Palestine and Syria, but everything else would be "type 2". Much of the caucasus and Turkish mountains would qualify too, which might help keep turkey out of the wars if it's just too hard to move armies across it quickly! "Operational" movement would only be able to be performed between centres that were connected by an unbroken line of "type 1" squares. 0 Quote Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted June 18, 2006 Share Posted June 18, 2006 Well SC2 joins a long list of wargames which skimp on the logistics side of things. While I certainly don't want a Grigsby-level of detail there your idea would help without a lot of excess MM. Could you use engineer units to convert squares? 0 Quote Link to comment Share on other sites More sharing options...
rclawson007 Posted June 19, 2006 Share Posted June 19, 2006 Use the railhead option. Only problem is that it limits the AI response. Hey HC, please change the program such that selecting railhead only effects the human players. Then it can be used to limit supply for those who like it without whacking the AI scripts ability to form plans. 0 Quote Link to comment Share on other sites More sharing options...
dispalor Posted June 19, 2006 Share Posted June 19, 2006 If you like modded games, you can do it with the editor. You just need to take one kind of tiles out of the game, let's say desert or swamps. Change the graphics, change the movement costs and defense boni and put it back into the game in russia. Good idea, though. 0 Quote Link to comment Share on other sites More sharing options...
Guest Mike Posted June 19, 2006 Share Posted June 19, 2006 A single type of tile won't suffice - I envisage this as applying to all terrain types - it would occur in the Prippet marshes and the Caucasus mountains as well as the Ukrainian steppes...... I haven't noticed the railhead option - I'll have to look it up! 0 Quote Link to comment Share on other sites More sharing options...
Guest Mike Posted June 20, 2006 Share Posted June 20, 2006 OK - I looked up railhead - no such thing - what you talking about rclawson?? 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 20, 2006 Share Posted June 20, 2006 railhead means that you can only operate a unit if it is in/adjacent to a city 0 Quote Link to comment Share on other sites More sharing options...
Guest Mike Posted June 20, 2006 Share Posted June 20, 2006 Oh - so a voluntary option then - might not be a bad idea for a game switch tho too. 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted June 20, 2006 Share Posted June 20, 2006 This is an option found in the Editor under Campaign Data. Click on the Advanced tab and you will see some more of the advanced options. 0 Quote Link to comment Share on other sites More sharing options...
Guest Mike Posted June 21, 2006 Share Posted June 21, 2006 Any chance of making it selectable at the start of a game? 0 Quote Link to comment Share on other sites More sharing options...
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