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re: scenario design
11-17-2011, 05:31 PM, (This post was last modified: 11-17-2011, 05:38 PM by Ashcloud.)
#51
RE: scenario design
(11-16-2011, 09:37 AM)Jason Petho Wrote:
(11-16-2011, 09:13 AM)Von Earlmann Wrote: I probably didn't phrase my first statement quite right.....I meant to say each hq will check up the line to the next until the highest is reached(hence more checks). I am also under the impression that a unit that goes low on ammo from firing can only resupply from it's parent hq and if it is not on the map there is no possibility of resupply....also those units do not check against base supply..........if they do why bother to put any hqs in at all.............just let all the units check against the base ammo level and if it is like 80% that's better than the 50% range of most hqs.........this must be a change from the original cs supply rules and if it is it will impact the game big time. Not argueing just trying to figure out what I thot I had spent years figuring out before :-)

VE

No, it is the same supply system as before. I think the CS manual didn't explain it properly, hence the general confusion.

If a Battalion HQ is low on ammo, it will perform a check against the Regiment HQ (if present), if the Regiment isn't there, it will use the Division.

If it passes, the Battalion HQ will regain supply.

If it fails, it will conduct another check against the base ammo level.

If it passes, the Battalion HQ will regain supply.

If it fails, the Battalion HQ will remain out of supply for the turn.

This is why I prefer to have low base ammo levels in my scenarios and campaigns, to ensure the player is using the supply system properly. Having full HQ's with an 80+ base ammo level is pretty pointless.

Jason Petho

Hi All,

So, if you can kill a Divisional HQ then you can take out the entire supply chain? Apart from the base level - am I correct?
(11-17-2011, 04:14 PM)Glint Wrote: HSL - ''You may want to develop thick skin?
I took a different approach. When I was told that one of my scenarios "sucked" I named my next scenario files "this really sucks". It's one way to do it?

Are your "circle" all ladder members?''

Nah, got plenty of thick skin, just comes down to respect in my book for others' efforts.
Not sure what my 'circle' has to do with the subject of the thread really?
Anyway, think I've already made the point in post No.44?

I for one would love to see your designs. I am also enjoying testing H2H games so if ever you want to go that route I will be happy to test.
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11-18-2011, 12:31 AM,
#52
RE: scenario design
(11-17-2011, 10:45 AM)Jason Petho Wrote: So basically, if I understand correctly, it boils down the first check is to see if the unit that has fired the previous turn will go into out-of-supply status (page 92) and the second check is to see if a current out-of-supply unit will regain supply (page 93).

Jason Petho

I do believe that is correct..and once out of supply in this manner they can only regain supply thru the HQ.......and I think it has to be the parent HQ.
"The secret to success is not just doing the things you enjoy but rather enjoying everything that you do."
11-18-2011, 12:48 AM,
#53
RE: scenario design
(11-17-2011, 05:31 PM)Ashcloud Wrote: So, if you can kill a Divisional HQ then you can take out the entire supply chain? Apart from the base level - am I correct?

What about this one re: getting back to being in supply?
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11-18-2011, 12:57 AM, (This post was last modified: 11-18-2011, 01:05 AM by Kool Kat.)
#54
RE: scenario design
(11-18-2011, 12:48 AM)Battle Kat Wrote: What about this one re: getting back to being in supply?

Assuming you are referencing a HQ unit, than this:

"Like a normal combat unit, the Headquarters first checks supply based on the distance from its parent Headquarters; however, if that supply check fails, it then checks using the base ammo level listed for its side." - page 93 User Manual


(11-17-2011, 05:31 PM)Ashcloud Wrote: So, if you can kill a Divisional HQ then you can take out the entire supply chain? Apart from the base level - am I correct?

Well, if there are NO other units' parent HQs on the map... than the answer is yes.

If there are (e.g. other parent battalion and / or regimental HQ's) on the map, than combat units would attempt to trace supply through these HQ units. Failing a supply check through these HQ units, combat units would check supply via the ammo levels set for the scenario.

That's how I understand HQ's and supply works.
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /
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11-18-2011, 01:05 AM,
#55
RE: scenario design
(11-18-2011, 12:31 AM)Von Earlmann Wrote:
(11-17-2011, 10:45 AM)Jason Petho Wrote: So basically, if I understand correctly, it boils down the first check is to see if the unit that has fired the previous turn will go into out-of-supply status (page 92) and the second check is to see if a current out-of-supply unit will regain supply (page 93).

Jason Petho

I do believe that is correct..and once out of supply in this manner they can only regain supply thru the HQ.......and I think it has to be the parent HQ.

Thank you for the clarification.

Jason Petho


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11-18-2011, 01:13 AM, (This post was last modified: 11-18-2011, 01:14 AM by Crossroads.)
#56
RE: scenario design
(11-18-2011, 12:57 AM)Kool Kat Wrote:
(11-18-2011, 12:48 AM)Battle Kat Wrote: What about this one re: getting back to being in supply?

Assuming you are referencing a HQ unit, than this:

"Like a normal combat unit, the Headquarters first checks supply based on the distance from its parent Headquarters; however, if that supply check fails, it then checks using the base ammo level listed for its side." - page 93 User Manual

Thanks KK, so basically it means there is one less chance (dye roll) to regain supply, per a HQ destroyed in combat?

3rd Platoon ( - CC opt rule -> 1st Platoon) -> Bn HQ (dye roll) -> Rgt HQ (dye roll) -> Div HQ (dye roll) -> Base level supply (dye roll)



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11-18-2011, 01:22 AM, (This post was last modified: 11-18-2011, 01:23 AM by Kool Kat.)
#57
RE: re: scenario design
Gents: :smoke:

Also, we need to keep in mind the "distance" from the combat units to their HQ's for supply checks.

Battalion HQ = 8 hexes
Regiment HQ = 15 hexes
Brigade HQ = 15 hexes
Division HQ = 30 hexes
Corps HQ = 90 hexes
Army HQ = unlimited

Assuming you have a "supplied" battalion HQ... and no other HQ's on the map... if your combat units are greater than 8 hexes away from their parent battalion HQ... than the combat units will fail that supply check automatically... and will than only be able to supply check via the ammo levels set for that side! :eek1:

Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /
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11-18-2011, 05:02 AM,
#58
RE: re: scenario design
Regarding supply and going back to the subject of the thread, i.e, 'Scenario Design', the supply ranges you pasted KK are interesting. Looking at some of the earlier info given to my question, the supply ranges exceed the frontline guidelines somewhat so, the supply ranges could well be used in the design of a scenario as a guide to front line placement in attack and defence?
Anyway, pleased to see such a response and discussion from my thread, and no raised warning levels, I must try more of this, lol!
11-18-2011, 05:37 AM,
#59
RE: scenario design
(11-18-2011, 01:22 AM)Kool Kat Wrote: Assuming you have a "supplied" battalion HQ... and no other HQ's on the map... if your combat units are greater than 8 hexes away from their parent battalion HQ... than the combat units will fail that supply check automatically...

Keep in mind, the above distances are the 50% range, not the 0% chance range.

If you use the C&C option, these distances vary depending on country and time period.

Jason Petho


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11-18-2011, 06:29 AM,
#60
RE: scenario design
I for one would love to see your designs. I am also enjoying testing H2H games so if ever you want to go that route I will be happy to test.
[/quote]

Thanks for the offer matey! Unfortunately, I don't go through the H2H route.
If I'm happy with a scenario, it will be posted and able to be played by anyone, they can enjoy, or call it rubbish.




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