Military logistics

Military logistics

The present Simple Military Logistics Model would allow to simulate supply chain, thereby having increased importance of infrastructure, decrease in the troops efficiency at supply interruption and adds to game such military strategies and operations as:

  • troop withdrawal and reinforcements,
  • pincer movement and encirclement,
  • strategic bombing.

I. Transportation of Troops

If two adjacent provinces have at least level 1 infrastructure, there is possible to send the troops between these provinces by railway rolling stock.

It could look similar to port operations and the movement on oceans:

a) loading and unloading is allowed only in the center of a province in a place of roads crossing.

b) loading and unloading takes time and depends from infrastructure level.

c) at the time of loading, unloading and in the movement units are very vulnerable.

d) all units that use rolling stock moving at the equal speed which depends on the level of infrastructure and doesn't depend on terrain type.

Table 1. Movement time from Warsaw to Turin by the current rules and on rolling stocks.

In the table are used the following values:

infantry speed (plain/urban/mountains): 25/25/19 kmh

med. armor speed (plain/urban/mountains): 30/24/12 kmh

armor car speed (plain/urban/mountains): 45/36/18 kmh

loading/unloading time (lvl1/lvl2/lvl3): 4.5/3.0/1.5 hours

speed on railway (lvl1/lvl2/lvl3): 50/70/90 kmh

As it is visible in the table, movement of troops by railway rolling stocks is expedient only on long distances, through mountain provinces or for low-speed units. To save time on loading and unloading it needs to build infrastructure in all provinces from start point to end point.

The destruction of infrastructure (for example by means of strategic bombing) in one of the provinces on route significantly increases the time of movement.

II. The Head Quarter

The Head Quarter (HQ) is a building that can be built in any province and it works

a) as the capital*:

  • Moral penalty from distance to capital is calculated as distance to the nearest HQ,
  • province receives bonus 25 points to target moral,
b) as hospitals and repair factories:

  • units receive bonus 25 points to target moral.

*The capital city is quasi the first HQ.

Distance calculated as fastest route of infantry units to the HQ including moving by railway rolling stock.

HQ can be built in any province, but with each new HQ is increased transport costs, which reduce the production of resources in all provinces (like corruption in Supremacy). The penalty is calculated with the construction of a third HQ (capital and first HQ have no effect), grows linearly, and can not be more than 15%.

III. Supplies and Moral

If a province where the troops are stationed has a connection to the HQ, the troops get supplies and their Moral is restored to the level of province Moral. The more supplies, the faster the recovery.

How many supplies will be delivered to the troops depends:

  • on the distance to the nearest HQ and
  • on the province Moral where troops are stationed.
No Moral regeneration when the troops are stationed in a province where Moral is lower than the Moral troops.

The Moral troops is drop only in the case if delivery of supplies are completely absent.

Inasmuch as the Moral restoration in the provinces with the HQ is maximal, then the HQ operate as hospitals and repair factories. The withdrawal to the HQ helping troops recover from Moral injury faster.

IV. Encirclement

If the troops are isolated and a province where they are stationed don't has a connection to the HQ, that is, the troops are in the encirclement, they lose 25 points of Moral daily. When the Moral drops to 0 the troops surrendering and disappear from the battlefield.

Appendix

The Moral formula

Daily Moral regeneration:

dM = a * 2 ^ (-r/b) * (m + mb - M)/100

where

a = 15 - the maximum Moral regeneration for the day,

b = 24 - a distance (hours) from the HQ where Moral regeneration is reduced by half,

r - the distance (hours) from the HQ,

m - the Moral province,

mb = 25 in province with HQ and =0 in province without HQ, bonus to target moral,

M - the current morale of the troops.

Table 2. Daily moral recovery depending on the distance to the HQ and moral of the province where troops are stationed

Graph 1. Moral regeneration versus time (days) in a provine with Moral 100.

Graph 2. Moral regeneration versus time (days) in a provine with Moral 50.

Thank you for your likes and comments! ;)

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46 Replies

sounds like a lot of work...

"Victory needs no explenation, defeat allows none"
-imperium thought of the day

Meh, to play first you must work.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Or you play AND work at the same time...sounds horrable still when are we going to start making this thing?

"Victory needs no explenation, defeat allows none"
-imperium thought of the day

But that could lead to awful problems, especially for soldiers, pilots, builders and lawyers. Anyway, that is very OT so...

Back on subject?

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

I think the tread is over, I think all of us agree on the supply chain and in extension naval blockade and air drop.

"Victory needs no explenation, defeat allows none"
-imperium thought of the day

I like the idea of LOC - lines of communication. And I think this is badly needed in the game - right now, I build a lot of tanks, mass them together and send them deep in the enemy territory. If my force is strong enough, nobody will stop them from wreaking chaos.

The real tanks in WW2 had a similar effect. But they also had a serious vulnerability: they needed a continuous line of supply to move and to fight - to get them the fuel and ammo needed. This is why the tanks were not usually fought head-on - the largest tank battle only saw together about 1,500 tanks (Battle of Prokhorovka, during the 3rd Battle of Kursk, Summer of 1943). The tanks got their flanks attacked - this is why they badly needed infantry to guard their flanks. During the Battle of France, for instance, the tanks moved really quickly, but they had their flanks exposed. At one time, Hitler hold the whole armor spearhead to have the support troops catch up and consolidate the flanks - this allowed the allies to evacuate at Dunkirk.

So, for me, this is the most important feature that lacks from this game. And it's a pity to have such a nice historical game lacking one of the most important aspects of waging a war.

mihaipmp wrote:

At one time, Hitler hold the whole armor spearhead to have the support troops catch up and consolidate the flanks - this allowed the allies to evacuate at Dunkirk.
I completely agreed with you but the only reason Hitler did it was because no one was following his ridiculous orders.
Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

It wasn't just about Hitler. The OKW was scared as hell, and pretty much all of the senior generals. Those crazy young generals (Guderian, Rommel) attacked and pushed on against the orders of their superiors. But the truth is they took a big gamble: if the allies would have succeeded in counter-attacking the weak flanks, the armor spearhead would have been cut off and completely useless. In a few hours they would not have had the fuel to move.

In this game, you get an army across the front line, then let it run around. As long as the enemy doesn't have the troops to engage them directly, those troops cannot get hurt. Even if they get way, way behind enemy lines, with any number of enemy provinces between them and their own forces. And this is, as I said before, highly unrealistic.

A tank is still pretty deadly as long as it has a fit crew, a working gun, turret and turret ring. In fact, the fact that a tank has been m-killed means that the driver could hammer away on a pintle mounted gun at infantry, tank tracks and gun barrels.

I know, I like the idea and agree with it.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Tank tracks and gun barrels make very poor targets for mg bullets...

What if I'm indoctrinated and actually fighting the good guys?

An immobilized tank is no longer a tank - but an armored pillbox. Pretty much useless - because its role was not to defend some ditch in the middle of nowhere, but to outrun the defenders and attack their weakest point. Besides, the tank crew is much more important that the ditch - so the crew leaves it in the field and escapes by foot. The most extreme example for this could be found in the Battle of the Bulge (winter of 1944 - 1945): most of the German armor was left behind, because they had no more fuel to move.

Still, this is a sideline discussion. The thing we both agree on is tanks (and all the other land troops, as a matter a fact) cannot operate without supply, surrounded by enemies. And it would be really nice to find this very important aspect of military strategy in this game, too.

Nope. You can severely damage both. They're not as strong as you think. You can take out an M1 Abrams if you shoot it up the tuckus with anything bigger than a 20mm shell, I imagine the tracks and gun barrel aren't too strong either.

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Mess with the Bill, you get the scorn!

Butter Ball Bill wrote:

Nope. You can severely damage both. They're not as strong as you think. You can take out an M1 Abrams if you shoot it up the tuckus with anything bigger than a 20mm shell, I imagine the tracks and gun barrel aren't too strong either.
Tracks(links) are vulnerable to explosions. Not to small calibe gunfire.

The gun barrel is extremely stong. I seriously doubt that a direct hit with a 20mm would damage it.

Eg. in the 6-day war on several occasions Israeli Centurions were hit by Egyptian 122mm artilley fire. Some were knocked out by a a hit on the engine-deck. But a direct hit on a gun barrel would only make some scratches.

What if I'm indoctrinated and actually fighting the good guys?

BlackPrince2 wrote:

I seriously doubt that a direct hit with a 20mm would damage it.
Let me rephrase what I said.

A 25mm(I made a mistake their) shell right up the ass of a M1 Abrams. The Abrams is an awful tank, you can take it out with 1 RPG of any model. Look at these links, then tell me Abrams is still a strong tank.

https://www.google.ie/search?q=destroyed+challenger+2&espv=2&biw=1366&bih=643&site=webhp&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMIvbLlsfOqxwIVhNUaCh03Gg5c#imgrc=_

https://www.google.ie/search?q=destroyed+m1+abrams&es_sm=93&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAWoVChMI4ueR0_OqxwIVggQaCh0c6A1V&biw=1366&bih=643#imgdii=j2v12pYCCankGM%3A%3Bj2v12pYCCankGM%3A%3BE2PCyl1slDEZ9M%3A&imgrc=j2v12pYCCankGM%3A

M1 Abrams barrel.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

BlackPrince2 wrote:

122mm artilley fire
Artillery fire is very different to an RPG. The arty has HE rounds while the RPG is a HEAT tandem warhead(I think it is HEAT). Another thing, the RPG 7 is only 40mm and can one shot a M1.
Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Picture attached. is a disabled American IFV. I think it is a M1 Abrams. Tanks are not the behemoths you think they are(well, they American ones anyway). Some good wire in the US is $50. So $50 to knock a 7 million dollar vehicle. Now the Stryker, that is one tough cookie from what I have read about it.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Since this thread has meandered away from its original purpose and on to the survivability of tanks, I will attempt to bring it back.

I like the idea on its base, but am concerned about adding anything to the game that will increase the daily difficulty of play. If this is added to the game, and I think it should, it needs to be done in a way that the average player does not need to manage it to much. I image that every one posting on these forums is looking for as close to realistic a game as they can get while still having an enjoyable game. A lot of players are not posting on these forums and are just looking for an entertaining time killer.

I believe that player apathy is the number one problem this game faces as games grow in age. Can you imagine if these players are now forced to ensure their advancing armies are well supplied after they have a massive empire that spans across oceans? I think part of the reason players leave matches is they grow tired of running said empire.

I like the idea, but lets make sure it doesn't make the game to complex for the average player.

"Cry 'Havoc!', and let slip the dogs of war"

"The best weapon against an enemy is another enemy."Friedrich Nietzsche

Armatus wrote:

Since this thread has meandered away from its original purpose and on to the survivability of tanks, I will attempt to bring it back.
Lol, sorry.

Armatus wrote:

If this is added to the game, and I think it should
I think so too, maybe as a new GM option? Currently we only have one(elite AI) and I think Bytro could milk this beta for more money with a new GM option.
Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Butter Ball Bill wrote:

I think so too, maybe as a new GM option? Currently we only have one(elite AI) and I think Bytro could milk this beta for more money with a new GM option.
If you could choose to add this or not might be the way to go. Then players who want a more in-depth game style could and those who don't wont have to.
"Cry 'Havoc!', and let slip the dogs of war"

"The best weapon against an enemy is another enemy."Friedrich Nietzsche

Yep. That would they could have harder enemies to fight even if no other players joined and could still get points from them. It would let the game have(more or less) a premium hardcore mode! A great thing to advertise:

Play Call of War, Bytro Labs newest game! With two challenging game modes, free, standard arcade mode and for the price of X moneys, a realistic premium mode with logistics, communication lines and a challenging, smart AI!

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

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