This is something that everyone says
is important, and should play a major role in a campaign. But it is also something which I have found
most campaign commanders get easily bored with.
When I ran my first PBEM campaign I
included a simple system, which I ran.
In effect it meant that each corps had to halt for a full day after four days moving. Even such a simple system resulted in
complaints from more than one player, who felt that as an army commander they
should not have to concern themselves with supply, as that was the
quartermasters problem.
Despite this I gradually developed the
supply system. I felt that it was right
that the player who planned his supply system should benefit over the one who
just ignored it.
The player contolled the collection
and issue of supply. He received one
days supply for one corps for each supply depot he established. To do so he had to detach a full strength
infantry brigade. So to replenish the
supplies he used, a CinC would have to establish four depots (one per corps)
and detach 25% of his infantry strength.
Of course he could recall those brigades to the corps to fight, but he
would then lose his depot.
He would also have to include which
corps could draw how many days supply from which depot in his daily
orders. It really surprised me how often
a player forgot, or just didn’t bother, to resupply when it was possible. This is pretty typical of the approach of
many of the campaign players.
The problem with this system, as
pointed out by an irate player, is that it rewarded the player who ignored
supply. More than one player just
ordered everyone to attack everything.
If he also neglected to establish supply depots he would have a numerical
advantage in the fighting. If he won
the first battle, this advantage would increase until he ran out of supplies
and ground to a halt. However by then
his opponent would probably have lost the campaign.
The basic problem is that each player had
too much supply at the start of the campaign, and the penalties of running out
of supply were not damaging enough.
Each commander started the campaign
with four days with each corps and a further four days per corps in the
depot. If he ran out of supply he lost
400 men per day until he resupplied.
A campaign phase usually lasts about
10 to 15 days. If you start with 8 days
supplies, and attack aggressively, you have a good chance of destroying the
other player who has detached one quarter of his infantry to establish supply
depots.
So I have changed the campaign rules.
Each player starts the campaign with
six days supplies
When a corps runs out of supplies it
can not attack, and does not receive battle replacements
It continues to lose 400 casualties
per day until resupplied
The system will still be simple, and
easy to administer. But the effect on
the commander who ignores resupply will be pretty drastic.
I am pretty sure that some players
will ignore supply and attack, attack, attack.
But they will now run out of supplies after six days instead of eight
days.
I have found that results are often
much different than expectations. So it
will be interesting to see how these new supply rules play out.
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