The campaign has got off to a good start, with two battles
within the first four days. So Jan and
I have been kept busy on the wargame table.
Now we come to the more complicated part, when the corps
commanders are confronted with the problems of supply
Supply in the campaign is really simple. Each division starts the campaign with five
days supply, which is the maximum they can hold. To resupply the division must be within 15
miles (one days march on a road) of a supply base, not in contact with the
enemy and have orders to do so.
During the first phase of the campaign, which we have just
completed, it was all movement. All of
the corps started the campaign with one days march between their two
divisions. The French had to decide
whether to join the two divisions before they attacked. The Austrians had to decide whether to hold
with their forward division and bring up the rear one, or the opposite.
No one seems to have thought about resupply. For three days it was all movement and
fighting. All then realised that they
had only two days supplies. Worse still
some were out of supply range of their depot.
They would have to decide whether to retreat to resupply, or hold and
establish a new supply depot.
To establish a supply depot is easy. It takes one infantry brigade one full
day. The rest of the division can do
what they want whilst this is going on.
When I designed the supply rules I wanted to keep them
simple. I think these are as about as
simple and easy to manage as any rules could be. Each player is reminded at the end of each move how many days supplies he has left. To resupply he only has to say so in his next days orders. Yet most players seem to have given little thought
to resupply until they have almost run out.
Supply is one of those subjects you read a lot about on
wargame and campaign forums. Everyone
seems to think that they should be as complicated as possible, and take into
account historical logical problems.
Nothing wrong with that, but I wonder how many have actually used them
in a multiplayer campaign. And more
interesting still, how the players got on with them.
The more experience I gain of running a PBEM campaign, the
more convinced I become that the principle KISS (keep it simple stupid) is by
far the best to follow.
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