Stauffenberg wrote:In looking to an extended Campaign Game I would anticipate that the movement of these supply carts long distances over tracks would be a prime cavalry raid target necessitating rather large accompanying ground troops to protect them...
Durk wrote:Yes indeed, think of the Bertolt Brecht play Mother Courage and Her Children, while not precisely historical, a good window into the supply issues of this time. I too find supply challenging, but spot on.
Once in enemy territory, however, like every army after them until the very modern age, armies lived mostly off the land and captured enemy stores. This practice explains the penchant of armies to attack cities even when it made little tactical sense. A review of Gustav Adolphus' route of march during the Thirty Years War (1618-48) shows precisely the same propensity for exactly the same reasons. Finally, armies often timed campaigns to take maximum advantage of the seasons to ensure an adequate food supply in captured enemy areas. Taken together, the logistics capabilities of ancient armies were excellent, often managing staggering feats of supply that only rarely were duplicated by armies before the 19th century.
Stauffenberg wrote:http://www.au.af.mil/au/awc/awcgate/gabrmetz/gabr000a.htm
pantsukki wrote:You quoted from the article "Once in enemy territory, however, like every army after them until the very modern age, armies lived mostly off the land and captured enemy stores. This practice explains the penchant of armies to attack cities even when it made little tactical sense".
That's why it's A) a little unfortunate that taking cities (or even achieving breaches) seems to take quite a long time, and B) there aren't that many cities on the map.
ess1 wrote:@stauffenburg: "The stalwarts in my Bohemian campaign "force-marched" their ox-teams through the mud..."
I do not have TYW (probably will purchase for pbem) but surely you cannot 'force march' oxen, especially through mud?
I think this is unrealistic and should be amended. Monthly turns should preclude this even in good weather.
Non player off the green![]()
Konrad von Richtmark wrote:But yeah, the lowly ox-powered supply cart is the most powerful unit in the game. I just managed to get Tilly's 800-power stack to starve and surrender by bottling it up in a city, and playing a game of supply chicken. A game I won since there was a decently supply-producing city 2 steps away which my supply carts were able to fetch supply from.
Philo32b wrote: The game seems to give enough supply carts to use some of them in this way profitably.
elxaime wrote:Actually, there seems a force pool issue here, at least with Protestants in campaign. They get to build only 1 new Protestant supply cart and have to live off that and the other existing supply carts for years. Forget about building new Protestant depots, you barely have enough supply carts to keep one with each field force.
elxaime wrote:Actually, there seems a force pool issue here, at least with Protestants in campaign. They get to build only 1 new Protestant supply cart and have to live off that and the other existing supply carts for years. Forget about building new Protestant depots, you barely have enough supply carts to keep one with each field force.
Maybe it is working as designed? If so, it seems strange as it really hampers the Protestants, especially when the theater widens.
elxaime wrote:Actually, there seems a force pool issue here, at least with Protestants in campaign. They get to build only 1 new Protestant supply cart and have to live off that and the other existing supply carts for years. Forget about building new Protestant depots, you barely have enough supply carts to keep one with each field force.
Maybe it is working as designed? If so, it seems strange as it really hampers the Protestants, especially when the theater widens.
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