Captain_Orso wrote:I'd like to hear what others thing about how depots are handled in the game.
A depot is simply a collection of buildings and personal for storing and managing supplies and their distribution. Depots--as far an my information tells me--were not only constructed completely by the military, but often integrated local real-estate for this purpose.
W.Barksdale wrote:I don't really see a reason for a change at this point, and certainly not to make depots more abstract and complicated. Personally I think they are modelled very well. You shouldn't just be able to build unlimited depots at will. They should require some forethought, and if you've forgotten to include an extra supply unit to construct one?... Better get on that quickly. Supply units take all of one turn to be ready anyway.
John S. Mosby wrote:I completely agree with your thoughts on construction.
However I do believe that the Captain has a very good observation in his #2 point which is "Depots of all sizes should be susceptible to destruction through the use of the Raiding Party RGD."
The Captain's #3 point of the owner controlling the size of the depot is also a valid point in my opinion and also worth considering.
donagel wrote:Captain;
I always took the conceptual view of building depots. The cost is based on the ease of supply. Rivers are a cheap means of moving supply, therefore flatboats are a cheaper means of building a depot. Overland is the most expensive(and most exposed) and therefore cost the most. So your not paying for the depot itself, but rather the cost of building the vehicle of supply and maintaining them.
donagel wrote:Along that line of thinking, I would like depots to be automatically destroyed when taken by the enemy. You should receive some, maybe a lot, of GS for your efforts, but you need to rebuild the supply lines. They don't just magically appear 15 days later. This would make the Union really work to build a network as they advance and force the confederates to either spend big or live off the land. As it is now, I seldom have to build depots as the enemy just gives me his.
Gray Fox wrote:1. This sounds interesting, as long as we don't get to 1864 and have depots in every single region. What if each side got to distribute a finite total number of X depot points in April 1861 and could thus build a network with that many levels of depots? The depots could be rearranged as needed. Each year, a few more depot points become available.
2. I thought that a raiding party already could destroy level 1 depots and reduce larger depots one level at a time with RGD's?
3. I have always advocated this.
W.Barksdale wrote:I don't really see a reason for a change at this point, and certainly not to make depots more abstract and complicated. Personally I think they are modelled very well. You shouldn't just be able to build unlimited depots at will. They should require some forethought, and if you've forgotten to include an extra supply unit to construct one?... Better get on that quickly. Supply units take all of one turn to be ready anyway.
James D Burns wrote:I've always viewed depots as the government organizing regional small business' towards war production (blacksmiths, bakers, tailors, etc.) in addition to their marshaling yard functions. After all they produce war supplies and ammo, so their cost is more than justified.
Jim
Mickey3D wrote:I'm afraid you would end up with too many depots on the map and this would make very difficult to cut supply path of your opponent.
W.Barksdale wrote:Recently Pocus has confirmed that the Partisan Raid card will already cause a drop in the depot size, with a level two falling to a level one, for example, after a successful Partisan Raid card is used.
Smitzer52 wrote:Wow, had no idea that cheap flatboats= depot in every harbor. Sudenly I have a feeling I played western campaings all wrong. So what does exactly impedes supply movement by river? Just forts(island 10,dover) or cities like Cairo if that can open fire on supply via artillery, or even any artillery element near river(entrenched).
Captain_Orso wrote:
I don't think that is a given. If the enemy should capture a depot, they should be able to do with it as they wish; destroy it, keep it, their choice. They should be able to move as much of its content off as they can before burning it to the ground though.
I don't think it take very long to build some storage house. You can look in YT today for time-laps films of barn-raisings with about 50 men putting up a barn--a very big one--in one day. Take a couple hundred directed by officers and a couple of weeks and you could put up a depot.
W.Barksdale wrote:I just don't see the point. Depot's work fine the way they are and have been like this for 7 years. With limited programming hours I'm sure the dev team has a long list of other issues to attend to. I suppose you could make a mod but I just believe it's more effort than it's worth.
Cardinal Ape wrote:I think if the partisan raid card is able to destroy any level of depot that if would benefit the Union more than the CSA. The Union start with so many more depots, many of them redundant, while the CSA supply chain is much more precarious. Also, the cost to rebuild the depots is much harder to deal with as the CSA.
As you said it is not the depot themselves that really matter, it is the supplies inside them that matter. Therefore I would rather see a new RGD that could disrupt the actual flow of supplies through an area. Or maybe a more powerful version of the partisan raid card that could only be played in conjunction with a nearby leader with an appropriate trait like Deep Raider.
Actually, now that I think about it... Does the partisan raid card actually destroy any supplies or ammo? If the depot goes boom do the supplies stay in the region untouched? I would rather have a raid card that destroys one level of depot and all supplies in the region than one that destroys the depot entirely but leaves the supplies and ammo untouched. (After experimenting it appears that the raid card does toast the supplies and ammo.)
I do agree that having military ownership should allow you destroy a depot regardless of level.
Cardinal Ape wrote:I have not been able to determine if lowering a depots level by one has any affect on the supplies inside it.
Anyhow... This is a bit off-topic but the thread got me thinking about it soo... I think it would be fun if the partisan raid card had an affect on victory points. Say, every 100 units of supply and/or ammo you destroyed with it netted you 1 victory point. And if the raid was particularly devastating in burning 3,000+ units then it could have an affect on national moral.
donagel wrote:Yes, I quite agree they should be able to seize all of the goods contained in a depot, or perhaps some % based on how they got it. However, that is all they have captured. Stuff. They did not instantaneously replace the giant beauracracy of logisitics it takes to get goods to the location.
Further, I think auto-destruction might force the game into more realism. Each side could decide to depend on seizing supplies as they move forward and hope that this will keep their forces fed and battle ready. But if they want to stay there and occupy the land , they need to build the logisitical infrastructure, which was an investment. If you did not do this, the captuured supplies run out and you are forced to live off the land. In game, if Sherman marches to the sea, he can depend on having Chatanooga. Atlanta and Augusta as his supply lines since he will likely capture the depots and be instantly in supply the whole route.
Durk wrote:I have been following this thread with some interest and I am mixed about my response to the discussion for a number of reasons. The driving question for me, what do depots represent and how were the historical depots represented impacted by enemy attacks?
Depots in the game are not one thing. I think part of what confuses this discussion is the desire to make depots which were intentional government collections, sales by sutlers and bridges in the supply chain a single concept. Depots represent a lot of differing supply deployments.
Durk wrote:The couple of historical CSA depot captures of massive Union depot supplies resulted more in USA military response rather than a irrevocable loss of supplies for the North or gain of supplies for the South. The Union did not raid Southern depots, they raided the supply network. So destruction of rails is much more critical and germane to the Union Idea.
Durk wrote:I actually think the current rules represent the historical nature of supply chains. While depots do draw supply as mentioned above, they are merely transit and collection points.
Many of the ideas put forth have a measure of merit, but so far, none of the 'solutions' achieve a more historical distribution of supply than the current game rules.
Raids broke rails.
Invasions, such as Lee's couple of forays north, lived off the land, not captured depots. And, while Lee did gather some money, this money was used to pay for forage.
Short summary – no historically significant examples of depot captures warrant a change in game rules and procedures. In a few cases depots were burned, but really, deports are a means, not an end.
Captain_Orso wrote:But why should the level be reduced by only 1? Just to protect the player from not protecting his depot and leaving him with a huge gap in his supply line which, by the current rules, would take too long to repair.
I can assure you that Forrest would not have left two twigs standing if which might be of use by the Union if he had a choice.
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