jjw509
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Far West supply CSA and other supply questions

Thu Dec 31, 2015 8:38 am

I am playing easy supply off but I am not 100% I understand the system. Particularly in the far west there are no depots and I don't tend to see stockpiles anywhere. Do I have to build a chain of depots from Austin to El Paso to get supply going? The reegions are green but when say Indians attack in Texas once they pillage and I go to attack them I can't get any suppliers for the militia. Do rangers have special supply benefits? I have also notice NM militia lose cohesion fast trying to occupy empty Yankee territory. Lack of supply or something else?

Do ports automatically get supplied or does this depend on your river or deep water transport capacity?
The manual states that riverine transports can transport supplies. Is there a button for that? I haven't seen it.
Can you convert built transports into riverine capacity or can you only do that with the various decision?

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Captain_Orso
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Thu Dec 31, 2015 2:02 pm

Stockades work like minor depots, so if you have an unbroken line of stockades from Austin to El Paso, you should be okay, if you don't stuff El Paso with such a large force that they cannot be kept in supply, which really shouldn't be the case anyway. If your forces are that large, you're probably doing something wrong :blink: .

IIRC rangers have a very high chance at successfully foraging. Foraging happens when a unit is low or out of supplies. It tries to find supplies in the region it is standing in or moving through--the more movement, the greater the chance of success.

Besides, Rangers are very small units and use little supply. They carry 4 GS and use 1 per turn.

Successfully foraging will give the unit some supplies; failing to do so will mark the region with a pillage icon, and that region cannot be foraged again until the next harvest season.

Generally, if Indians are attacking, I believe it is because the North has used RGD's (Regional Decisions) to "hire" the Indians as mercenaries. I don't recall "peaceful" Indians going on the war path and attacking Confederate stockades.

Supplies move automatically at the start of each turn before anything else really happens; absolutely before anything you have ordered to be done takes affect.

To get a full understanding of how supplies work you should read through the old AACW (AGEod's American Civil War) (precursor to CW2) forum article Supply Primer.

Generally speaking supplies move, from one supply source to the next, by being pulled. The initial pullers are stacks on the map, especially if they have one or more supply units. Supply sources are primarily Depots, Forts (which includes Stockades and Redoubts) large cites, and cities with harbors, with the strength of the pull generated being more-or-less in that order, with combinations being cumulative. Stacks with supply units can pull from nearby supply sources (two regions at the most). Stacks without supply units in the same region as a supply source will take supplies directly from only it. A supply source having supplies pulled or taken directly from it then pulls supplies from another nearby supply source (5 regions away at the most), thus creating a chain of pulls.

Supplies are moved more-or-less as if a supply wagon were moving, but in three phases at the start of each turn, as if the hypothetical-supply-unit could move three times, once per phase. Since generally cities with harbors and depots generate more pull than cities with just depots, and a supply unit using the Riverine Transport Pool can move further from harbor to harbor than from city to city by roads, or by rail when using the Railroad Transport Pool, more supplies will be moved along rivers than rail lines or roads alone.

In all cases, you always need at least 25% MC (Military Control) in a region to move supplies through it, and any unopposed enemy combat unit will block your supplies from moving through that units region. Rivers don't have MC, but supplies can be blocked from moving through river regions by artillery being able to bombard into said river region (by being good-order and at least at entrancement level 3 or more, or in a Fort, Stockade, or Redoubt.

Units lacking supplies, especially if they are moving, will take hits from Wear-n-Tear™ ;) . Militia and infantry and cavalry in general, can only carry enough supplies to be away from a supply source for two turns, at the end of which they must be on a supply source again, or suffer the consequences. Supply units will lengthen this time considerably by being a mobile supply source.

You periodically get options to increase your RivTP (Riverine Transport Pool) and RailTP (Rail Transport Pool) under <F3> Department of War. For each 1/3 of full capacity (check the tool-tip of the Train and Steamboat on the top left of the map), one supply phase may use Riverine and/or Railroads to move supplies, as the case may be (it may use both in one phase, same as a unit may use both while moving); otherwise it will move only overland by roads and tracks.
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jjw509
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Thu Dec 31, 2015 6:40 pm

Thanks I was trying the Silsbee campaign to get a smaller campaign to learn better. It starts with a bunch of Indians against Texas. I was having problems once militia left the fort to try to get rid of Indians. I think the problem was no supply wagons so they could not stay away from the fort that long. Rangers might be the better option when dealing with Indians but Indians often pillage the areas they go through which doesn't help either. The NM campaign was a vast learning experience. I have been playing a lot more WW2 games with contiguous front lines. 19th century warfare with maneuver and threats is a very different story! :) It is a bit more enjoyable and at the same time frustrating. You often can't make an offensive without being vulnerable if the opponet makes the right (wrong to you) move. You just don't have the forces to cover and attack at least not early on.

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Captain_Orso
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Sat Jan 02, 2016 12:03 am

From my experience, the most important factor is supply. There are no front lines per se, but there is often a line, which once crossed, there can be dire consequences to supply access.

The goal of Grant's overland campaign was based entirely on getting behind Lee and onto his supply line, and Lee's defensive strategy based entirely on keeping Grant from doing exactly that. Battles were conducted from a Union perspective to pin Lee down, so that one section of the AoP could break off and behind Lee's army. Unfortunately, Lee's army being outnumbered and never receiving nearly as many replacements or reinforcements, meant that Lee's ability to block Grant was ever receding, and he could only hold Grant back for so long before he had to pull back to the next blocking position until he was directly in front of Richmond and Petersburg.

In the Far West supply lines are very difficult to maintain, even to simply keep static garrisons in supply. The Union must actively improve his supply lines or his garrisons will starve without the Confederacy lifting a finger. In general the "garden hose" of supply is very, very, long and needs a lot of pressure to get a few handfuls of water (supply) to dribble out the other end. Somewhere there needs to be a big, fat pump to cause this pressure, and then the North has to be sure Johnny Reb doesn't manage to stand on the hose anywhere along its length. Not an easy task to master.

The Confederates have the same task, but the distances through Texas are much shorter and the the pumps are already in place and primed. Some tweaking may be useful, but is not necessarily even needed. Just keep those pesky Indians from cutting the hose in two.
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