Here are some numbers for the US tail to tooth ratios.
Table 2 on page 18 shows that in WW2 the US needed just over 6,000,000 men to field 89 divisions resulting in 4 service troops to 1 division soldier. Since many division soldiers were not combat soldiers the tail to tooth ratio is even higher. This is the LOWEST count I have ever read. Most resources show the the US had about 7,700,000 men to man 90 divisions, which would increase the ratio much higher. Even with that many men, the US had severe combat soldier shortages by the end of 1944.
The US had two other manpower drains, besides support. First, of course, was their main mission of production. The Soviets and UK made the deliberate decision that the best contribution the US could make was production. The second manpower drain was the US Army Air Force, which kept growing to eventually number over 2,000,000 men. These two drains changed US Army plans of creating 212 to 334 divisions to the "90 Division Gamble" in 1943.
The UK had 2,900,000 men to man about 30 operational divisions. There were also about a dozen skeleton sized divisions that had been reduced to just a few thousand men each to keep the 30 operational divisions on the line. That is close to 100,000 men per division, so the UK tail to tooth ratio is most likely close to 4 to 1. Even with this ratio, the UK was facing even more severe manpower shortages than the US by 1944.
In WW1 the US only needed a 1 to 1 ratio of support to division soldier, but that was because they were coming to one theatre, Europe, that had been built up logistically for years before the US arrived and from which they borrowed heavily. In WW2 the US was deploying from thousands of miles away to logistically hostile areas on multiple fronts. This resulted in much higher ratios in WW2.
I would not like to see the game add something that requires constant player input or micromanagement to simulate the very real manpower problems the allies faced due to the tremendous distances they had to move supplies. Still, since this huge manpower necessity existed, it could probably be put in the game without player input. It does explain why the US and UK had so much trouble getting a second front open, much to Stalin's constant bewilderment.
Idea: On the manpower window, where it shows army manpower being used, replace the total manpower number with two new lines, one called "Divisional Manpower" and the other "Support Troops". It could be counts the game does automatically without any player micro. Since the game already calculates supply lines, it
may not be to hard to determine how many tiles a division is from its capital. Divisions on cores, or home tiles, would use the least support, maybe even zero (?), while the ratio of support troops increases the further the division moves from its capital. Crossing oceans might cost twice as many support troops to reflect the very real issues the US had in deploying just 90 divisions world wide.
I am sure there are better ideas to model manpower and still not require player micro. I am just tossing something out to show it does not require player distraction to model the real problem involved in launching armies across oceans during WW2.