Supply be it equipment, men, ressources, is about a flow of things. When things flow from one place to another you can in a realistic way make infrastructure, terrain, interdictions, sabotage etc. key elements.
You can fight a war on different levels in a realistic way. You can create supplylines, supplycaches, ressource transports, you can make them go one way around africa or another way around africa. You have to find your enemys' routes, then you have to position yourself the be able to interdict them, you have to evaluate if an interdiction is viable and would create more loss for your enemy than for you. You can identify a week link in an invasion and strike there.
I love the supply engine in HOI3, it can be improved but the essense of it, for me, does more to create an enjoyable game than the opposite.
The OOB is control, it is planning, it gives me the opportunity to strengthen a front, and shift weight without shifting units, and last it gives me a historic sense. What and who do we talk about and remember when we talk about a war, a battle ? We talk about the leaders, the formations, the way they worked together, or didn't, the flaws or strengths of the leadership and how they solved big mindblowing operations or failed.
And as this is a Grand Strategic Game, where our view upon the army is from the very top, I will be missing what makes the units and the story we make in our heads, interesting.
Im very sad to see these parts of the game gone, they where key elements for me on this level of gameplay.
You can fight a war on different levels in a realistic way. You can create supplylines, supplycaches, ressource transports, you can make them go one way around africa or another way around africa. You have to find your enemys' routes, then you have to position yourself the be able to interdict them, you have to evaluate if an interdiction is viable and would create more loss for your enemy than for you. You can identify a week link in an invasion and strike there.
I love the supply engine in HOI3, it can be improved but the essense of it, for me, does more to create an enjoyable game than the opposite.
The OOB is control, it is planning, it gives me the opportunity to strengthen a front, and shift weight without shifting units, and last it gives me a historic sense. What and who do we talk about and remember when we talk about a war, a battle ? We talk about the leaders, the formations, the way they worked together, or didn't, the flaws or strengths of the leadership and how they solved big mindblowing operations or failed.
And as this is a Grand Strategic Game, where our view upon the army is from the very top, I will be missing what makes the units and the story we make in our heads, interesting.
Im very sad to see these parts of the game gone, they where key elements for me on this level of gameplay.
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