Supply discussion 2.0 (specifically for amphibious landings)

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Orbs

Second Lieutenant
11 Badges
Mar 15, 2019
114
251
  • Europa Universalis IV
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron III
I’m going to naval invade the U.S. The year is 1946, Expert AI, so we both have a lot of quality divisions. I expect it won’t be a cakewalk, and I expect that I’ll need a lot of troops, so my supply is going to be critical. If supply wasn’t an issue I’d wipe the floor with ‘em

Here is a list of what affects supply immediately after an amphibious landing. If I get a decent foothold I can push them back, but those first few months will be critical. I plan on multiple simultaneous landings along the eastern seaboard. What am I missing?
  • Naval base. Some may not know, but during an oversea invasion (or even an oversea colony of your own) the size of the naval base supply is more important in most cases than the infrastructure in that province(s). a 10 infrastructure province with a level 1 naval base will be in poor supply. There just is not enough docks to get all the goods off the boats fast enough, even though there are highways everywhere once those goods are out of the harbor
    • To negate this, I plan to build naval bases in every single province that I control as soon as I land, even if one doesn’t exist previously (it’s 1946 and I have industry to burn). Obviously this take a while so I’ll be going after existing ports ASAP. The additional bases are just to increase supply in the areas I control quickly (5 different naval bases build faster than 1 naval base gains 5 levels)
  • Infrastructure. As mentioned when naval bases aren’t necessary, or when they aren’t limiting, this is critical. 10/10 everywhere is the goal for a prolonged fight
  • Naval superiority of the naval supply lines from your home port (usually your largest) to the largest amphibious controlled port, so your supplies don’t get nicked in the water
  • Repairs, and continued repairing, of any damaged naval bases or infrastructure during the fighting. This is ongoing and if fighting is continuous might not be possible to finish the repairs until there is a break in the action
  • Logistics company. Reduces supply consumption of your existing units.
  • Army General/Marshall skills. Further reduce supply consumption (don’t have any with this trait)
  • Special Forces. Have the ability to fight longer out of supply, but as far as I know once this grace period ends they suck up the same supply level as the average Joe sitting next to them in that foxhole
  • Aircraft. If I recall correctly airbases with aircraft also suck up supply, so sticking 2 thousand planes in a region that’s already yellow in supply will make things worse, but so will red air so this one is case by case
  • Victory points. Grant additional supply ’cap’ to the controlled supply region
What else? What am I missing? Like I said I got Industry to burn so will consider any idea, no matter how expensive :D Thanks in advance
 

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.307
6.319
  • Stellaris
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
Don't naval invade the US, naval invade Mexico instead and push north. It's easier to get a foothold before Uncle Sam sends in the entire US Army. Alternatively, just carpet bomb wherever you're planning to land with nukes.
 

HugsAndSnuggles

General
86 Badges
Sep 3, 2016
2.361
2.745
Aircraft. If I recall correctly airbases with aircraft also suck up supply, so sticking 2 thousand planes in a region that’s already yellow in supply will make things worse, but so will red air so this one is case by case
Carriers do not: CAS, even disrupted, will still count toward air superiority and will have full mission efficiency in their limited area.
 
  • 1
Reactions:

brainiac1530

Captain
Dec 21, 2013
378
714
In practice, I wonder where you'd even base the strategic bombers for those nukes. Though, attacking a third party may be the way to go in any case, so long as you can get in before the place gets locked down tight.

Transport planes don't have much range, so I think air supply is also not a real option.

Combining the previous two, Cuba in particular might be a good target, as it could well be in mission range for both purposes.

I second the carrier CAS idea if you really have naval supremacy over the U.S. It could really help in the early days while you secure a naval base. I don't know much about your situation, so this is possible, but the Expert AI U.S. will definitely have a hell of a fleet. (Though on default settings, it's not very meta and it'll have spent a helluva lot of IC on capital ships.)

If this is 1946, then the max tier logistics company coupled with a Logistics Expert field marshal can achieve great things when combined, and I would consider those a must-have for this. In fact, hitting that Extra Supplies button, right after the free days of supply from the invasion run out, could save your ass.
 

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.307
6.319
  • Stellaris
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
In practice, I wonder where you'd even base the strategic bombers for those nukes. Though, attacking a third party may be the way to go in any case, so long as you can get in before the place gets locked down tight.

Transport planes don't have much range, so I think air supply is also not a real option.

Combining the previous two, Cuba in particular might be a good target, as it could well be in mission range for both purposes.

I second the carrier CAS idea if you really have naval supremacy over the U.S. It could really help in the early days while you secure a naval base. I don't know much about your situation, so this is possible, but the Expert AI U.S. will definitely have a hell of a fleet. (Though on default settings, it's not very meta and it'll have spent a helluva lot of IC on capital ships.)

If this is 1946, then the max tier logistics company coupled with a Logistics Expert field marshal can achieve great things when combined, and I would consider those a must-have for this. In fact, hitting that Extra Supplies button, right after the free days of supply from the invasion run out, could save your ass.
Whenever I invade the USA, I always take Cuba, the Bahamas, Bermuda, and the Caribbean first and use the islands as staging grounds for planes and troops. Then I either land in Mexico or Florida, depending on how heavily guarded Florida is. Late enough in the game with EAI, it can be pretty close to impossible to land on USA shores due to 40 width divisions on every coastal tile, but if you can land there go for it, probably works best with 40w amtrac+modern tanks.