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what are the best rules for modern LOGISTICS which you have used?

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Author Topic: what are the best rules for modern LOGISTICS which you have used?  (Read 640 times)
Calandale
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« on: July 25, 2014, 05:33:58 pm »


of course, with such a scale as rommels pursuits, thats pretty impossible
youd need a computer assistant to keep track of it all, which wouldnt be fun at all


I think the old Campaign for North Africa tracked broad types of supplies (ammo, fuel, food, water!)

Here's a breakdown of the kind of decision making required for ONE unit:


http://files.geekdo.com/geekfile_download.php?filetype=application%2Fpdf&filename=A+guide+to+logistics.pdf&filecode=5zalqwrtd2&validationcode=ac17a4a00cd2c1a1a2887d9993e83508

Quote
A guide to logistics; or, how do you play this thing, anyway?
 
Campaign for North Africa is the most complex board game ever produced, at least as
far as logistics (supplies) is concerned.
 
This is going to be a guide on how to work out how to run a supply net for a single
unit.
 
Situation:
It’s early in the campaign (Sept 1940), and we are going to move a single
Commonwealth reconnaissance unit from central Cairo to Tobruk. For the purposes of
this guide, we will ignore coastal shipping and railways. We are going to drive across
country (by road, we aren’t stupid) and set up our supply line as we go.
 
The map is totally empty of all units (enemy and friendly) except for our recce unit in
Central Cairo (E1830). We have unlimited supplies in Cairo, and an unlimited number
of light trucks. Our objective is to drive all the way to Tobruk, and keep the unit
supplied once there.
 
The road distance is about 119 hexes, so we will need to spend several turns to get
there. We will need to set up supply dumps on the way, so that we can keep up a
continuous supply train.
 
Light trucks have a CPA (move allowance) of 40, but it costs 2 CP to load or unload,
so we should set up our dumps no more than 36 hexes apart. We will place one in
Burg el Arab (33 hexes from Cairo), one in Mersa Matruh (33 hexes) and one in
Bardia (36 hexes). Bardia is 17 hexes from Tobruk.
 
Our combat unit is of type hh, which has a CPA of 45, a maximum strength of 8 steps
(TO/E) and a fuel rate of 1. This means the unit has a “fuel tank” of 45/5*8*1 =72
fuel points. We will keep it fully fuelled, so we need at least 72 points of fuel to be
carried by attached (1st line) trucks. Every 5 hexes or part thereof costs 1 fuel point
per TO/E step.
 
Light Trucks have a CPA of 40, fuel rate of 1 and can carry 50 fuel points each. The
trucks themselves have a fuel capacity of 40/5 *1= 8 fuel points. If we attach 2 light
trucks, we will have 100 points of fuel in the back of the trucks, plus 72 in the recce
unit and 16 in the trucks’ tanks. If this group moves 33 hexes (such as el Arab to
Mersa) will cost us 33/5 rounded up =7 fuel per step (10 steps= 8 recce plus 2 trucks)
or a total of 70 fuel. A move of 36 hexes would cost 80. Note that if the recce unit
moved it’s full 45 CPA, it would have to leave it’s trucks behind, as they could only
move 40.
 
Evaporation: each turn, we are going to lose fuel to evaporation. We will assume
normal weather for the whole scenario, given the date that means we will have the
rubbish early war fuel cans, giving a 9% loss of all fuel (wherever it is). For our
combat group, that makes 9% of whatever is left after moving. If we don’t move we
will lose 16.9, rounded down to 16 points every turn from the 188 points available, so
we might as well burn some off by moving.



Game turn 1:
Move phase:
The combat group moves to Burg el Arab for 70 fuel, -10 evaporation.
Convoy phase:
14 trucks move 742 fuel to el Arab, leaving 2 more trucks in Cairo.
After refuelling the combat group and the trucks, and after evaporation, 577 fuel
remains.
 
Game turn 2:
Move phase:
The combat group moves to Mersa Matruh at a cost of 70 fuel, -10 evaporation.
Convoy phase:
10 trucks carry 510 fuel to Mersa.
2 trucks carry 102 spare fuel to el Arab
2 trucks return to Cairo from el Arab, empty.
El Arab now holds 141 fuel,
Mersa now holds 391.
 
Game turn 3:
Move phase:
The combat group moves to Bardia at a cost of 80 fuel, -10 evaporation.
Convoy phase:
6 trucks carry 300 fuel to Bardia.
2 trucks move empty from Mersa to el Arab, and the Cairo- el Arab convoys are
repeated.
El Arab now holds 128
Mersa now holds 163
Bardia now holds 191 (after all refuelling and evaporation).
 
Game turn 4:
Move phase:
The combat group arrives in Tobruk, at a cost of 40 fuel.
Convoy phase:
4 trucks Arrive in Tobruk with 216 fuel.
El Arab has shrunk to 116 fuel.
Mersa has shrunk to 152.
Bardia now holds 54.
The total present in Tobruk is 151, after refuelling and evaporation.
 
Thereafter, the intermediate dumps will continue to shrink unless additional trucks are
allocated. Tobruk will continue to expand (214 fuel next turn, 271 the next) while the
combat unit remains in Tobruk. The best way is to make sure you are putting more
into each dump than you are taking out. For example, have 4 trucks in each direction
from Cairo to Burg el Arab, 3 from el Arab to Mersa, two from Mersa to Bardia and
just 1 from Bardia to Tobruk.




Ammunition:
The combat unit needs 3 ammo points per TO/E point, for a total of 24 points for the
recce unit. That requires a further 12 light truck units to carry (in addition to the recce
unit’s internal supplies). As you can see, the fuel requirement just went up by more
than double (10 +12).
 
Water:
While in Cairo, Tobruk or Bardia, the units have unlimited water supplies. The units
starting in el Arab or Mersa must roll for water availability. Fortunately, the minimum
amount is 100 points of water at these locations (up to a maximum of 500) and
villages can store up to 1000 points. A high roll has a 1 in 6 chance of depleting that
village until the next rains, however. Each truck and mechanised TO/E uses 1 water
per turn, infantry 1 water per unit (any size). One truck can carry 40 water points, so
the extra requirements are minimal, even when away from cities.
In reality, the Commonwealth may use any rail hex connected to a friendly city as an
unlimited water source, unless the pipeline running through that hex is destroyed.
This is of course where the famous “pasta” rule comes in, with Italian infantry having
to spend 1 extra water per battalion. Good job there’s no tea rule…
 
Stores:
Once every 3 turns (one game turn), every TO/E point needs 4 stores points. These
don’t need to be carried around once delivered, but our example unit will need
8*4=32 points every 4 turns. A light truck can carry 6 points. You would therefore
need to get 6 truck loads to the frontline every 3 turns, otherwise they start to suffer
attrition (2% loss every 2 turns). Units can go on half rations, but only if there are no
stores present.
 
That’s a quick look at how to supply a single combat unit. Multiplying up by the size
of all three armies will give you an idea of just how scary (or boring, depending on
your point of view) this game is.

 

« Last Edit: July 25, 2014, 05:35:33 pm by Calandale » Report Spam   Logged


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