Supply lines in strategy games

I was reading a book by Simon Scarrow today (read more than a hundred pages), and it followed that a tribe of celts were cutting supply lines from roman troops, which in turn were risking of starving. The celts ambushed convoys in small parties, and thus only some wagons reached the frontier fort. These same celts had used scorched earth tactics on the land of another celtic tribe allied with the romans, and thus the legions would not be able to feed on the land around their fort.

I was wondering, why I dont see this implemented properly in strategy games? I mean, every soldier have to eat, and so you have a supply line where wagons transport food from one fort to another. But what I see in strategy games are cheap implementations like not having atrition if you dont have a supply wagon, or using a supply wagon as a bonus for healing troops, or simply the upkeep of the troops costing more while on enemy territory, such things. Do someone known some game where this happens like described in the above paragraph? If not, why there's not some game like that?

Other urls found in this thread:

publicmedievalist.com/curious-case-weapon-didnt-exist/
en.wikipedia.org/wiki/Flail
twitter.com/NSFWRedditImage

*having attrition if you dont have a supply wagon

Hegemony 3, kind of. While your troops sinply load food when they go away from your settlement, enemy can fuck up trade routes to frontier forts and the like.

Men of War
Company of Heroes

Hearts of Iron III.

Men of War's inventory system makes it quite neat to do some supply tactics, like picking up AT grenades from a corpse and finishing the job

It does turn the game into micromanagement hell though

ROTK series does this. If your troops move into enemy territory past an enemy city to try to take a less defended one a few miles behind it, you've cut off your supply lines and your morale will pummet if it persists too long. Then men start to desert or die.

Some GSGs simulate it to the degree of cutting supply lines being a major tactic.

HOI (3 in particular) springs to mind.

Fuck your thread, OP.

This thread is now about why flails and similar weapons are not represented nearly enough in vidya.

POST FLAILS.

There is a game like that. It's called RL. Go become an army officer and work your way up.

You reach a point in desired complexity where you may as well do it for real, where your actions have the added bonus of actually mattering.

I think I will try this one. I'm interested in ancient and medieval strategy mostly.


This is not really supply logistics, its more like inventory management. It can be seem in an rpg, for example. Supply logistics are more like an constant flow of supplies that can be cut off, thus making an enemy invasion less viable.


But can you build an fort behind enemy lines? If its so, then its something to be tried.


I didnt see it in CK2 and EU4. Never tried HoI though.


What are you doing here, then?

Recent Paradox is pretty dumbed down.

Because RTS and Strategy games are tedious enough already.

EU, Vic and CK never had supply lines, but in EU3/4 you can scorch the province to lower its supply limit and kill with attrition.

If I recall the following games take maintaining supply lines or supply of units into accout, and can be distrupted.

R.U.S.E. Gathering resources from supply depots can easily be intercepted and disrupted
World War 3 Black Gold
Arsenel
Wargame series
Company of Heroes Via Territory
Men of War
Joint Task Force
Rise of Nations

There's a few more I know but I can't think of anything at the moment.

Fuck off gook.

It is supplies though, you have to supply your infantry/vehicles with ammunition which needa to be transported by other vehicles mid fight on the frontlines and they can easily be destroyed if intercepted

But HoI did. The general statement that they are dumbed down was just a generic criticism. HoI 4 is a pretty good example of that.

Why would they be? They're already unwieldy enough IRL. They wouldn't be satisfying to use in the slightest in video games. See: Chivalry's flails that no one uses.

Flails are a joke weapon and have no place in any serious setting.

Flails are peasant weapons. Any knight will prefer a morningstar or a warhammer over a flail.

fixed it for ya

Some RTT have "natural" logistic.

In Wargame, everything has a realist set number of ammo and fuel (and health/armor), so you have to get them logistical convoys from FOB (set where you spawn), which will be instantly captured if any enemy is near the logistical asset but no friendly is there.

That way securing roads (since most of the supplies are truck bound with poor mobility) or air is important as no force will last prolonged engagement without supplies.

Also they makes great explosions…

Managing to get infantry behind enemy lines to fuck with logistic/ambush air assets with MANPADS/guide artillery strikes is a huge component of the game-play.

But front lines and supplies lines are purely organic.

It's not "sit there" "garrison this" or suffer a penalty.

Because they suck.

But OP was saying that's a half-baked supply system

Actually it's because they're fuckin fake
publicmedievalist.com/curious-case-weapon-didnt-exist/

I'm honestly not even surprised. The whole idea of a flail actually being useful in any way always seemed incredibly stupid to me.

It is known that peasants did use a flail in combat however that is only because they don't have anything else that can really be considered a weapon.
en.wikipedia.org/wiki/Flail

A tool that's two wodden sticks tied together isn't the same as "spiked ball on chain".

...

Thats the reason why I posted a knight with a flail as picture. Do games with real supply lines really exist? I will check the ones the anons have recommended.

Graviteam is really good for pretty much everything like that. I managed to stalemate a hopeless border defense as China by running from the starting area and killing the Russian infantry platoon that found me behind the crest of some hill. By the time the Soviet commander received news that the infantry were dead and a rough idea of my hiding place, the tank regiment was several miles away over a mountain and could not reach me before the round ended, letting me rescue the entire outpost for the next part of the campaign. I was able to game the enemy's incredibly poor responsiveness to make the impossible possible.

C&C and logistics are very important in those sims.

I'm disappointed. This game matches OPs description perfectly.

I used flails before I went fist only. The animations are wonky enough to get in free hits everywhere. I also liked how my fingers appeared to get crushed every time I walked.

Smaller-scale strategy game. No base building.
Every single bullet, grenade and shell for every single weapon is modeled and counted.
You infantry even has pistols as backups and if you can't find a supply truck, you might run out. You can also pick up weapons from fallen enemies.


CONQUEST: FRONTEER WARS
You have actual supply lines mantained trough warpgates and actual supply ships that carry (limited) supplies.
Ships have supply stores and using special abilities and fireing weapons costs supplies.

Since the game is split into multiple systems, logistics matters. There has to be a lines of warpgates from the system your HQ is in, to the system that has a repair/resupply station or shipyard. If the line is broken, your ships can't resupply there anymore.

One more:
Pacific Storm. (Pacific Storm: Allies is even better)

You have real supply convoys - you have to be tankers and transport ships, assign escorts and these ships will be going back and forth between your bases and the homeland. They carry fuel, ammo, personnel replacements and materials for bases.
You can intercept and sink them, and then laugh as the big enemy fleet can't leave port due to lack of fuel.

This, more or less. It's hard to come up with a system that's easy to manage but still vulnerable enough to make cutting off supplies a viable strategy or even a meaningful side effect of another.

And yet it can be done.

If I recall correctly in Medieval 2 total war if you've got an army sitting on the trade routes of a hostile country you'd be impacting their income, also blockading their ports would also cut off any naval trade routes and sieging a settlement cuts off all income in general and the settlement has a set number of turns(each turn is a year or half a year, I can't remember) before their supplies run out.

Otherwise I'm not really sure, but that would be pretty cool actually. I had hoped XCOM 2 would let me do this but that game just turned out a giant lazy piece of shit

Man, the guy really loves to make uneducated guesses most the time.

When it comes to knowing about social history he gets it right. But when it comes to martial arts, he fucks it over without knowing anything and pushes it as facts. He should just stick to archaeology work.

Speculation does play a huge role in understanding ancient martial arts and techniques and he does say stuff like "it would make sense/not make sense to me".

I think the Stainless Steel aka the best motherfucking mod ever for Med 2 touched he war of atrition thing quite nicely though i never played much with it due to not being autistic enough.

That's true. But he makes speculation without taking in consideration of real life examples and literature.

you do to an extent in civ 5: You can raid trading routes, occupy the food or production tiles of enemy cities, and eventually starve them, reducing the cities population, and making it harder for them to produce units to defend themselves with.

Knights and merchants literally have your serfs carrying out wine, sausage and bread to your troops whenever they feel hungry. If you don't feed them, or your serfs can't bring food to them fast enough, they will die of starvation.

This causes the player to need a forward base that consist of a storehouse and some defenses along with a big highway for serfs to continue depositing food and supplies into the forwards base along with stones for the towers.

...

because oftentimes the real life literature and examples are falsified or ahistorical
take that fucking crazy looking falchon that was in that bible that illustrated biblical battles, I forget the name of it off the top of my head.

That Falchon has no historical basis, no concise records of its use beyond the book or, like the coifs in the same illustrations, they have contradictory records of use and function

It was the Morgan Bible. Weirder things were actually used, though, so it wouldn't surprise me.

Well, is exactly what Age of Empires, Warcraft and Starcraft do.

In Celtic kings your troops starve to death

Because it's not supposed to be a weapon, it's a fucking farming tool