Hello. It’s been a while, but we’re back in business with spilling the beans on various aspects of Unity of Command. I’ll do my best to explain how supply works today, since this seems to be both the most intriguing and most confusing element of the game.
Amateurs Talk Strategy. Professionals Talk Logistics.
OK, I’m not being very original here, but it’s an old and slightly worn-out saying that is nevertheless true. Guns need ammo, tanks need fuel. Soldiers need food and horses need fodder. If your units are not in supply they become weak and are easily picked off by the enemy because they can’t defend and they can’t run away.
Here is how it works in the game. Your units receive supplies once at the start of each turn, but only if they are in a supplied hex location. If not, they are considered out of supply for the turn, and the adverse effects start to kick in. We’ll get into details of which hex is supplied and which is not later when we discuss how the supply network works, but first let’s see what happens to a unit when it’s out of supply and what are the effects precisely.
On the left side of the image is the unit just before it is cut off from supply. It’s a reasonably combat ready unit, with four active steps and one suppressed. Going from left to right you can then see the effects when the unit is out of supply for 1, 2 and 3+ turns respectively.