I'm pretty sure those Secondary Supply depots do not run out of supply. You can't starve them out, even when they are cut off. It is not realistic, but that's what it is. It means taking those out is critical, because if you did, the entire pocket would have been out of supply several turns ago.
I have experienced it both ways. I have seen others, like Basra, run out while some, like Modlin and Ivangorod only drop to 5 and then hold. Not sure if this is a bug or not.
SECONDARY Supply Centres keep at least a supply level of five even if completely cut off (total encirclement) from the capital. However, their supply level may be diminshed by siege or strategic bombardement (heavy bombers, railroad guns). PRIMARY Supply Centres keep at least a supply level of ten (some twelve) even if completely cut off from the capital. However, their supply level may be diminshed by siege or strategic bombardement (heavy bombers, railroad guns). INDUSTRIAL Centres are like Primary Supply Centres plus the ability to deploy new troops there and in any settlement that is connected to it via rail. However, their supply level may be diminshed by siege or strategic bombardement (heavy bombers, railroad guns). CAPITALS are like Industrial Centres, plus a load more importance (National Morale, Victory Condition), plus their supply value cannot be reduced by siege, only by strategic bombardement. (Here in SC3WW1, classic examples are Belgrade and Paris: they are likely to fall under siege, but only the research of heavy bombers and the deployment of railroad guns may break the stalemate) MAJOR Fortresses like Verdun or Novogeorgievsk (Modlin) are also primary supply centres, and their supply level cannot be reduced below five by siege. However, their supply level may be reduced down to zero by strategic bombardement. PORTS usually do NOT supply land units (ground & air units). Exceptions are for instance British ports in Central Powers'/Axis hands. RESOURCES (Oil fields, Mines) never deliver supply, but their values are subjected to the same rules, laid out here. The supply values of all other places depend on a connection to at least one secondary supply centre. No land connection at all means a max. supply value of three. At least land connection to a secondary supply centre: max. supply value is five. Supply values above five require RAILROAD connection to at least one primary supply centre/industrial centre/capital of a Major Nation.
04:51 None of these events does influence the international relations of the U.S. The Naval Blockade of the Entente against Germany may push it towards the Central Powers, while Central Powers' raiding Entente convoys in the Atlantic may push it towards the Entente. (Plus, there are certain Decision Events like the Zimmerman Telegram) 05:00 Those are two different attacks, albeit committed by the same perpetrator: Erich Münter (Eric Muenter). He is falsely represented as a German agent: he was merely of German origin, his terrorist activities had nothing to do with the German government. He claimed to be just anti-war and anti-mass murder. 06:39 Great idea to try to withdraw the Austro-Hungarian Fleet to the Ottoman Ports, but as you say here: it is happening too late, since Italy has entered the War on the Entente's side. 11:38 This investment is pointless, if the Central Powers do not invest more into their relation with the Helvetic Confederation. 27:59 Cavalry is supposed to operate in the plains of the Middle East... In the Caucasus they are of little value: For a defensive strategy you must rely on infantry, if the Ottomans are supposed to push forward, they need more artillery. 33:51 Rule of thumb for all SC parts: Divide the number of MAX. research by twenty, and you get the MIN. number of MPP, you must invest EVERY turn until the end of the mid game, when all of the most important researches are completed or nearing completion. Exceptions are Majors who only exist for a short period of time (Serbia in WW1, France in WW2) or who have extremely low income (Serbia in WW1, Communist China & ANZAC in WW2). In said cases, research must be much smaller (maybe even zero) and much more focussed. 34:16 Only Germany must invest in Spying&Intelligence. Germany's allies (in both World Wars) do not have the research capacity for it and must rely on the research sharing bonus. The Entente/Allies have to invest more in this field, redundantly (detecting u-boats). 34:19 VERY IMPORTANT researches are Infantry Weapons, Artillery Weapons, C&C, Infantry Warfare, Trench Warfare, Poison Gas/Shell Production and Industry. Spying & Intelligence, too, if the Major Nation is the research dynamo of its faction. They must be kicked off first, redundant investment of research chits recommended. IMPORTANT are Fighter Development, Aerial Warfare, S&I, Logistics [level 3 suffices for most Majors except GB & US] and Production. All the others are not important or merely important if they are required by the player's strategy (e.g. focus of a Major like GB is naval warfare) and grand strategy (how to win the war).
All good points but, as Clausewitz points out, no battle plan survives contact with the enemy. Plans must be flexible in case they do not go as...planned.
@@Malbeefance My points have nothing to do with a specific battle plan. I have given general and strategic pieces of advice. "Strategic Command" deserves its name: No battle plan and no amount of luck will save you if you fail on the strategic and the grand-strategic level: if you have no proper war goals, flawed priorities in research, over-investment into diplomacy, transfer too few or too many MPP between your Majors etc.
Infantry, air, and a few other types. The trick, however, is I must have a Belgian mustering site available to deploy them. Currently, I only hold the city of Leige and new Belgian units cannot appear there as long as the town is occupied by other friendly units.
I'm pretty sure those Secondary Supply depots do not run out of supply. You can't starve them out, even when they are cut off. It is not realistic, but that's what it is. It means taking those out is critical, because if you did, the entire pocket would have been out of supply several turns ago.
but at a heavy cost
I have experienced it both ways. I have seen others, like Basra, run out while some, like Modlin and Ivangorod only drop to 5 and then hold. Not sure if this is a bug or not.
SECONDARY Supply Centres keep at least a supply level of five even if completely cut off (total encirclement) from the capital.
However, their supply level may be diminshed by siege or strategic bombardement (heavy bombers, railroad guns).
PRIMARY Supply Centres keep at least a supply level of ten (some twelve) even if completely cut off from the capital.
However, their supply level may be diminshed by siege or strategic bombardement (heavy bombers, railroad guns).
INDUSTRIAL Centres are like Primary Supply Centres plus the ability to deploy new troops there and in any settlement that is connected to it via rail. However, their supply level may be diminshed by siege or strategic bombardement (heavy bombers, railroad guns).
CAPITALS are like Industrial Centres, plus a load more importance (National Morale, Victory Condition), plus their supply value cannot be reduced by siege, only by strategic bombardement. (Here in SC3WW1, classic examples are Belgrade and Paris: they are likely to fall under siege, but only the research of heavy bombers and the deployment of railroad guns may break the stalemate)
MAJOR Fortresses like Verdun or Novogeorgievsk (Modlin) are also primary supply centres, and their supply level cannot be reduced below five by siege. However, their supply level may be reduced down to zero by strategic bombardement.
PORTS usually do NOT supply land units (ground & air units). Exceptions are for instance British ports in Central Powers'/Axis hands.
RESOURCES (Oil fields, Mines) never deliver supply, but their values are subjected to the same rules, laid out here.
The supply values of all other places depend on a connection to at least one secondary supply centre.
No land connection at all means a max. supply value of three.
At least land connection to a secondary supply centre: max. supply value is five.
Supply values above five require RAILROAD connection to at least one primary supply centre/industrial centre/capital of a Major Nation.
04:51 None of these events does influence the international relations of the U.S. The Naval Blockade of the Entente against Germany may push it towards the Central Powers, while Central Powers' raiding Entente convoys in the Atlantic may push it towards the Entente. (Plus, there are certain Decision Events like the Zimmerman Telegram)
05:00 Those are two different attacks, albeit committed by the same perpetrator: Erich Münter (Eric Muenter). He is falsely represented as a German agent: he was merely of German origin, his terrorist activities had nothing to do with the German government. He claimed to be just anti-war and anti-mass murder.
06:39 Great idea to try to withdraw the Austro-Hungarian Fleet to the Ottoman Ports, but as you say here: it is happening too late, since Italy has entered the War on the Entente's side.
11:38 This investment is pointless, if the Central Powers do not invest more into their relation with the Helvetic Confederation.
27:59 Cavalry is supposed to operate in the plains of the Middle East... In the Caucasus they are of little value: For a defensive strategy you must rely on infantry, if the Ottomans are supposed to push forward, they need more artillery.
33:51 Rule of thumb for all SC parts: Divide the number of MAX. research by twenty, and you get the MIN. number of MPP, you must invest EVERY turn until the end of the mid game, when all of the most important researches are completed or nearing completion.
Exceptions are Majors who only exist for a short period of time (Serbia in WW1, France in WW2) or who have extremely low income (Serbia in WW1, Communist China & ANZAC in WW2). In said cases, research must be much smaller (maybe even zero) and much more focussed.
34:16 Only Germany must invest in Spying&Intelligence. Germany's allies (in both World Wars) do not have the research capacity for it and must rely on the research sharing bonus. The Entente/Allies have to invest more in this field, redundantly (detecting u-boats).
34:19 VERY IMPORTANT researches are Infantry Weapons, Artillery Weapons, C&C, Infantry Warfare, Trench Warfare, Poison Gas/Shell Production and Industry.
Spying & Intelligence, too, if the Major Nation is the research dynamo of its faction. They must be kicked off first, redundant investment of research chits recommended.
IMPORTANT are Fighter Development, Aerial Warfare, S&I, Logistics [level 3 suffices for most Majors except GB & US] and Production. All the others are not important or merely important if they are required by the player's strategy (e.g. focus of a Major like GB is naval warfare) and grand strategy (how to win the war).
All good points but, as Clausewitz points out, no battle plan survives contact with the enemy. Plans must be flexible in case they do not go as...planned.
@@Malbeefance My points have nothing to do with a specific battle plan. I have given general and strategic pieces of advice. "Strategic Command" deserves its name: No battle plan and no amount of luck will save you if you fail on the strategic and the grand-strategic level: if you have no proper war goals, flawed priorities in research, over-investment into diplomacy, transfer too few or too many MPP between your Majors etc.
what units can you buy from belgium?
Infantry, air, and a few other types. The trick, however, is I must have a Belgian mustering site available to deploy them. Currently, I only hold the city of Leige and new Belgian units cannot appear there as long as the town is occupied by other friendly units.