SGS Rules

Supply

The supply phase follows the Card Draw phase. Supply plays an important role in SGS, as unsupplied units may suffer serious penalties, and can even be eliminated from the board.

A / Sources and Supply Lines

Each side has one (or more) supply sources, where supply lines originate from.

Sources

Those are regions on the map board that display an icon of supply elements (like ammo crates and oil barrels).

Each source is either exclusive to a given side, or valid for both sides. The relevant information is present inside the region inspector window, where the emblem of the supplied side(s) is present next to the supply icon. When a supply source becomes inoperative, the supply icon displays the forbidden symbol (see the icon on the right). In supply mode filter (via minimap) and supply view (in supply phase), regions in supply are indicated by bright green stripes as you can see Illustration 14.1 below.

Supply icons

 

Lines and Distance

The game engine considers that a supply line is a group of contiguous regions, un-occupied by the opposing side and where the terrain type allows supply. In the supply phase, all the regions located in valid supply lines (and within supply distance – see below) are shown with light green stripes overlay. Those regions which are not inside valid supply lines are shown with grey stripes. Last, regions that are not in supply either because terrain does not allow, or because they are enemy occupied, or because they are too far (see Distance hereafter) are showing dark red stripes. See Illustration 14.1 below.

Illustration 14.1

DISTANCE: supply does not travel indefinitely. In this game, it can go only 3 regions away from a source (origin not included) OR fro a relay. When a line exists between a stack and a source and within supply distance, the stack is deemed to be ‘In Supply’. If the stack is not in such a line (i.e. stack located inside a red-stripes region), the stack is unsupplied, as shown as an example in Illustration 14.1bis.

Illustration 14.1bis

B / Case of Ports, Structures and Relays

Each port in the game (usually a structure with a port displays an anchor) can be used to relay supply. Each structure (e.g. a city, even inland) is also a supply relay.

An unblockaded / un-closed port connected to another port (by sea regions) is part of a supply line if within supply distance of a supply source or another port (itself within the supply line). Same thing with a non-port structure (the supply path would travel through land).

C / Situations of Non-Supply

When a unit or stack is out of supply in the supply phase (i.e. not within distance from a valid supply source or relay, or not inside a valid supply line), a white / red icon showing the unsupplied situation is placed on top of the stack and units , as indicated in Illustration 14.1bis.

Note that the same icon is also displayed on each unsupplied unit inside the unit panel of the stack.

D / Role of Logistical Units (supports)

The main role of the support units of type «L» (logistics) is twofold:

• they serve as mobile supply relays (i.e. as if they were a structure)
• They can give temporary supply to the stack they are located with in the case it would become unsupplied.

In the latter situation, the game will remove one «L» support unit from the stack, which in turn will be considered as supplied for the remaining phases of the current turn (till next supply phase). None of the effects described in E hereafter will be implemented in such a case. When the logistical unit is removed, it is shown as ‘killed’ (see the Death Skull on top of the unit indicated with a yellow circle in Illustration 14.3 below).

Illustration 14.3

E / Being Out of Supply

At the start of their side’s supply phase, stacks of land units not inside a valid supply line (either isolated as shown in Illustration 14.4 below, or too far way – out of 3 regions distance – as per 14.1bis above from the a relay) will become unsupplied.

Illustration 14.4

In such a case, those units will suffer the out of supply penalties (see F), which are progressive (but not cumulative, each effect applies according the number of turns the units have been unsupplied).

Note: air units that become unsupplied in their airport are stuck on the ground and can no longer fly any air missions (including interceptions).

F / Effects of the Absence of Supply and Adjustments

At the start of their side’s supply phase, stacks of land units not inside a valid supply line are indicated as such in the Supply Window summary, as shown in below.

Illustration 14.5

When at the start of a supply phase units are unsupplied, the following effects will be implemented:

First non-supply situation

  • Movement -1 and Morale -1 for motorized units
  • Morale -1 for all other units

In addition, a survival test is made on each unit, using their current unmodified morale multiplied by 3, plus any present leader Morale bonus and other modifiers. This value is compared to a D10 die-roll.

  • If the die roll result is higher the calculated value, the units will suffer 1 hit (consider it as desertions, stragglers, starvation, damages, etc…).
  • If the die roll is equal or lower, then no effect.

For the calculation above, some modifiers apply:

  • Bonus of +1 for units in a city area, even if not fortified.
  • Bonus of the Terrain forage value compared to the unit’s forage value (can be positive or negative modifier).
  • Cards (if any affecting supply).

Reminder: a stack with support units of «L» type will gain one turn of respite via the ‘consumption’ of one such support unit.

Second successive non-supply situation

When at the start of a supply phase units are already unsupplied (from the previous turn), the process above is repeated but with increased effects, as follows:

  • Movement -1, Attack -1 and Morale -1 for all units

In addition, another survival test is made on each unit, using their current unmodified morale multiplied by 3, plus any present leader Morale bonus and other modifiers as in step 1 above.

Third and next successive non-supply situation

When at the start of a supply phase units are unsupplied since 2 consecutive turns (or more), the process above is repeated but with again increased effects, as follows:

  • Movement -2, Attack -1, Defense -1 and Morale -1 for all units

In addition, their survival test made on each unit is now using their current unmodified morale multiplied by 2 (and not 3), plus any present leader Morale bonus and other modifiers as in step 1 above.

Last, but not least, all artillery type units are immediately eliminated.

Illustration 14.6

Lack of Supply Penalties Effects Information

Check the unit’s tooltip, and go for details (as shown in Illustration 14.6 here on the right)

Case of Fortified Structures

A fortress or any structure with a fortification value provides supply to all units that are inside it (leaders, land and air units), even if besieged. This will be limited by the fortress capacity in a further version of the SGS engine (not in 1.00).

Supply and Replacements

Units which are isolated or not in supply are not eligible to receive replacements.

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