Ground Combat Tactics
From WITE WIKI
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Command & Control
One major thing that most people don't realize in their first play through of WITE is that command and control is such a vital part of keeping your units supplied and fighting at top effectiveness.
For the Axis if you don't keep your tanks in effective C&C range then you wind up with units that do not have enough MP. This will cause your initial invasion to be less successful. It will also increase the odds that the Soviets will have an early victory.
Supply buildup is a very important tool for the germans in the early part of the war. It is also a very important part of the war for the soviets after they have the initiative.
20.6. HEADQUARTERS UNIT SUPPLY BUILDUP
The player has the ability to accumulate supplies and fuel in an HQ unit and fully resupply an HQ unit’s attached units in order to maximize their mobility on the following turn. Only Soviet Army and Axis Corps HQ units that have not moved during the current turn may use the Supply Buildup function. Eligible HQ units will have a BUILDUP button on their unit detail screen (5.4.16). Pressing the BUILDUP button will trigger an immediate resupply of the HQ unit and its eligible attached units.
20.6.1. ADMIN POINT COST
To use the Supply Buildup function, a player must spend admin points equal to five plus an additional cost for each eligible attached unit. An eligible attached unit must be an on-map combat unit within five hexes of the HQ unit. The additional costs for attached combat units are four for a corps, two for a division, and one for a Brigade/ Regiment. For example, a Soviet Army HQ unit with 1 Rifle Corps, 2 Rifle Divisions and a Tank Brigade attached would need 14 (5+4+2+2+1) admin points to perform a supply build up. There is no admin point cost for any attached unit that is more than five hexes away from the HQ unit. Also, there is no admin point cost for any support units attached to the HQ unit.
20.6.2. HQ SUPPLY ACCUMULATION
Pressing the BUILDUP button will bring up a confirmation text box stating the number of admin points that will be expended. Selecting ‘Yes’ will trigger an immediate resupply of the HQ unit. The HQ will receive Supply and Fuel dumps equal to the admin point cost times 100. These supply and fuel dumps will be taken from town, city and urban hexes connected to the supply grid. The HQ unit will also receive vehicles from the motor pool equal to the admin point cost times 100. To continue the example, the Soviet Army HQ unit would receive 1400 Supplies and 1400 Fuel Depots and 1400 vehicles from the motor pool.
20.6.3. HQ SUPPLY BUILDUP PENALTIES
A number of vehicles will be damaged equal to the admin point cost times 100. These vehicles will be moved from the motor pool to the damaged vehicle pool. A number of vehicles will be destroyed equal to the admin point cost times ten plus the number of movement points the HQ unit is from a railhead ((AP*10)+ MPs from rail). These destroyed vehicles will be permanently removed from the motor pool. A number of fuel dumps will be expended equal to (10+ the number of movement points the HQ unit is from a railhead) times the admin point cost. These fuel dumps will be taken from town, city and urban hexes connected to the supply grid. To further continue the example, if the Soviet Army HQ unit was 10 MPs from a railhead, the unit supply buildup will result in 1400 vehicles from the motor pool being damaged and 150 vehicles being permanently destroyed. In addition 280 ((10+10)*14) fuel dumps (280 tons of fuel) will be expended from stores in town, city or urban hexes.
20.6.4. ATTACHED UNIT SUPPLY ACCUMULATION
Following the HQ unit supply accumulation, all eligible attached combat units will recalculate their supply and vehicle requirements. These units will then draw supply from the HQ unit to meet 100 percent of their requirements. Also, vehicles will be drawn from the motor pool to reach 100 percent of the unit’s organic vehicle requirement. This process will consume all of the combat unit’s remaining movement points for the current turn.
20.6.5. SUPPLY SEGMENT EFFECTS
During the supply segment on the following turn the HQ unit and its eligible attached combat units will not adjust their vehicle totals or receive any supplies, fuel or replacements. When calculating movement points, the units will not be subject to reductions for failing leader admin or initiative checks (14.1.2). Since these combat units will have 100 percent of the fuel and vehicle requirements they should be close to their maximum possible movement allowance for the following turn.