Configuring Supply Points

From SEOW Wiki (EN)
Jump to: navigation, search

SEOW contains a very flexible model for introducing new units into a sector (commissions), or for removing units (withdrawals). These actions are achieved through Supply Points. The term Supply Points is a catch-all for locations (not scores!) where units enter or leave the sector.

The major use of Supply Points is to receive reinforcements, e.g. from industrial production or SOG transfers, and to withdraw units from the sector. There are six different kinds of Supply Points:

  • Air Supply: where air units can enter the sector. Air Supply points can also act as Off Map (virtual) airbases.
  • Air Withdraw: where air units can leave the sector (withdraw).

Air Supply and Air Withdraw points must be paired, i.e. they should be located close to each other with matching names, e.g. "India Air Supply" and "India Air Withdraw".

  • Ship Supply: where naval units can enter the sector
  • Ship Withdraw: where naval units can leave the sector.

Ship Supply and Ship Withdraw points must be paired, as for Air points above.

  • Road: where ground units can enter or leave the sector (no pairs required)
  • Railway: where rail units can enter or leave the sector (no pairs required)

There can be any number of Resupply Points defined in any sector. It is the campaign designer's responsibility to establish Resupply Points to suit the desired campaign scenario. SEOW includes a set of default Supply Point definitions, but these defaults are rarely appropriate for any particular detailed campaign design. Each Supply Point has a number of characteristics that can be configured to support campaign objectives. Let's look at an example of default Supply Point definitions, from the Thailand sector in SEDB70:


Alignment: Each Supply Point has an alignment, Allied (red) or Axis (blue), and they can be captured during the campaign and change alignment!

Name: (first column) Each Supply Point must have a unique name.

Type: As discussed above, there are only six types of Supply Points, but total numbers of Supply Points are unrestricted.

Location (X,Y): Each Supply Point has a location in map coordinates. Keep them separate from each other (no overlapping) and also at least 10 km from any airbases.

Altitude/Bearing: Air Supply/Withdraw Points need to have an altitude specified in metres to assist flight waypointing for spawning or withdrawing flights. Railway Supply Points need to have the compass bearing of the local segment of track, pointing into the map. Not used for Road or Ship Supply Points.

SOG Active: This field determines whether the Supply Point can be joined into a Sector Operations Group for unit transfers between maps. This is only relevant to multi-sector campaigns. Not used for Air or Ship Withdraw Points.

Arrival Reliability: This field is a percentage value that governs the likelihood that consigned reinforcements will actually appear on time at the Supply Point. 100% means perfect reliability, while 0% means reinforcements will NEVER arrive. Values in between will give random arrival delays.

Dead Zone: This field is used only for Air Supply/Withdraw Points. If enabled, aircraft that fly close to these locations will vanish or despawn (AI aircraft only) which is useful for withdrawing flights. This feature is based on the CY6 mod introduced in HSFX6.

Max Fuel: Units entering the map can be constrained in fuel loads, simulating long transit journeys en route to the Supply Point.

Loadout: Similarly to Max Fuel, loadouts can also be restricted, simulating ferry flights. Only relevant to Air Supply Points.

Restriction Mode: The actual object types operating at each Supply Point can also be restricted. E.g. you may restrict a long-range Air Supply Point to heavy bombers only, or a particular Railway Point to armoured trains only etc. The Restricted Types List shows specific named objects associated with the chosen Restriction Mode.