The SOD currently is the most efficient military means available. One may like it or not, it is just the truth as this is pre-determined by current game rules.
For Civ3, we know that this is the case, for Civ4 we at least don't have any information which would indicate a change in this concept.
The only way to change this would be to re-invent the rules as of Civ1-2, which makes you kill the entire stack as soon as the first defender gets killed, but this is neither likely nor advisable or to limit the potential of the SOD by limiting the sheer number of units it contains.
This would be the unit cap per tile. Such a cap has the benefit to be easy to understand, not to get in conflict with any other game rules and to be easy to implement.
frekk said:
Whether its one supply line or 50 the process is the same, you need a front line. [...]
In Civ3, you just don't need a front line. You never needed one, and most probably, you won't need one in Civ4.
With the invention of the proposed supply lines, you would have to protect those lines, as already pointed out. The lower the number of supply lines to defend, the lower the number of units bound to this task will be. In turn, with a given number of defenders for the supply line, the chance for protecting only one line will be higher than for protecting many lines.
In any way, by the use of a SOD you will not only concentrate your main attack force but will be able to concentrate your supply line defenders as well.
The result of this is just that the most significant military tactics will be to make use of SOD's.
frekk said:
That would be the idea - breach the line at a weak point, and decapitate the salient from supply. What you'd usually have is SOD vs SOD, both backed up by a front of weaker stacks, and both struggling to put pressure on a weak spot and drive through it (without compromising the integrity of their own line).
Which line? Again, your assumption seems to be that there is a new feature in the game which causes players to build front lines. And again, there never was such a need in the past nor do we have any information that it will be in Civ4.
frekk said:
Unless the SOD is all made up of fast units - inadvisable under the rock/paper/scissor system - no, because it can only move at the speed of the slowest unit (unless it splits up). You wouldn't exploit a breach with a SOD, you'd fan out with fast units, cut supply behind his lines, and smash his unsupplied and encircled front with the slower units from the salient/SOD.[...] (in reply to my argument that a SOD would have higher penetration capability than a single unit)
The speed of the SOD doesn't matter in regards to penetration depth, when supply lines are around. What does determine the penetration depth, though, is the chance to protect them against counter attacks (see above)
frekk said:
Quote:
In case you would have many single units, the defender would be able to cut off many lines of supply with just one unit, making the single unit approach even more vulnerable.
Not really, because they would be arranged in a front. He'd have to get behind it first. With just a SOD, and no front, this would be rather easy - and in effect, cutting the SOD's one supply line would be exactly equivalent to cutting many smaller supply lines, since the aim is to achieve a higher number of unsupplied units (not a higher number of cut routes - thats just a means to the end).
Any SOD is assumed to break a line quite easily. As soon as this has been done, the supply lines are an easy prey. Again, the SOD proves to be the superior means to be used, even if it were the defender who would do so.
apatheist said:
I agree. Aiming at the unstoppable Stack of Death is trying to treat the symptom, though, not the underlying cause. That's why I think supply lines are good and why per-tile caps are bad. The former is about making you manage more strategic factors and thus creating more options, while the latter is about closing off options and forcing the player to choose something second best because of an arbitrary and rigid game rule.
Supply lines
area good idea. They just
aren'tgood to prevent your opponent from using SOD's, as they just make concentration more powerful.
Less lines to protect = more chances to be successful in this.
And all game rules are arbitrary and rigid. That's just the nature of game rules.
apatheist said:
It depends on how supply lines are implemented. I think they should be automatically routed by the shortest path to the nearest friendly city at the start of the turn. To block them, you place units in the way. You have to occupy the ground. A single unit would be insufficient unless it was a 1 tile isthmus. To keep your lines from getting blocked, then, you'd also have to occupy the ground and protect it against attackers.
Exactly! As supply lines will be the shortest path, it is quite easy to determine where they are and where you may interrupt them. Seems, we both agree on that.
Correctly you point out that one unit won't be sufficient to protect such a line. So, you will need many units to do so. That way, the need for protection lowers your chance to build a big (=successful) invasion force.
With the SOD, you limit the number of supply lines to protect and by that, the number of units used for this task, as explained some lines above. This leads to a higher chance for the one line of supply to stay unharmed.
In turn, the defender would use SOD's to break through the proposed broad front of units. After having done so, he is the one to decide which line of supply to interrupt. Soon, the former front of the attacker will collapse, as it will at least partially run out of supply.
Again, the SOD has proven to be superior.