General Clumsy

Why it matters

Ammo

Every shot costs one round of ammo. Out of ammo, the unit no longer fires — it can still move, but it is useless at the front.

Fuel

Motor vehicles burn it on every tile: 1 on the road, 2 on grassland, much more in forest or marsh. Out of fuel, they no longer move but still fire.

Nothing is automatic

Resupplying, loading, unloading or restocking is an order, which costs action points. Only the powder mill and the refinery produce on their own, every turn.

A firepower bonus

A unit in contact with a supply truck fires once more per turn. The supply truck is not just a tanker: it is a force multiplier.

The supply chain

Resources are born in the rear and travel to the front in supply trucks.

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The supply truck leaves the factory half empty. Not a single round, and the tank half full — or half empty, depending on the driver's optimism. Its first trip is to the depot, the powder mill or the refinery. It is up to the player to load it.

Supply orders

Restock
A unit touching a depot of its side helps itself until full. The supply truck can also load at the powder mill and the refinery, which it uses first to keep the depot for the others.
Resupply
The supply truck gives a neighboring unit the ammo it lacks, a full tank of fuel and, for a drone operator, its lost drones (6 ammo each). The unit served pays nothing and remains free to act.
Unload
The supply truck unloads all its ammo and fuel into the depot it touches, keeping enough to drive.
Cost
Each exchange costs whoever gives it as many action points as one step on grassland.
Supply truck

Supply truck

Fragile: it does not fight. A lost supply truck means a whole front grinding to a halt. Keep it just behind the line, never in front.

Beware of running dry. On order, the supply truck gives away its very last drop: the game asks for confirmation if it might be left stranded, motionless, in the middle of the battlefield.

The case of helicopters

A helicopter burns 2 fuel points per turn in flight, even when hovering, on top of its journey. A full tank only lasts four turns of flight at full speed.

It only refuels when landed: next to a supply truck or a depot, or on its heliport's pad, which fills it up at the end of the turn. Out of fuel in flight, it crashes with its cargo.

Always plan the way back: a safe meadow to land on, or a supply truck waiting halfway.

Heliport pad

Heliport pad

The tile south of the hangar. Helicopters are born there, land there and refuel there at the end of every turn.

Healing and recovery

Medic

Medic and hospital

The medic heals one neighboring foot soldier each turn. The hospital gives back 3 hit points per turn to everyone touching it.

Workshop

Engineer and workshop

The engineer repairs a neighboring vehicle, building or work. The workshop gives back 3 hit points per turn to motor vehicles touching it, except helicopters.

Tow truck

Tow truck

A vehicle out of fuel or stuck in the mud is not lost: the tow truck hooks it and brings it back to a supply truck or the workshop. It never gets stuck.

Truck

Truck

The gun has no engine: without a truck or a tow truck, it won't move a single tile. The truck also brings infantry to the front much faster than on foot.

Quartermaster's tips

Build early

Refinery and powder mill produce every turn: the sooner they run, the more they yield. A depot next to them gathers the production.

A forward depot

A depot near the front shortens every shuttle run. Protect it: the enemy will target it.

Take the roads

On the road, a vehicle goes twice as far and burns half as much as on grassland. An engineer who lays a road to the front saves turns for the whole chain.

Strike his logistics

An enemy supply truck destroyed, a depot razed, a bridge cut: the enemy army stops by itself. Several missions rely on this idea.

Two supply trucks

While one serves the front, the other reloads in the rear: the front never waits.

For learning

The “Unlimited supplies” setting removes all shortages. Handy to start with, but logistics is half the game.