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.
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.
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.
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 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.
Resources are born in the rear and travel to the front in supply trucks.
Powder mill+10 ammo per turn, reserve of 100
Refinery+25 fuel per turn, tank of 100
Supply truckloads at the source, unloads into the depot
Depot200 ammo, 800 fuel; neighboring units help themselves
Supply truck50 ammo, 360 fuel, up to the front
Frontevery neighboring unit fills up
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.
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.

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

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

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.

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.

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.
Refinery and powder mill produce every turn: the sooner they run, the more they yield. A depot next to them gathers the production.
A depot near the front shortens every shuttle run. Protect it: the enemy will target it.
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.
An enemy supply truck destroyed, a depot razed, a bridge cut: the enemy army stops by itself. Several missions rely on this idea.
While one serves the front, the other reloads in the rear: the front never waits.
The “Unlimited supplies” setting removes all shortages. Handy to start with, but logistics is half the game.