Simple Logistics

For brevity, this rule uses the term 'territory' to refer to home-country or territory interchangeably.

An HQ or land unit with motorized movement does not suffer from logistical friction, if one of the following is true:

  • the unit's primary supply source is in the same territory as the unit; or
  • the unit's primary supply source is in an adjacent territory to the unit; or
  • the unit is invading or debarking

Otherwise, HQs or units with motorized movement suffer from logistical friction, and reduce their movement allowance by 1.

If playing with MIF option 6 (supply units), an HQ that has expended a supply unit will only eliminate the effects of logistical friction during the same impulse that the supply unit was expended, provided that the tracing units are in the same or an adjacent territory to the HQ.

Emergency HQ-supply does not cancel the effects of logistical friction.


Germany's supply difficulties in Russia, the Allied logistics nightmare following D-Day, the supply difficulties in Egypt, and the endemic problems with fighting an overseas war. All of these are poorly simulated in WIF because WIF, like most wargames, doesn't pay that much attention to logistics. For simplicity's sake, WIF assumes that a supply line can be infinitely long so long as you have unbroken rail lines and/or open seas to carry the supplies. In reality, the longer and more complicated the supply line, the harder it is for supplies to keep up with the front. WW2 has plenty of examples of offensives that ground to a halt because fuel and supplies couldn't keep up with the advance.

One of the big reasons that a 41 Barb is so effective in WIF is because the German units are so fast and they never have to pause. The Russians simply can't outrun them and the Germans can't outrun their supply lines.

This rule is a kludgey attempt to bring in some semblance of difficulty when the supply lines get really long and complicated. Of course, a more realistic rule would have us counting the distance and applying modifiers for weather and terrain but such a rule would be unplayable. Originally, I had played with the idea of using maps (similar to the WIFCon Gas rule) but the effects were too coarse to the point of uselessness. Instead, when I switched to using adjacent home-countries/territories, the effects made a lot more sense, if still a little coarse.

Germany has no problem attacking and conquering its neighbours. Only when it starts to look further afield to the UK, Spain, or Russia does it start to run into trouble. The Western Allies will have difficulties operating anywhere (unless they're in or next to a CW home country) until they've liberated France. Japan is arguably hurt the most by this rule but since most of their army is leg-based, the effect is actually fairly minimal.

As an added bonus, this rule gives you an incentive to build supply units and deploy them to non-peripheral fronts.

There are a couple of minor oddities like Finns and Romanians being unaffected in Russia but otherwise, the effects are fairly sensible.

If you want an even more realistic, logistical feel to the game, combine this rule with Option 17 (HQ movement). Combine both of these rules with Revised USSR-Germany pact rules to get a much more historical Barbarossa.

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