Can You Spot the Missing Supplies? 5 Logi Puzzles (with solutions) to Sharpen Your Instincts
If you've done any kind of logi, you're probably familiar with responding to map posts or global chat.
However, a veteran logi must learn the art of being 2 steps ahead!
Rules: If you could make one trip with a standard logi truck (15 slots), what should you bring?
Tech level: Half-tracks and armored cars are teched for both sides, but not tanks.
Read the Analysis and example solutions after you've made up your mind.
Puzzle 1: The Wash Relic base
Analysis: This is already a well supplied front, but it's also a major frontline, seeing from the number of friendly and enemy units on the map, with a global spawn, which means looks are deceiving and supplies will dry up quickly. Plus, an active front also means it's well defended, and you don't have to worry as much about oversupplying it as you would a smaller front, where there is a higher danger of stockpiles being destroyed even before the defenders have a chance of using up all the supplies.
Color codes for things that require attention:
Red- Desparate
Orange - Low
Yellow -Medium
Light Green - Surplus
Dark Green - High Surplus
Purple - Special Situation
At first glace it may not be obvious what is the problem, but you can see it has only 24 rifles, despite having 447 rifle ammo. There is a similar mismatch between smg's and smg ammo, so both will need to be addressed. It is low on sticky grenades but there are plenty of AT rifles to fill the anti-armor role (albeit the ammo for it being on the low side compared to the AT rifle count). There are a lot of mortar shells but no mortars, so this would be a situation where bringing a crate of mortars will make good use of existing supplies. If you would like the troops in the area to be able to clear out partisans on the road, you will need to provide them with radios. There are less filters than gas masks, which is undersirable. (Assume each gas mask goes hand in hand with 1.5 filters in the frontlines). And when filters run out, there is nothing stopping the enemy from spawncamping the relic base with gas nades. Bmats are on the low side, and if the enemy starts HE rushing the base, the 1k bmats will go down fast for repairs. (assuming random newbs didnt just waste most of it). Finally, you always want plenty of gas nades to be able to do the same awful thing to the enemy, or clear trenches or turn the tide of a desparate fight.
Mountedantman's solution:
1 crate of smgs
3 crates of rifles
1 crate of filters
1 crate of AT rifle ammo OR 1 crate of AT sticky grenades
2 crates of Green Ash (gas nades)
1 crate of mortar tubes
5 crates of bmats
Puzzle 2: Tomb of the First Frontline BB
Analysis: This Former Colonial Bunker Base has been freshly rebuilt after being destroyed. Hence, there is almost no shirts, and supplies are next to none, albeit a small portion of many different types of existing supplies are salvaged. Most notably, we've apparently looted 9 ignifists, which are colonial-exclusive single shot ATRPGs and excellent anti-armor option for infantry. Therefore, that solves the AT solution for the time being, while you can focus on other pressing needs. There is a lot more missing but you want to get to that newly captured base in record time, and you want to make the biggest impact during the first logi run to a fledging base.
Most important are shirts. Even if there's nothing else, as long as there are shirts there is hope, because the infantry can use their pistols and recover enemy weapons and ammo. BUT, shirts are valuable and you don't want to oversupply a base that may be destroyed very soon. Secondly, you always need a small amount of bmats so that the base itself can be repaired, even though the damage might be little. You don't want that one suicide HE rusher slowly chipping away at the bb into nothingness. Plus, if there is a surplus of bmats, your allies can build field hospitals, which greatly helps the shirt shortage situation. Third, rifles and ammo is the bare basics of any base, so never let it run out. Smgs are also vital if you want our infantry to have an edge.
Masks and filters protect any heavy equipment crew (field guns, HMG gunners, EMG/EAT gunners, etc) as well as spawn camping. Bayonets can never be underestimated, because if there is even one experienced veteran on the front, he/she can wreak havoc without spending a single clip of ammo. As logi, you don't know what will happen at the front, but you want to be prepared. Even if 10 newbs waste something, if one veteran makes good use out of it, that's a win.
Bandages go fast compared to blood plasma, and everyone should carry at least 1 bandage. Never let it run out either. There is one wrench, and that's too low. Having wrenches on hand means, if the enemy screws up and gets a valuable vehicle disabled, (LUV, Half track, AC, etc), our allies can capture it. Also, it means badly parked locked friendly vehicles can be moved around, and solve many headaches.
Mountedantman's Solution:
4 crates of shirts
2 crates of rifles
2 crates of rifle ammo
1 crate of smgs
1 crate of smg ammo
1 crate of bandages
1 crate of wrenches
3 crates of bmats
Puzzle 3: Bootnap Town Hall
Analysis: A newly captured town hall is still very fragile and defenseless, but you want it to be well supplied. The perfect balance is between 100 and 200 shirts. Radios are a must for frontline veterans to see enemy town snipers sneaking in to blow up the TH. There is practially no anti-armor solution at this base, which is always a big liability. There is a large surplus of HMG's compared to the sparsity of 12.7mm, so that also needs to be fixed. Bringing mortar shells could also make use of the 13 mortar tubes there. If you want your allies to do any sort of artillery, you want to binos there as well. If you want your allies to build up, you want shovels. And finally, wrenches are vital for capturing enemy vehicles and illegal parking police.
Also, bring those 15 drums of oil back to a refinery stat!
Mountedantman's Solution:
1 crate of shirts
1 crate of radios
1 crate of binos
1 crate of wrenches
1 crate of 12.7mm
1 crate of AT stickies
1 crate of HE grenades
1 crate of filters
1 crate of smgs
6 crates of bmats
Puzzle 4: The Bone Haft Bridge BB
Analysis: This front had been a stalemate for a while now, and both sides have dug in very deep. The base itself looks like it's uber-supplied, with 169 radios alone, and no less than 1000 rifles! But even here, there can be serious deficiencies if you look hard enough.
There is no green ash, which is a vital weapon for any bridge fight. Also important in choke points are frag grenades, which it's running low on. There is 350 revolver ammo but 15 revolvers, so bringing some revolvers will make use of existing supplies. The base is well stocked with HMGs and Mortars but there is no mortar shells, and it could use more 12.7mm.
Mountedantman's Solution:
6 crates of green ash
2 crate of frag grenades
4 crates of mortar shells
1 crate of 12.7mm
2 crates of revolvers
Puzzle 5: Bootnap Frontline BB
Analysis: Just like puzzle 3, it's a newly captured region without any tier 2 AI. So it relies on human players to defend and there is no guarantee it will survive. The best we can hope for is lot of defenses and plenty of supplies, but not too much so that it doesnt get captured by enemy retaking the region overnight. There is oddly 14 ATR ammo, but no ATRs. More HE nades are needed as an all around anti structure, anti armor, anti infantry jack of all trades grenade. Bayonets are good for low pop fronts like this, because veterans can sneak around and kill many invaders silently.
Mountedantman's Solution:
8 crates of bmats
3 crates of HE grenades
2 crates of bayonets
1 crate of AT rifles
1 crate of green ash
Afterword:
Congratulations logistician! You made it through all 5 puzzles. If your solution is different, that's ok. There are multiple ways to achieve the same goal. Use this article as a guide to give you a better sense of all the thoughts and considerations that go into each decision, but each logi will have their own unique flavor. I'll see you on the front!
Cool quiz
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