To determine the amount of generic supply counters you get in in an OCS game you roll 2 dice and consult a chart and put that many tokens on the map at your supply point hex. These counters are then used to pay for ammo, artillery shells, aircraft refueling and sometimes food. They are generic abstracted supply, the detail is in how they are moved around the map.
|Gabrielle has fallen, this helps maintain the Vietminh moral for a few more turns.|
In Dien Bien Phu artillery ammo, food, fuel and medicine are all recorded on separate tracks. You spend meds to heal injured units and to keep malaria at bay, you spend ammo for each arty strike you carry out, you loose 4 food a turn or suffer for it, and if you run out of fuel you cannot do much in the way of strategic movement. Halfway through each turn you will reduce each of these tracks. You then get to take little ammo, medicine, food etc tokens and load them on to slots in a supply drop matrix. The number of spaces in the matrix goes down with bad weather and the encroachment of Vietminh trenches. You then roll a die and this tells you how many supply drops are aborted (it will be between 1 and 9). If you roll 9 you will roll two dice nine times cross referring the matrix each time to discard a supply drop. You then re-adjust the tracks back up based on what supplies you gained. Seeing the effect of malaria, the loss of drop sites and the whittling down of food and fuel supplies adds a lot to the story but fairly little in terms of decision making.
|Combat has defensive fire and then assaults, quite a few counters can get stacked up.|