

That is the location supply value below which locations are overextended. Basically, the designer can set a new game parameter called the Overextended Supply Threshold. If you’ve seen my AARs on my Soviet Union 1941 Motorized Variant or Soviet Union 1941 Early Variant you will have seen some hints about this. There is now an intermediate supply state that falls between “Supplied” and “Unsupplied”.There is a Port Attack option to allow ships in port to be focused on.Naval targeting is modeled so that ships in a target hex are prioritized for attack by value.Ships skirting the coastline no longer reveal land units along the coast.Presence of radar is modeled via the All Weather flag. Most such spotting is dynamic – like a land unit entering a peak hex. And there is air spotting by air units set to Sea Interdiction or Air Superiority. There is surface spotting done by naval units at sea and land units on coastal hexes. Ships and embarked units are subject to Sea Spotting, in addition to normal recon methods.Group movement of naval units causes them to defend together if interdicted – forming an “ad hoc” task force.Ships subjected to sea interdiction fire counterbattery back (or, in the case of carriers, counterstrikes). Ship and coastal guns do so automatically. There is a new Sea Interdiction mission for air units to do so. Sea Interdiction can now be employed by aircraft, ships, and coastal guns.Damage incurred is shown in the Combat Report and Unit Report. This includes the chances of critical hits. Naval combat now evaluates attackers’ Anti-Naval strengths as individual shots/planes – employing their shell weights to determine armor penetration and resulting damage.Damage inflicted on embarked units destroys that weight of embarked equipment. Now those are fixed appropriate for a naval transport. Ğmbarked units no longer employ their own strengths in defense.There is limited ability to repair damage at sea and significantly more in port. These are either derived from strength and flag values, or explicitly set by the designer in a new naval equipment file. Ships have new armor, durability, accuracy, speed, and agility parameters. Damage levels less than 100 affect a number of the ship’s strengths. Only upon incurring 100 damage points will a ship be destroyed. Instead of treating ships as a single piece of equipment, like a gun or a squad, they are now treated as complex systems that incur damage in combat. The modeling of ships has been improved.If you’ve seen my AARs on my Jutland 1916, Denmark Straits 1941, Pearl Harbor 1941, and Midway 1942 scenarios, you’ll have seen some hints about some of this.

There are a number of new naval warfare features. I’ll now try to encapsulate TOAW IV’s new features, without going into too much detail.
