> For the complete documentation index, see [llms.txt](https://hzsydy.gitbook.io/pog/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hzsydy.gitbook.io/pog/oos-warning.md).

# 断补警告（OOS Warning）

这一页我放在游戏手册的第一页。请所有新人玩家在对局中**务必开启OOS Warning。**

OOS warning是pog的一个可选房规，其效果是，如果对方的某一轮次行动会使得你只通过移动将对方部队断补，则你有义务警告对方其移动“非法”。是为OOS Warning。

在WBC中，此选项默认开启。

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我玩POG已经有两年。发出过很多安利，收到过很多拒绝。拒绝的原因主要大概有两条：一条说这游戏很魔幻，不历史；另一个说这是个垃圾断补游戏。

关于不历史这个问题，请看附录A（历史变体）；这里我们谈谈POG的补给规则。

POG致力于为您提供一战的浸入式体验；在八小时（熟练玩家可以将时长减半）的时间中，你将体验欧洲四年的苦苦挣扎以及千百万人民化为补员数字的哀嚎。

然而不得不承认，POG的断补惩罚很重。重的过分。

同时，POG是一个宽度游戏。在熟练玩家的战斗中，永久损失英国或德国集团军几乎相当于可以体面退出游戏，而将之前n小时的奋战都化为虚无。这相当破坏失败者的游戏体验，甚至也破坏成功者的。

因此有了OOS Warning这条规则：使得自己会被对方断补的移动是非法的（注意：因为战后挺进而断补不在此列），并且对方有义务提醒你这一点。这相当于逼迫你维持补给线，我认为这是非常合理的要求，就像玩国际象棋的时候你不能把王走到会被对方吃掉的格子。

这对新手有好处，也对老手有好处——谁不想好好玩游戏呢。当然，有些人信奉这样的哲学：

> 玩游戏就是要赢。——D.Va

那么我推荐这些人去玩Operational Combat Series(OCS)。保证让您断补断个爽。

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附录. OOS Warning的原文

Supply warnings are generally intended to allow a player to retract, prevent, or otherwise adjust their move so that their units won’t be put out of supply.  This is very common in email play as nobody likes to lose a game simply because their map wasn’t correct or they didn’t see the threat develop.  Warnings should be posted in the ACTS log and should be specific as to which units are threatened.  Failure to issue a warning precludes a player taking advantage of the OOS situation until the opponent has a chance to remediate it.  Some specific examples of when they should (and shouldn’t) be issued:

* The AP player makes a move that threatens to put several CP units OOS as a result of a SUBSEQUENT AP move.  The AP player issues the OOS warning to the CP player so that he may respond accordingly.
* The AP player makes a move and opens up a hole in his line that exposes his own units to being put OOS.  The CP player alerts him before the CP move and the AP player can redo his entire move.
* A supply warning DOES NOT need to be made if it requires a combat and advance after combat to generate the OOS situation.
* A player may ignore an OOS warning.  His opponent need not remind him of the same threat again and may freely put the threatened units OOS if the player chose to not respond to the threat.
* A player may not issue an OOS warning on himself with the intent to redo a prior turn. Example:  The AP moves and creates an OOS threat on his own units and neither player notices it.  The CP player moves but does not put the AP units OOS.  The AP player, in this situation, may not use the excuse of a ‘missed supply warning’ to redo his original move.
* After a combat, an attacker SHOULD issue a supply warning if a defender retreats in a manner that a  combat advance will put defending units OOS.  The defender can freely adjust his retreat at this time.
* It should be noted that there are numerous instances where a supply threat can be created, and executed upon (units put out of OOS), before the threatened player can respond.  Note that even if the OOS threat is NOT executed upon, the supply warning should still be issued.  (11/1/2017)  Examples of where an OOS move can be executed without the ‘threatened’  being able to respond include:
  * Player A conducts an attack that results in Player B retreating a defending unit to a place from which it can, in its next round, put one or more Player A units OOS.
  * Player A conducts an attack that results in attacker losses that open a hole in Player A’s lines.  On his next round, Player B may then take advantage of this hole in the line to put Player A units OOS.
