The Supply System Explained
Supply is what makes StarCraft TMG feel like StarCraft. Your entire army starts in Reserves and deploys gradually.
The Supply Pool Each mission sets a starting Supply Pool (often 8) that grows by +2 each round. You can only deploy a unit if its Supply value fits within your Available Supply.
As Units Take Casualties When a squad loses models, its Supply value drops. 9 Marines have Supply 2, but at 3 models it drops to 0. This frees capacity for reinforcements.
Strategic Depth - Early game: Deploy small units or one big piece - Mid game: Cycle through your roster as units die and Supply grows - Late game: Whoever managed Supply better wins
Tactical Mass A unit ignores the Disengage penalty if its Supply exceeds all enemies it is engaged with. Numbers matter for pulling back safely.
This system creates constant tension between committing forces now and holding reinforcements in reserve.