![]() |
Ammo carriers
Is there something that explains the difference between what each type of ammo carrier provides in support?
|
Re: Ammo carriers
Yes it's in the Game guide----- search "ammo carrier"
|
Re: Ammo carriers
Thanks
|
Re: Ammo carriers
Read it not sure I understand it.
|
Re: Ammo carriers
Basically there are 3 "levels" of ammo resupply.
Crates ( "Container" in MBT, "Canister" in WW2 ) Pretty much small arms only, lowest resupply rate (pretty much in same hex) Vehicles/boats Can resupply anything, moderate resupply rate (best if in same hex as unit, can resupply in adjacent hexes at a slower rate) Dumps Can resupply anything, best resupply rate (best if in same hex as unit, can resupply in adjacent hexes at a slower rate) Aircraft and off-map artillery cannot be resupplied. Helos need to land to resupply. That help? DRG EDIT--- ( Container"/ "Cannister clarification ) |
Re: Ammo carriers
Curious how MUCH resupply there is. does it run out?
|
Re: Ammo carriers
Quote:
The AI cannot use them, so they are a little bit of a "cheat" - hence why they are charged to your artillery for overload. And one point missed - Supply dumps/bunkers supply to 2 (might be 3?) hexes. Unlike the original game, ammo units only supply one unit per turn, so there is no value in clustering round them like flies round the brown stuff - worked in SP1/2/3, not now. |
Re: Ammo carriers
Ya I read about the one unit per. Ammo Dump can supply out to 2 hexes.
|
Re: Ammo carriers
If you use ammo resupply, especially "ordnance movers" and are playing against the AI, be careful. The AI WILL prioritize attacks against your ammo resupply units under most battlefield conditions. I only play against the AI and I've this happen countless times in the game. It will normally cause "collateral damage" in the same hex and or adjacent one against "soft targets" especially infantry.
For the rest your on your own, "watch your six", "terrain mask your units" while maneuvering and also maintain good LOS throughout. Regards, Pat :capt: |
Re: Ammo carriers
If the AI sees an ammo carrier, it is a high value target for artillery strikes.
Those players who park arty by a dedicated ammo unit while firing (without relocating) will soon find they explode (bunkers less so, but are very expensive. "Soft" ammo units go boom rather easily!). |
Re: Ammo carriers
While we are on this topic in the next release........Ammo Containers/ Canisters are now classed as non-vehicle loads, so they can fit into transport planes for example even if it only has a personnel only lift capacity. In addition, the "crew" is not separated from them when loaded onto transport planes for a para drop, so they drop as a unit.
This was added more to allow scenario designers to be "creative" and allow isolated units to be resupplied by air or if you really want "historical accuracy" and want to make players crazy... Quote:
|
Re: Ammo carriers
That would be sadistic...
|
Re: Ammo carriers
Yep....... one good reason Fallschirmjäger stopped being used as paras. What I have never understood is an MP-40 and three or four mags of ammo is not that much weight and it would not be that difficult to rig a sling to make it secure and accessible.
The only reason this worked early on was their use was a surprise. When the other side expects an airborne attack and is ready for it things do not go so well for lightly armed troops |
Re: Ammo carriers
I believe it was down to how a German parachute RZ rig (Rückfallschirm, Zwangablösung or “Backpack Parachute, Static Line Deployment”) was attached - one point mid back. The advantage was it could be used from a VERY low altitude the disadvantages were many (no steering, low weight, forced posture, etc). I never understood why the Germans, masters of efficiency, didnt develop / copy a better design...
https://qph.fs.quoracdn.net/main-qim...663f6aded03727 |
Re: Ammo carriers
"masters of efficiency" don't divert manpower and resources to create the Maus in the middle of raw material shortages......
By the time better harnesses were common the days of Fallschirmjäger using them and the Luftwaffe able to deliver Fallschirmjäger intact, were long over. https://www.combatreform.org/hptll.htm Quote:
EDIT.... The "glory days" for Fallschirmjäger jumping from transport only lasted 12 months -------May 1940 (the Netherlands, Eben-Emael etc) - May 1941 ( Crete )after Crete they were elite ground troops |
Re: Ammo carriers
Okay some errors here regarding how they work, from the guide & confirmed by playing
All Ammo units resupply to adjacent hexes & the hex they are in. All 7 hexes are supplied at the same rate no advantage to being in its hex. Ammo Dumps & Bunkers also supply to the next ring of hexes at a slower rate or put another way supply range is 2 hexes not just the adjacent hex. Cannisters/Containers can only supply weapons up to warhead size 6. Look at unit specs small arms mortars & light artillery as a guide. These also supply at a lower rate I think never bothered to find out. ------------------------------------------------------------------- Resupply rate is reduced or negated if the unit being supplied fires or due to suppression. Larger the warhead the lower the supply rate. They can supply multiple units at a time but top up the first unit till its full before starting on the next. Units are supplied in purchase order B0>B1>B2 etc and topped up smallest armament to largest (warhead) before moving to next unit. Example tank will fill its MGs then main armament. Once full it will start filling the next unit. Artillery normally has only fired main armament so tops off that & then starts filling next. They provide a big advantage the AI does not have as limited ammo units can be topped up & returned to battle. Hope that answers your question, as a note far safer to move the unit to the ammo supplier as a rule as part of relocating arty to prevent counter battery fire. |
Re: Ammo carriers
John
Just for the record which game did you test that showed "Cannisters/Containers can only supply weapons up to warhead size 6." ? Because the code for both games is...... if (iscannister == SSI_TRUE && Warhead > 5) rounds = 0; and I supposed "up to warhead size 6" can be interpreted as 5 but not 6. so Cannisters will not ( theoretically....) supply WH greater than 5 which is a 120mm mortar round which may be higher than we intended many moons ago and there has been some "mission creep". 5 will get you a 120mm mortar round but not most ATGM. The // comment attached to that code is... Quote:
The problem is WW2 GG and MBT game guide do not quite agree on this as one say "to WH size 3" and the other "to WH size 4" which is what I need to sort out with Andy but it would appear both GG's are wrong and need correcting ( or the code does......probably the GG ) fun-fun-fun...... EDIT...... confirmed both GG should read ( and will on the next release......to WH size 5 MAX |
Re: Ammo carriers
Sorry typo should have been to warhead to size 5
|
Re: Ammo carriers
This is good info. One small disagreement. In my experience ammo is loaded in the weapon order listed when looking at the details for the unit. For a tank, the main gun is listed first, and will resupply first. A tank mounted 50cal AA machine gun is normally listed last and will load last.
When fighting zombie hordes of 3rd world light infantry, it sometimes pays to turn off the main gun so that during resupply the machine guns will get ammo faster. Otherwise you will need to wait for the main gun ammo to fill and main gun ammo may not be what you want in this situation. I'll take 180 rounds of machine gun over 15 rounds of HE against infantry. Same sort of issue with helicopters. If you expect to really need anti-tank missile reload - you should turn off the other weapons listed above the missiles so that the ammo is not used and time isn't wasted reloading weapons that may not be useful. Great game. |
All times are GMT -4. The time now is 11:14 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.