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WBWilder said:
Okay, I've got that down. I've discovered some things about these canisters.
1. They only replenish the weapon of the first slot. Any secondary weapons seem to remain with the same amount of ammo for their other weapons. Am I correct?
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They will replenish from slot 1 down to slot 4. if the thing is firing, it may not get the chance to fully top up slot 1. The slot 2+ weapons may also have a shot size too large for the cannister to replenish.
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2. They replenish one unit at a time. They appear not to replenish other units until the first replenished unit moves away.
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Yes. We already mentioned in the manual (in the development history segment probably) that the old SSI SP games "feature" where ammo units gave supply to
all units in range was removed. The supply unit services the first unit in the unit purchase order. It will only supply the next in sequence if in range
if the first one is fully topped up, when it will give any surplus supply points to that next unit. And if the first unit is doing something like say firing then that may well not happen at all.
You cannot use the old SSI SP series games "trick" of buying one ammo truck, and then clustering an infinite number of units beside it and then
all those infinite units got the
full supply value of the ammo truck!.
You'll likely need 1 ammo unit "seller" per prospective "buyer". Hopwever, I find that 2 2-tube 81mm mortar sections both within 1 hex of the same ammo bunker can fire continuously for a full game as the resupply value of that (and the ammo dump) is the highest in the game. Move them to 2 hexes from the bunker and the tubes will run dry eventually (in which case stop both firing for 3-4 turns will fill em up). An ammo dump is NOT a good idea for supplying the mortars, as mortars will eventually attract incoming, and the dump is rather vulnerable (if reasonably cheap), where the ammo bunker is protected, though expensive.
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Example; I have three units adjacent to an ammo canister, all infantry units. Unit A gets some 40 points, maybe more, in one turn. Units B & C get nothing until A moves away from the canister.
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When A is filled up, B will start to get supply. if A is firing continuously, B and C will get no or little supply as A is hogging it.
Cycle A,B and C through the ammo container. For quicker resupply, do that out of contact (do not fire and bomb up at the same time).
(In long campaigns, I like to add a canister to inf-SAM units in a light truck. Once I get them to thier overwatch position and unload them, I walk them away from the canister by 3-4 hexes and then later walk them back to it to top up as required, the light truck or APC then waiting nearby to carry off the sams and container package if the firing position needs a radical shift - like running away from some enemy flank attack

!
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3. It seems that once replenished, they cannot fire the replenished weapon in the same turn that they move away from the canister. Is that true? Do they have to wait one full turn before firing their primary weapon?
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That would be the normal movement rules. Are you looking at an ATGM or SAM or other missile (which if it moves too far cannot shoot) or trying to plot an arty unit (which cannot plot or fire indirect if it moves)?.
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4. Canisters when suppressed or a unit "refilling" when suppressed stop the process. This makes sense.
Thanks,
Wild Bill
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low supression may allow some supply points, but "S" reduces the points available to transfer.