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Old August 25th, 2008, 11:49 AM
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Default Re: Ammo Loadouts, and Z-fire Abuse

Hi CBO,

I guess we have to remember that this is only a game that attempts to simulate certain aspects of warfare. With that in mind, we can legalistically adhere to accurate historical ammo loadouts and actually make the game less realistic.

I agree that AFV and artillery units (including mortars) should be left as is.

Realistically, Infantry/MG ammo should be a concern for many scenarios and types of battles. Perhaps for an average battle (not 'infantry slugfests') ammo should only become an issue for the platoon/s that was the most engaged. Currently, this is not the case.

Ideally we would have some sort of slider button to adjust ammo loadouts for certain unit classes. It would be nice to have the choice to adjust ammo levels according to preferance/ scenario.

An ammo reduction wouldn't be only to reduce z-fire over-use, but also to make ammo conservation (for infantry) a more common issue on the SPWW2 battlefield.

The fact that re-supply may be tedius, will help reduce z-fire abuse. Also they have to pay a price to buy ordinance to use heavy z-fire, and ammo units are vulnerable to artillery etc.

The over-use of artillery is often and easily avoided by a pre-game agreement that limits arty to 10-15% of buy points.
There must be a similar (practical) way to limit z-fire, but I haven't thought of it yet.

I agree with Blitzkreigs post that z-fire is realistic, and should not be turned off, but it negatively effects gameplay when it's overused.
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