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January 13th, 2012, 05:31 PM
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Sergeant
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Join Date: Mar 2007
Location: Saline, Michigan, USA
Posts: 260
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Re: Game scoring Issues and Tank Ammo reloads
Quote:
Originally Posted by JWalt1276
I have a couple of questions I could find no answer to in the forums.
1. Is there a way to reload ammo in the tanks? I have tried ammo bunkers, depots, and all the assorted ammo carrying vehicles and have been unable to reload ammo in them. Thus far, the only thing I can reload (that I know of) is the rocket launchers, mortars, and infantry. Many times a tank will run out of main gun ammo, and become basically useless against other tanks. I've sat on unsuppressed ammo bunkers or munitions depots for 10 turns hoping to reload. It would be nice to be able to reload and get them back into the battle.Is there a way to do this that I have not yet figured out?
Jim
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It matters if the unit wishing re-supply is in the same hex or adjacent to the supply depot. I'm pretty sure units wishing re-suppy need to be in an adjacent hex. I think it's Ammo Carriers that need to be in the same hex as the supply depot. I never realy understood the rational between the two diferent methods. It's all very confusing, their is the Steel Panthers I,II, and III methods, which may or may not be the same as this game, plus their is WinSPMBT and WinSPWW2, which may or may not use the same mythod as the other. I guess it would be best to look in the manual, but looking for specific rule in there is very time consuming and impracticle during a game. I been trying to figure it out for years, but when I do figure it out, I don't remember it for very long. I guess it would help if I re-supplied my units every game, then I would get so much practice doing it, I would never forget it.
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January 13th, 2012, 09:05 PM
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Private
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Join Date: Apr 2011
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Re: Game scoring Issues and Tank Ammo reloads
I have sat adjacent to a bunker, ammo carrier, or munitions depot for up to 10 turns without moving, both the tank and the ammo bunker unsurpressed, and they still did not reload. This is not something I tried in just one game, but over time. I have tried experimenting by physically being in the same hex, turning so the front of the vehicle points at the ammo bunker, the rear...I have been trying for the last 6 or 8 games to do this. If we cannot reload, then fine...I won't waste as many purchase points on the bunkers. I have not seen any advice yet that is not something I've tried. And Don, I vaguely remember reading about the 2.1 ratio for marginal victory back in the 90's, but like so many others, I didn't really get it that well. I've probably played well over 2000 games (all with the same friend) over that period. I guess I just did the ready, fire, aim routine and started playing without reading all of the documentation.
I sincerely appreciate the feedback, and if anyone else has any suggestions for the tank ammo reloads, I'll try them.
Jim
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January 13th, 2012, 10:56 PM
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Captain
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Join Date: Oct 2008
Posts: 898
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Re: Game scoring Issues and Tank Ammo reloads
I know Arty and infrantry types load as expected.
To be truthfull,i can't even recall reloading a tank,in most cases they have plenty of AP ammo to last most battles,unless it's an IS-II which has only 18 rounds of ap.
It might be that they reload HE first???
Maybe you should do a test with a low AP load out tank(such as the IS-2) against masses of HT's only,and try reloading from maybe a variety of ammo assets.
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January 14th, 2012, 06:55 AM
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Sergeant
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Join Date: Sep 2008
Posts: 385
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Re: Game scoring Issues and Tank Ammo reloads
Quote:
Originally Posted by JWalt1276
I sincerely appreciate the feedback, and if anyone else has any suggestions for the tank ammo reloads, I'll try them.
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Read what Andy wrote above.
Then create a test battle against AI to see how it works:
1.) Create a battle where you are attacker
2.) Only purchase two tanks and two ammo trucks
3.) Deploy the ammo trucks a couple of hexes apart, and the tanks around five hexes away from them.
4.) Start the battle and have the tanks blast some random piece of terrain for a few rounds with Z-fire to consume ammunition.
5.) Make a note of the ammo situation on the tanks for the different weapons.
6.) Move the tanks so that they are next to the ammo trucks.
7.) Have everybody sit still for three turns.
8.) Check again the ammo situation in the tanks.
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January 14th, 2012, 07:58 PM
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Captain
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Join Date: Oct 2008
Posts: 898
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Re: Game scoring Issues and Tank Ammo reloads
Quote:
Originally Posted by Griefbringer
Quote:
Originally Posted by JWalt1276
I sincerely appreciate the feedback, and if anyone else has any suggestions for the tank ammo reloads, I'll try them.
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Read what Andy wrote above.
Then create a test battle against AI to see how it works:
1.) Create a battle where you are attacker
2.) Only purchase two tanks and two ammo trucks
3.) Deploy the ammo trucks a couple of hexes apart, and the tanks around five hexes away from them.
4.) Start the battle and have the tanks blast some random piece of terrain for a few rounds with Z-fire to consume ammunition.
5.) Make a note of the ammo situation on the tanks for the different weapons.
6.) Move the tanks so that they are next to the ammo trucks.
7.) Have everybody sit still for three turns.
8.) Check again the ammo situation in the tanks.
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Trouble with #4 is that "only HE rounds" are fired with z-fire,so AP rounds are still going to be full and the issue on wheter AP is reloaded is still not addressed,right?
That's why i suggest haveing light AFV's as easy targets to use up AP.
It's a player not understanding the proper way of reloading it appears.
Andy and Don already answered the reloading question anyway,and *I* never have any problems, the rare occasions used,when i learned how it goes 
Last edited by gila; January 14th, 2012 at 08:08 PM..
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