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  #11  
Old March 31st, 2011, 09:59 AM
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Fallout Re: Helicopter Ammo reload

Sorry, that came across wrong. In my long bas tic way simply meant to say I think the resupply system works as is in the game. Have had units fire while trying to resupply, however it's mostly been against targets threatening that unit vs targets of opportunity. When this occurs the supply process seems interrupted to a point where I've had to pull out that unit(s) to the rear and continue the resupply where issues of direct or indirect attack (Arty or Air.) won't further cause ammo use by it or have the resupply process interrupted due to fire suppression issues from the enemy. Didn't mean for it to be a referendum on to whether or not to use ammo resupply units that's personal perference. Using ammo resupply units in an AI game has it's own set of risks also besides the cost of your "resources".

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Pat
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  #12  
Old March 31st, 2011, 10:53 AM
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Default Re: Helicopter Ammo reload

People always talk about what is real. Because there is no real ammunition supplies in the rear?
A situation where supply is not available may be in a raid behind enemy lines. You have to differentiate what may be real to what we can disturb the game.
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  #13  
Old March 31st, 2011, 04:16 PM
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Default Re: Helicopter Ammo reload

But the game is about frontline combat lol.
If i put ammo carriers in the battlefield i tend to hide in in my rear areas, so retreating a unit to resupply may be OK in a long battle, but most engagements in the scale of the game will end before ammo does
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  #14  
Old March 31st, 2011, 11:16 PM
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Default Re: Helicopter Ammo reload

Quote:
Originally Posted by FASTBOAT TOUGH View Post
Sorry, that came across wrong. In my long bas tic way simply meant to say I think the resupply system works as is in the game. Have had units fire while trying to resupply, however it's mostly been against targets threatening that unit vs targets of opportunity. When this occurs the supply process seems interrupted to a point where I've had to pull out that unit(s) to the rear and continue the resupply where issues of direct or indirect attack (Arty or Air.) won't further cause ammo use by it or have the resupply process interrupted due to fire suppression issues from the enemy. Didn't mean for it to be a referendum on to whether or not to use ammo resupply units that's personal perference. Using ammo resupply units in an AI game has it's own set of risks also besides the cost of your "resources".

Regards,
Pat
Yeah, pretty much like that. Agreed
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  #15  
Old April 2nd, 2011, 02:11 AM
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Default Re: Helicopter Ammo reload

Personally, i don't use ammo units for reloading Atry,it's really unnessary unless you buy the uber low load-out MRL's and big guns and plan to pummel the opponent to the ground.

Which would be unrealisic and a gamey way to go,as these would be used in a very limited way to soften certain area's in a planned area of attack, not fired as the big kahuna all the time,not to mention having a very unhappy opponent who might scrap the game.

I guess some reason to spend alot on these "WMD's" if you will and buy some cheap ammo units to keep them firing.
There's so many other arty units that have more than ample rounds to last a battle and still pack a big punch IMO.

Last edited by gila; April 2nd, 2011 at 02:36 AM..
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  #16  
Old April 2nd, 2011, 04:35 AM
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Default Re: Helicopter Ammo reload

I digressed from the original topic.

As far as Helo's rearming,with the AI do what you want,the AI will not pitch a ***** and nobody cares,
But when playing a human opponent in MBT there should be rules set on whether to "allow" or "not allow" rearming them.
Makes for less hard feelings
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Old April 2nd, 2011, 05:11 AM
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Default

Quote:
Originally Posted by Roman View Post
People always talk about what is real. Because there is no real ammunition supplies in the rear?
A situation where supply is not available may be in a raid behind enemy lines. You have to differentiate what may be real to what we can disturb the game.
Greetings.
It's all relative to the size,turns and map size of the battle.
For example, for an 2K pt battle with less than 20 turns on a med.map,why would one need ammo resupply?

On larger scale battle,say 20k 40+ turns on a huge map maybe it's more reasonable.

Keep in mind fixed wing Air units cannot resupply between sorties,but helos can,it's doubtful that a helo could rearm several times in the span of time in this game.
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  #18  
Old April 2nd, 2011, 08:31 AM
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Default Re: Helicopter Ammo reload

If you find yourself getting pwned by helicopters, consider changing strategy or at least tactics. If you find annoying the enemy re arming the artillery, attack them.
And always.
Buy more AD guys! more AD!!!

And because I know someone will post this, no, I am not referring to the thread starter.
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  #19  
Old April 2nd, 2011, 12:53 PM
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Default Re: Helicopter Ammo reload

Quote:
Originally Posted by gila View Post
Quote:
Originally Posted by Roman View Post
People always talk about what is real. Because there is no real ammunition supplies in the rear?
A situation where supply is not available may be in a raid behind enemy lines. You have to differentiate what may be real to what we can disturb the game.
Greetings.

Keep in mind fixed wing Air units cannot resupply between sorties,but helos can,it's doubtful that a helo could rearm several times in the span of time in this game.
I think the case may be different between aircraft and helicopters.
The planes need runways for takeoffs and landings and no helicopters. The tracks for landing and takeoff of aircraft is likely to be far from the front. Helicopters may be in bases near the front.
What I do believe is that helicopters should not be able to rearm more than once in a battle of less than 30 turns.
I'll try to investigate real cases such as Vietnam, Afghanistan. So far I found nothing.
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  #20  
Old April 3rd, 2011, 10:21 AM
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Fallout Re: Helicopter Ammo reload

Again I only speak to playing against the AI personally. Usually that is the case in those games. I normally only get one shot at reloading a helo. I tend though to set up my campaigns on a 17, 19 or mostly 21 battle cycle (Odd numbered to get the tie breaker if needed.), over that longer campaign cycle I will experience a handful of games at or just over 30 turns as such I might get a second reload in if any of my helos are still in the field. But given the choice in a "tight" game I'll give priority to my land based units for ammo resupply to keep what I have or make the final push to improve my victory conditions. There is no "in the rear with the gear" for my support units. But I don't needlessly sacrifice them either as I plan my routes around terrain concealment as much as possible.
It takes a little more time but I see the game as a "thinking man's" game much as I play chess if you will. Are most PBEM games generally of a shorter turn duration?

Regards,
Pat

Regards,
Pat
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