Ammo Limits?

shmitty

Mongoose
Does anyone know if the game will model ammo limitations at all?

I realize that in the scope of most games it won't be an issue, but some weapon systems are pretty ammo dependent....missile systems come to mind the most with this.

I think there are ways to justify a never ending supply of RPGs for a militia force, but what about the missiles on the Shadow? Heck, if they are planning to put the 140mm gun on the Leopard, how many shells that big could that tank possibly carry? Or when the Javelin makes its appearance won't there be a pretty serious limit on how many rounds a fire team could carry?

I know that SST had provisions for one-shot weapons and I think the munitions on flyers were used up, but that was about it.

If I need to just get over it and remember this is a game, that is fine, I understand trading 'realism' for better game play, but I am just curious if it has been addressed at all.
 
your often find the game ends by the time the men are out of ammo.

what you could do though is buy an amo dump and allow you to get one extra tun at end of game, to try and break the enemy as you break for a draw.
 
I was wondering the same thing, but after years of 40k I've learned to ignore ammo. I don't think militaries use foreward ammo dumps anymore, they have a tendancy to explode when shot at and with NATO standadized calibers you enemy can use all your ammo if he captures it. That's why I use the XM8 or whatever it is in Ghost Recon, so I can swipe ammo from the enemys G36.
 
I agree though it might help balance Tanks, if they only got 24 shots or what ever, the player would think twice using the main gun on Inf.

Lee
 
In SST if you rolled a "1" during a shoot reaction you ran out of ammo and could no longer react fire for the rest of the turn. With Evo having only one reaction per turn that rule no longer makes sense.
 
if all dice from a multi dice weapon roll a 1 then maybe unit takes an ammo test to see if thay have ammo or not ?
 
well a squaddie can carry in one ammo pouch 6 mags of 30, plus one on the weapon gives him 210 rounds just with the one pouch :) if you can use that in a 6 turn game then congrats :) whats the turn time equate to in seconds? usually about 6?
 
Larac said:
I agree though it might help balance Tanks, if they only got 24 shots or what ever, the player would think twice using the main gun on Inf.

Lee
If you shoot 24 times in a single standard match, then you need to find new dice or adjust tactics. :D
 
24 shots should be more than enough for a tank. I guess a question I would have is how many missiles does the average ATGM crew carry? Or how many Stingers would a Stinger gunner have?

The issue seems far more likely to come up for infantry and light vehicle missiles.
 
Larac said:
I agree though it might help balance Tanks, if they only got 24 shots or what ever, the player would think twice using the main gun on Inf.

Lee

24 shots=12 turns of shooting if you do nothing but shoot...How many games you expect to last 12 turns where something shoots CONSTANTLY?-)

24 shots=as good as unlimited ammo. You need pretty darned special scenario where you might even need that(small tank group vs huge amount of APC's starting at long distance...That's about only thing I can think of where you might run out of ammo. Certainly in steel panthers that was only time that came as issue. Otherwise either game was over or tank was dead before ammo ran out :D).
 
shmitty said:
24 shots should be more than enough for a tank. I guess a question I would have is how many missiles does the average ATGM crew carry? Or how many Stingers would a Stinger gunner have?

The issue seems far more likely to come up for infantry and light vehicle missiles.
most have 4-12 shots spread across a 1-3 troops.
 
keeping in mind that tank main guns fire once per turn and have no fire during reactions
24 shots = 24 turns. for all intents and poruposes unlimited. From the military analyses network on the Challenger II
"Ammunition Carried Typically 50 rounds - APFSDS, HESH, Smoke"
so if you figure 20 APFSDS 25 HESH and 5 smoke
um ya...
Dont worry about it.

information on stinger teams "manpads" is an little more scares but here is something on the bradley stinger fighting vehicle
" The two primary vehicles that are used by the U.S. Army’s ADA are the Bradley Stinger Fighting Vehicle (BSFV) and the Avenger. The BSFV tremendously enhances air defense protection in the forward area of the battlefield. Although the primary weapon system on the BSFV is the Stinger missile, other firepower systems provide target engagement alternatives. The weapons are characterized as dismounted and mounted systems. The Stinger is the primary air defense weapon in the BSFV. The Stinger team maintains a basic load of two weapon-rounds and four missile-rounds. The BSFV has three mounted weapon systems that support the surface-to-surface and surface- to-air mission. The BSFV has a 25-mm fully automatic gun. The dual-feed weapon system al-lows the crew to select two types of ammunition: Armor-piercing discarding sabot-tracer (APDS-T) and high-explosive incendiary tracer (HEI-T). Tube-launched, optically tracked, wire-guided (TOW) missile system. The TOW is a command-guided surface attack weapon that can destroy stationary and slow-moving aerial targets as well as armored vehicles. It may also be used against fortified bunkers, gun emplacements, and other protected positions. The coaxial machine gun is a belt-fed, gas-operated, fully automatic weapon that can be used against unmanned aerodynamic vehicles (UAVs), fixed- and rotary-wing aircraft, dismounted infantry, crew-served weapons, and unarmored vehicles. The BSFV has acceleration and speed far superior to the APC. Its mobility, survivability, and maneuver-ability are commensurate with that of the supported force"

sorry for the big cutan'paste work did not want to present this much info further out of context.
 
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