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Arty rate of fire - 6/27/2000 10:22:00 AM   
dufrasnes

 

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From: Bernissart, Belgium
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I have played a few battle with V2.0 in a WWII campaign and I have a question about off map arty. My russian arty is only able to fire 1 or 2 time before running out of ammo. Each gun have 50 or 70 rounds but after 1 or 2 fire missions and by turn 4, they are out of HE. So what is the rate of fire for these gun ?

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- 6/27/2000 7:46:00 AM   
Kharan

 

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I had the same thing in v2.0. I wasn't going to post it as I thought it was some freak occurrance, but seeing your post... I was playing a random battle US vs Germany, when my US 105mm off-map Battery used it's all 50 ammunition in one or two salvos. I tried but couldn't reproduce the bug (and it's definitely a bug).

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- 6/28/2000 1:18:00 AM   
von Curow

 

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I am playing a 2.0 PBEM game, and I purchased some German AFV Rocket launchers, thinking they would appear on-board and I could resupply them (they only have 10 HE rounds). As it turned out, they were off-board, so I was depressed. But I have been firing them every turn and they all still have 10 rounds... Am I lucky, or cheating?

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Post #: 3
- 6/28/2000 2:06:00 AM   
Voriax

 

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quote:

Originally posted by von Curow: I am playing a 2.0 PBEM game, and I purchased some German AFV Rocket launchers, thinking they would appear on-board and I could resupply them (they only have 10 HE rounds). As it turned out, they were off-board, so I was depressed. But I have been firing them every turn and they all still have 10 rounds... Am I lucky, or cheating?
Sounds like your 'Limited Ammo' button is 'off' in the preferences. For increased realism turn that 'on' and put 'Full Ammo' pref 'off' so your on-map units receive an ammo load ranging from full ammo to 50%. I wouldn't say you cheat, different players, different tastes. Voriax

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Oh God give Me strength to accept those things I cannot change with a firearm!

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Post #: 4
- 6/28/2000 4:45:00 AM   
Jagdschlager

 

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quote:

Originally posted by von Curow: I am playing a 2.0 PBEM game, and I purchased some German AFV Rocket launchers, thinking they would appear on-board and I could resupply them (they only have 10 HE rounds). As it turned out, they were off-board, so I was depressed. But I have been firing them every turn and they all still have 10 rounds... Am I lucky, or cheating?
I'd say you're definitely cheating, but that's just your opponent's opinion! :-) Just kidding ... anyways, thanks Voriax -- you definitely spotted our problem. ------------------ Jagdschlager(spaniolo@email.unc.edu) "Gee, Dad -- you must have jumped this thing about fifty yards." "That's nothing to be proud of, Rusty (... fifty yards)."

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Jagdschlager(spaniolo@email.unc.edu) "Gee, Dad -- you must have jumped this thing about fifty yards." "That's nothing to be proud of, Rusty (... fifty yards)."

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Post #: 5
- 6/28/2000 8:40:00 AM   
Kharan

 

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I had the problem again in v2.1. I had one US 8in Howitzer Battery and one 105mm Howitzer Battery. I ordered bombardment in the deployment phase, and, after the shells had fell, on the first turn the 8in had no ammo left, while the 105mm btr had 46 or so ammo. So it is seemingly random... maybe 33% possibility you are going to lose all the ammo on the first bombardment. This is a new problem introduced in v2.0. After a few turns I noticed the data screens for both batteries had gone blank: when I pressed the "eye" in bombardment menu I got a blank screen with only the Continue button on it. This has happened a few times before on v1.0. Also the bombardment icon had vanished... it didn't draw it as I issued the bombardment command or moved the fire mission (and the shells did fall afterwards). This also happened in 1.0. The two latter problems aren't fatal (unlike the first one) and mostly cosmetics. I don't know how or if these three things are connected. I was also going to ask why can't I see how many enemies are in selected units LOS, but noticed just in time that the info was only moved to another place .

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Post #: 6
- 6/28/2000 9:46:00 AM   
Wild Bill

 

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I'm curious. How are you determining if an off map unit is out of ammo? Just wondering how you do it? WB ------------------ In Arduis Fidelis Wild Bill Wilder Coordinator, Scenario Design Matrix Games

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Post #: 7
- 6/28/2000 5:57:00 PM   
Kharan

 

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quote:

I'm curious. How are you determining if an off map unit is out of ammo? Just wondering how you do it? WB
You can see the remaining ammo by pressing the little eye icon on the bombardment screen or by checking it from the unit list. Can anyone confirm this... all rocket artillery batteries from any countries lose all their ammo on the first bombing, no matter if Full ammo is on or off. For the life of me, now I can't get the bug to reappear on regular artillery. So that 33% may be a bit off .

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Post #: 8
- 6/28/2000 9:47:00 PM   
Seth

 

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My Maultier certainly lost all it's ammo after the first hopelessly inaccurate and generally useless shot.

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Post #: 9
- 6/28/2000 10:21:00 PM   
Voriax

 

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quote:

Originally posted by Kharan: Can anyone confirm this... all rocket artillery batteries from any countries lose all their ammo on the first bombing, no matter if Full ammo is on or off.
Yep. First of all the full ammo thingy should not have any effect to off-map units, they will always have full load (if I remember the manual right) As for the rocket arty. It seems that just about every rocket arty unit in the game has *same* Rate of Fire as it's maximum ammo load. So with Whizbangs, Calliopes and BM-8's having over 30 rounds no wonder bombardments last long Perhaps the idea has been that these rocket units were usually fired as full salvo. I'm not an expert but I think it was possible to fire smaller amounts or even single rounds. And besides that the German original Nebelwerfer 41 had only 6 tubes, so why a rof of 12? Voriax

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Oh God give Me strength to accept those things I cannot change with a firearm!

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Post #: 10
- 6/29/2000 3:05:00 AM   
Kharan

 

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So with rocket arty this is intentional. I'm also beginning to believe I had a bad install earlier when regular arty was losing all it's ammo on the first turn because it has not happened for 10 test battles after I did a fresh install. Less headache for Mike Wood anyway .

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Post #: 11
- 6/29/2000 12:30:00 PM   
Mike Wood


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Hello... I have been following this conversation. I tried to reproduce the artillery batteries running out of ammo bug, but could not so do. What may have happened is that the battery received counter battery fire. Counter battery will reduce the amount of ammunition the left to the battery hit. It will also receive damage. If your batteries run out of ammunition again and it seems too soon. Check and see if they have any damage. If they have damage, they were counter battered. A message box appears briefly when counter battery occurs, so you would need to watch the screen after the bombardment phase to see if it occurred.
quote:

Originally posted by Kharan: So with rocket arty this is intentional. I'm also beginning to believe I had a bad install earlier when regular arty was losing all it's ammo on the first turn because it has not happened for 10 test battles after I did a fresh install. Less headache for Mike Wood anyway .
The notion we had in mind was that rocket launchers fire all the rockets in one salvo. Since they cannot reload, the cost for these innacurate rockets was reduced by a goodly bit. I do not know about how many rounds each rocket launcher had. Our OOB people worked on that. But, if they have 16 rounds, they should have a 16 round rate of fire. Have Fun... Michael Wood

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Post #: 12
- 6/29/2000 5:48:00 PM   
O de B

 

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Concerning rocket batteries, in CC3 the Nebelwerfer could reload its 6 tubes in 30 minutes... would make 10 turns in SP...

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Post #: 13
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