(Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> SP:WaW Training Center



Message


Capt. Pixel -> (4/10/2002 12:56:47 AM)

Yes.

One ammo truck can generally extend an artillery units capacity ~50%. Two trucks (or one dump) can keep an arty unit going pretty much indefinitely.

Most artillery can be reloaded at about their firing rate with two trucks. As the caliber increases, ROF decreases as does the reload rate.

Mortars of all sizes get off one extra round above their listed ROF. I don't know why. Just a note.

Another exception is rockets (wurfrahmen, katyusha and the like). If you want to keep your Nebelwerfer battery going, you'd better plan at least 'one truck to one rocket' as your reload rate.

My tactic is to assign one ammo truck to each platoon of my MOST effective Artillery pieces. I don't usually assign ammo trucks to ALL onboard Arty. As the unsupplied Arty units start to run low, they can be moved towards the ammo resupply points.

If I start running low on rounds as the game progresses, I just lift the barrage for a turn or two, reload, and carry on.
In this way, I can extend the duration of my artillery access by half again or more.

The only time I have more than 4 ammo trucks on the field, is when I'm using rockets in an Advance or Assault.

Charles_22 is right. Don't purchase more ammo resupply than you can realistically expect to need. they're too expensive for that kind of luxury.

If you are the type that doesn't keep his A0 back with the Arty, you'll still get reloads on the turns you've lost contact and don't fire. This goes a long ways in keeping those magazines full, but who cares if they're not firing anyway? :)




WhiteRook -> (4/14/2002 11:00:03 AM)

[QUOTE]Originally posted by Belisarius
[B]I'm offtopic-ing here, but...

...a question just popped up in my head:

What kind of people drove ammo trucks? :D
I mean, it's not like driving potato trucks, right? So if you were on ammo truck detail, did you have some certain kind of mentality, or did one develop it? Driving around in a soft-skinned truck with 3 tons of explosives in the back.... :p [/B][/QUOTE]

Try driving a tanker truck with 5000 gal. of JP4! :eek:




arethusa -> (5/29/2003 8:02:45 PM)

[QUOTE]Originally posted by Belisarius
[B]I'm offtopic-ing here, but...

What kind of people drove ammo trucks? :D
I mean, it's not like driving potato trucks, right? So if you were on ammo truck detail, did you have some certain kind of mentality, or did one develop it? Driving around in a soft-skinned truck with 3 tons of explosives in the back.... :p [/B][/QUOTE]

I can answer that one as I DID drive an ammo truck once. Real careful drivers who can also drive fast!

But just a little different from the game, I don't think the trucks would go adjascent to the guns if they were under fire. And one truck did a whole battery of 4 guns (I worked 105mm's). Since the gun's crews did most of the unloading, it kept up with the ROF.

I only did ammo detail once, and that was when they asked for volunteers. I know, never volunteer in the army! But we'd been in the field for over a week, I was sick of field rations, it was an hour before lunchtime and the ammo supply we had to pick up was real near the mess. Get the picture. :D




Buzzard45 -> Parking around ammo dumps?? (5/29/2003 10:28:56 PM)

For those of you who would park and fire their Arty next to an ammo dump, take a look at this from a recent game.

[B] Not a good turn for the Dodger. At the end of his turn my Typhoon hit his ammo dump with several 60mm Rockets. BOOM and then at the end of my turn (Dodger don't be firing your Nebelwerfers while surrounding your ammo dump, especially when you have no decoy smoke). My 150s and Nebelwerfers hit another ammo dump.BOOM Pretty Pretty secondary explosions.
.[/B] If you haven't seen an ammo dump go up, its worth the time to set up a hotseat battle and target an ammo dump until it explodes. It IS well done.

When you play an experienced player, they look for the pattern that indicates that you have fired from around an ammo dump. I set the pattern with my on-board when playing GaryT and VikingNo2. They both hit the pattern as quick as they could target it. Me, being a sneaky bird of opportunity, moved my arty out of harms way and next to my ammo dump for re-supply. Only to move it back into the pattern again several turns later to temp them again. It is sooo satisfying to see a battery of heavy off board (limited ammo) land on empty hexes.:)

I now buy only ammo trucks. What the heck. Two of them do the job of a dump and they can move. IIRC they cost the same.

I did notice something in H2H. I set 4 units with low ammo next to a dump, only two got ammo. The other two didn't in 4 turns. Is something different in H2H?




arethusa -> Re: Parking around ammo dumps?? (5/30/2003 1:27:47 AM)

[QUOTE]Originally posted by Buzzard45
[B]When you play an experienced player, they look for the pattern that indicates that you have fired from around an ammo dump. I set the pattern with my on-board when playing GaryT and VikingNo2. They both hit the pattern as quick as they could target it. Me, being a sneaky bird of opportunity, moved my arty out of harms way and next to my ammo dump for re-supply. Only to move it back into the pattern again several turns later to temp them again. It is sooo satisfying to see a battery of heavy off board (limited ammo) land on empty hexes.:)

I now buy only ammo trucks. What the heck. Two of them do the job of a dump and they can move. [/B][/QUOTE]
Buzzard45, you've got it exactly right!

When I was in the artillery, we never fired from next to an ammo dump. They were far too important to risk.

What we did was have the dump well hidden and protected and ammo trucks shuttled back and forth to the guns. Most of the gunners never knew where the dumps were, need-to-know ya' know.;)

Even the guns never sat still. The most # of fire missions I ever recall doing before moving was perhaps 5 if they were short ones. Then we'd up-anchor and move out. Maybe only 1/2 km or maybe 10 km, but never stayed in the same place long after firing. If it was a big fire mission, we'd only do the one before moving. Again, ammo dumps took a long time to set up and break down so they really couldn't move like the guns.

We practiced hook-up, move and re-set until we could do the hook-up in less than 2 minutes (a long time if we'd been under fire, which we weren't) and set-up in a new location took perhaps 5-10 minutes because we had to run out the aiming posts and locate them on the transit-scope, position each gun in the battery on the map-grid so we knew exactly where we were, set out ready-use ammo on groundsheets, etc. This was before GPS so maybe it's easier now but I can't imagine they wouldn't still use aiming posts out at 100 or 200 yards.

In SPWAW, if there's any chance of counterbattery fire, the closest way to do it to real-life is to have 2 or even 3 batteries. While Delta-battery is firing, Echo-battery is moving and Fox-battery is setting-up and re-supplying.

You therefore keep continuous fire on the target, continuous supply to the guns and the enemy doesn't know where you are in time.

In SPWAW, when I see the telltale smoke of a fire mission, just like Buzzard says, it looks like a nice juicy target! Depending on the situation at the moment and what's available, I either send in my own fire mission on the smoke, send over a CAS aircraft for a look-see, or divert a fast recce vehicle to see if I can find them.

The reason for not always doing the same thing is so my opponent doesn't know what to expect. I've been known to set off some fake smoke canisters myself with single troops just to draw his fire away from where I really am attacking, so why expect him not to think of the same thing? If he always expects counter-battery, he'll always move.




Vetkin -> (6/2/2003 9:53:41 PM)

I think the ammo truck being shot and all and exploding by accident is the WWII ancestor of today's terrorists' suicide bomb trucks

(like in C&C Generals)

just my 2 cents... :D




Page: <<   < prev  1 [2]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.859375