byron13 -> (8/7/2003 9:58:20 AM)
|
[QUOTE]Originally posted by RobertCrandall [B]Question - when a vehicle runs out of ammo in real life what is it supposed to do? Automatically head to the rear? Stop and find a place of local safety while it reports in? Carry on to the objective regardless? Is there a bingo point (say x rounds) such that if the vehicle drops below it it radios for instructions and basicallly husbands what is left until resupply is arranged? Or is it up to whatever the local commander decides? I might as well reflect this all now while I am working on it. [/B][/QUOTE] Jeez, Rob, I've never really thought about it before. LTCMS may have a better idea having worked through all levels. I suppose there is an SOP, but, quite frankly, I don't know what it was if there was one. In the M60's, we had a basic load of 63 rounds. It would have to be a pretty big fight to **** that many rounds off. And, in theory anyway, we would withdraw through pre-stocked ammunition caches, but I was never too confident in those. I'm just not too sure how often the support platoon leader or the support battalion went over their battle books and reconned the cache sites. Even then, you'd be relying on a PFC to read a map and find the right location, something I'm not sure they were up for. Anyway, I guess the answer to your question is: it depends. I base this purely on what I would have done. If low on ammo and I was in danger of being overrun by an assault, I'd certainly shoot everything I had; why hold rounds back if you won't be alive to shoot them? There'd probably be some order to ration ammunition, but it's hard to ration yourself to four rounds when there are ten T-80s driving on you. Arty, ADA, and even infantry can ration because they aren't in quite the same kill-or-be-killed situation as are the tanks. On the other hand, I'd probably not shoot at anything moving laterally across my front or at a tank platoon sunning itself on the hill over there. If nothing else, I wouldn't want to **** them off and cause them to come after me. Basically, you would engage anything that was an immediate threat and leave alone anything that was not. (Of course, this assumes that there is not another reason for, say, shooting your entire load at units that are not an immediate threat but have broken through on your flanks and are heading to the Rhine). Remember that it was SOP to redistribute ammunition after each encounter if possible. This would probably be within the platoon but, if there was sufficient time, you could redistribute within a company as well. As for your specific questions, I don't think you would send a vehicle to the rear. One vehicle out of ammo is probably safer staying with or immediately near the unit if the other vehicles have ammo. That first klick to the next terrain feature could be pretty sporty in a fluid situation, and you're always more exposed while moving. If you're lucky, you could just pull back off the crest, be completely hidden, and hope the assault doesn't crest the hill. Or hide behind a building or pull back into woods. Cover at the FEBA is just as good as three clicks back because the line will either hold or it won't. Plus, sending a tank back a ways just increases the likelihood that they'll get lost or not be able to rejoin the unit if it moves. You could get a frag order at any time to move a considerable distance, and you may never see that other tank again - even if he's still in radio range initially. And, as I say, everyone else in the unit will be running out of ammo soon, so you might as well stay with them. Any vehicle pulling off the line wouldn't go back to a support area to rearm because it is too far away and would take too long. As for pressing on to the objective, I should hope that any assault would be pre-loaded with enough ammo. If not, then, yes, probably hang back with the first sergeant until you take the objective and then rejoin the unit and redistribute ammo. The local platoon leader and company commander will make a lot of these decisions. Because of redistribution, everyone should be in pretty much the same boat. At the platoon level, if one tank runs out, then everyone else will be pretty much empty and, therefore, in essentially the same condition. Once you're that low, the commander will make a decision for the entire unit. Since retrogading an entire unit low on ammo in a hot fight will only result in the enemy trailing you at 1500 meters with a**-end shots, I think you either (i) shoot the whole load to try and defeat the assault and, if you fail, run like heck, (ii) defeat the assault, stay put hoping there's not a follow-up assault and hope for resupply, or (iii) hope someone like a reserve or the flanking units can relieve you or counterattack from the flank to relieve the pressure. If the entire company/battalion starts at low ammo levels, they may very well have planned for relieving counterattacks - especially by planning for a mobile reserve to augment at the point of attack or provide a mobile second line of defense deployed at the point of attack. At the company and battalion level while starting at low ammo levels, you would probably plan for either counterattacks to try and hold the line, or plan for phased retrogrades to try and maintain some distance and not get decisively engaged. Overall, I can't think of a worse position to be in than being an armor unit on the defensive with no ammo. Presumably, you've shot your load against other armor and, if you pull out of the line, you've presumably got enemy armor now pouring through the gap and into the rear. Even if you successfully hide, there's now indians between you and the supply trains, making resupply dicey - not to mention the other bad things that can happen. I'm probably overly pessimistic because the M60's were huge, very slow targets, and my worst nightmare was trying to withdraw with faster, smaller, better-armored vehicles chasing me at a very close distance. Unless you've got another platoon to cover your withdrawal, it didn't make for a very good day. All of our platoons within a company were deployed on-line, so there was no platoon within the company that could cover you. Ideally, you would have a company deployed to cover the same kill zone which would allow for phased and covered withdrawals; but, in average or dense terrain, all too often each platoon would be covering a different axis of advance, and there was little, if any, mutual support. If there was a reserve within the battalion, it generally wasn't deployed to cover you for that first click because (i) too many units to cover and (ii) if deployed that close to the line, it would get decisively engaged and lose its value as a reserve. Most of this doesn't help in you game design, I know. But, if one vehicle runs out of ammo, you are in some real deep doo-doo because the entire unit will be on the verge of running out and with very few options. Maybe the answer is to have your refit option, which degrades a unit's combat power but resupplies a unit quickly. This represents an organized re-arming period with tanks going to a re-arming point to top off and returning to the line (or, if you bring the trucks to the tanks, a penalty for getting caught with your pants down). If you have any "modes" that require advance planning before it could be entered, this would be one. The other option is something akin to your automatic reload/restoration of x ammo points per turn, which reflects redistribution or a generic concept of running a truck up to the tanks and hastily rearming. This second option would not degrade combat potential (at least until you've got no bullets), but this auto reload could only occur if the unit does not take fire during that turn or no enemy units are within x distance during the turn. Also, the number of points gained per turn would have to be very limited since, in effect, it represents the average chance of a truck actually dropping some ammo at your position while contact is very likely and you being able to distribute/deliver the ammo to vehicles spread over several hundred meters. It acknowledges that you CAN bring trucks right to the battle position when contact is likely, but also acknowledges that this is a discouraged practice.
|
|
|
|