Has any one thought of any decent guidlines for ammo loads for heavy weapons
in DS or SG. I'm wondering is the basic load for a weapon included in the
spaces used. If so how much more space is needed for additonal ammo? I've got
some ideas (lifted from a number of rules sets) if anyone is interested.
Michael spake thusly upon matters weighty:
I'm interested in this one. And for ammo guidelines, if one was to use them,
how much would a troopie carry? How many 'fire actions' worth? Or a SAW? And
how many times more would you have in static
defence? I mean, I know my loadout on excercise used to be 120-150
rounds plus usually a belt or box for the SAW, but what do we think that
translates to in SG2 or DS2?
T.
> Has any one thought of any decent guidlines for ammo loads for heavy
/************************************************
Here is my first attempt:
AMMUNITION CHART Dirtside II Direct Fire Systems Shots per Space Size
RFAC/1, MDC/1,2, LAD 45
RFAC/2, MDC/3,4, DFFG/1, ADS 30
HVC/3, HKP/3, MDC/5, DFFG/2 20
HVC/4, HKP/4, DFFG/3, GMS/L 10
HVC/5, HKP/5, DFFG/4 5
DFFG/5, GMS/H 3
APSW N/A
DF Laser (HEL) N/A
Infantry SA N/A
SLAM Size Salvoes per Space
SLAM/3 4
SLAM/4 3
SLAM/5 2
IAVR 3 (per stand)
Indirect Fire Systems Size Salvoes per Space Light 20 Medium 15 Heavy 10
These were converted from Command Decision which are 1/2 to 1/4 of real
world loads. I didn't include ammo for infantry as the firefight rules
seem to cover this already. HEL systems could be rated as RFAC/HVC if
your PSB has some sort of "energy capsule" rather than being powered by the
vehicle.
Let me know how this works!
> On Sat, 4 Apr 1998, Michael Brown wrote:
> Here is my first attempt:
There's already ammo limits for artillery...
> [quoted text omitted]
<snippage>
There's obviously a fair bit of work put in here, but I really have to ask if
its needed...If I'd wanted to track every vehicles ammo use with every gun,
I'd have continued playing Car Wars...one reason I switched to DS2 was the
lack of paperwork.
It seems to me that at the DS2 level, the way to do ammo use/logistics
is
at a more abstract level than this - rather than each gun and each
vehicle, have some 'logistics value' per combat vehicle, based on
size/type. 'Logistics value' would cover ammo & fuel supply and basic
maintenence - and only if the logistics points of the combat arm
outwiegh the logistics support system's value do you have to start cutting
corners, having tanks enter combat with some sort of restriction on firing.
I'd have the restriction on firing be something simple as well, maybe 'No
engaging targets in your long-range band' (because you're more likely to
miss, and waste scarce ammo). A morale hit would also be appropriate, I
think. Maybe movement restrictions as well, if appropriate - 2/3
possible
movement only, maybe - remembering that FGP-equipped vehicles don't
_have_
gas worries...
An abstracted 'logistics point' systems seems be the way to handle it, I
think - as a Brigade Commander you have QM staff to worry about details,
while you're the 'big picture' person (hopefully).
My $0.02,
Snip!
> It seems to me that at the DS2 level, the way to do ammo use/logistics
This is probably a more reasonable way to handle this. The original idea was
to have some mechanism to balance scenarios ("You have only half of your basic
load due to previous ebattles..."). Since I use roster pages to give the
player setup, adding boxes for the ammo is not really a big thing.