.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

winSPMBT: Main Battle Tank- Save $6.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old March 1st, 2020, 04:32 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Ammo carriers

Okay some errors here regarding how they work, from the guide & confirmed by playing

All Ammo units resupply to adjacent hexes & the hex they are in.
All 7 hexes are supplied at the same rate no advantage to being in its hex.

Ammo Dumps & Bunkers also supply to the next ring of hexes at a slower rate or put another way supply range is 2 hexes not just the adjacent hex.

Cannisters/Containers can only supply weapons up to warhead size 6.
Look at unit specs small arms mortars & light artillery as a guide.
These also supply at a lower rate I think never bothered to find out.
-------------------------------------------------------------------
Resupply rate is reduced or negated if the unit being supplied fires or due to suppression. Larger the warhead the lower the supply rate.

They can supply multiple units at a time but top up the first unit till its full before starting on the next.
Units are supplied in purchase order B0>B1>B2 etc and topped up smallest armament to largest (warhead) before moving to next unit.

Example tank will fill its MGs then main armament. Once full it will start filling the next unit. Artillery normally has only fired main armament so tops off that & then starts filling next.

They provide a big advantage the AI does not have as limited ammo units can be topped up & returned to battle.

Hope that answers your question, as a note far safer to move the unit to the ammo supplier as a rule as part of relocating arty to prevent counter battery fire.
__________________
John
Reply With Quote
The Following User Says Thank You to Imp For This Useful Post:
  #2  
Old March 7th, 2020, 10:47 AM

calvins calvins is offline
Private
 
Join Date: Mar 2010
Posts: 8
Thanks: 0
Thanked 4 Times in 3 Posts
calvins is on a distinguished road
Default Re: Ammo carriers

This is good info. One small disagreement. In my experience ammo is loaded in the weapon order listed when looking at the details for the unit. For a tank, the main gun is listed first, and will resupply first. A tank mounted 50cal AA machine gun is normally listed last and will load last.

When fighting zombie hordes of 3rd world light infantry, it sometimes pays to turn off the main gun so that during resupply the machine guns will get ammo faster. Otherwise you will need to wait for the main gun ammo to fill and main gun ammo may not be what you want in this situation. I'll take 180 rounds of machine gun over 15 rounds of HE against infantry.

Same sort of issue with helicopters. If you expect to really need anti-tank missile reload - you should turn off the other weapons listed above the missiles so that the ammo is not used and time isn't wasted reloading weapons that may not be useful.

Great game.
Reply With Quote
The Following User Says Thank You to calvins For This Useful Post:
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:22 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.