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  #1  
Old August 31st, 2006, 02:32 PM

Captain_Insano Captain_Insano is offline
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Default experience for ammo units?

I'm thinking of adding some ammo units to my core. Does their increase in experience equal faster reload rates? A specific example would be that a munition wagon cannot keep 3 10cm mortars (2 tubes in each) supplied during continuous firing. Thus I've taken to using formations of 2 groups of mortars instead of 3 so I can continuously creep my fire all over the place. Would an 80 experience or 100 experience ammo truck be able to keep up with the 3rd mortar group? Anyone ever use ammo units in their core?
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Old August 31st, 2006, 04:05 PM

baggypants baggypants is offline
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Default Re: experience for ammo units? *DELETED*

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Old August 31st, 2006, 04:14 PM

Noah_Vaile Noah_Vaile is offline
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Default Re: experience for ammo units?

If you have any additional core units available you can run your preferences up to 120 experience, buy a couple of ammos, and see what happens.
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Old August 31st, 2006, 10:22 PM
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Mobhack Mobhack is offline
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Default Re: experience for ammo units?

Experience does not affect reload rates.

However an experienced unit will take more supression to reach pinned or worse - and being pinned will slow ammo resupply. (It also means the enemy have started zeroing in on your gun line ... !)

Andy
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Old August 31st, 2006, 11:47 PM

Irinami Irinami is offline
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Default Re: experience for ammo units?

I've got two Ammo Trucks in my JGSDF generated campaign in winSPMBT. The experience doesn't change the reload rate, I can verify that. And nope, 2 trucks won't supply 3 mortars firing indefinitely. A little trickery with delay times can mitigate this. I think dropping at 0.1, 0.3, and 0.5, and cycling those 3 numbers through (eg turn 1: J0=0.1, J1=0.3, J2=0.5; turn 2 J0=0.5, J1=0.1, J2=0.3) or something like that should work, albeit barely. That's where the experience comes in--a few near misses could ruin your cycle.
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