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Post by seadog on Mar 21, 2012 18:09:35 GMT -5
Im toying around with introducing ammo limits on ships. How many turns of firing would you allow ships before they ran out? would different types (dd, cl, bb) be able to fire for longer, or would the lighter guns higher ROF chew their ammo loadouts faster?
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Post by regiamarina on Mar 21, 2012 20:38:49 GMT -5
I'm not hugely familiar with ammo specifics but I know during the Battle of Cape Spada the HMAS Sydney was running low on ammo after an hour of intense gunfire exchange. The Sydney was a modified Leander light cruiser with 8 x 6" guns so should have a reasonably high rate of fire I guess.
Martin
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Post by TheDreadnought on Mar 21, 2012 21:51:55 GMT -5
They carried quite a bit of ammunition. 100 rounds per gun was typical for the big guns. Many more for the small ones.
I'd expect sustained fire could be maintained for 10 - 12 turns.
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Post by afilter on Mar 22, 2012 4:35:06 GMT -5
I suspect this would be more of an issue when playing campaign vs a particular battle. I have used it in another game and it proved to be over cumbersome for record keeping with everything else going on.
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Post by seadog on Mar 26, 2012 0:21:13 GMT -5
thanks for the responses.
The main reason I was looking at adding this was to discourage pointless long range gunnery duels between destroyers. We use a hit score of 10 for DD's. my mates and I have played java sea 3 times with nearly 30 dd's.
In that battle the Perth was supposedly los on ammo, so I as curious as to how many salvos it could fire
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Post by ckosacranoid on Mar 26, 2012 18:28:00 GMT -5
that is a lot of DD'S to run......30....wow
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Post by regiamarina on Mar 28, 2012 19:26:20 GMT -5
The Perth was the same class as the Sydney I mentioned previously. So I guess you could say intensive sustained fire for approximately an hour before running low on ammo.
Martin
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Post by afilter on Mar 29, 2012 4:06:27 GMT -5
The great part about this and many other games is you can always add scenario specific rules in an attempt to add historical flavor.
In this case You would allow Perth to fire x amount of turns before adding a negative modifyer or limiting the number of guns that can fire per turn or something like that.
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Post by TheDreadnought on Mar 29, 2012 20:59:18 GMT -5
Or try the victory points rules for limited ammunition.
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