Hi everyone. It's my first post here, so I wish I will not screw this.
Probably it's not first time, you all see this idea presented to you, but still I want to present it with some possible details for you.
Guns, tanks, planes and ships use ammunition to fight and idea is basicly to add ammo as productable resource similar to oil.
It would be different from oil on some points and similar on some:
1) You need to use factories to produce it on normal industrial rules.
2) It also need to stored. Basic store cap would be low, so you would need to build ARMORIES to increase cap. Armories can be bombed, so you can destroy enemies ammo, by decreasing it's cap. Overflow production is lost.
3) Each equipment has ammo usage. Bigger and more advanced eq use more so:
Rifles - very low
mech eq, scout cars - low
light tanks, AT, AA - medium
medium tanks - high
heavy tanks, artillery - very high
Aircraft and ships also can use it for fight, amount depending on size of course.
4) Better tech eq use more ammo than previous versions by NONLINEAR scale, so tier 3 guns may use like 2 or 3 times more ammo than tier 2 (especially in case of inf eq). It would made always using best eq not always best choise, as you could strangle you military production by this.
5) Ammo use depend on what unit is doing. If standing still, usage is like 10% of base, when training like 30-40%. When moving also higher, than when standing (attrition), When defending normal. When attacking is even higher.
6) Every unit possess some own ammo store, it use before it use your national stock. Support logistical companies also increase this store by some percent.
7) Units with ammo shortages fight very weak, units without ammo don't fight at all.
8) Providing ammo for units on frontline cost supply cap of province, depending of actual needs of divs. So province may be able to support defending armies, but not attacking ones, making infrastructure more crucial.
9) Possible add attrition rule for ammo, depending on terrain and weather.
10) Possibly: tactical bombarding destroy ammo of units, as transport trucks are great game for aircrafts
I believe, that this would stop some pretty ahistorical tactics in game, like full front offensives and eternal blitzes, by greater use of ammo on attack than on def. Player would need to actually made offensive preparations and limit them to parts of front. Also reserves would made more sense by fact of possesing own ammo storages, so they can easily defeat exhausted attacking forces. Counteroffensives destroyed a lot of armies on WWII.
Also this would severly limit possibility of making super elite massive armies, as IC need for it would be scandalical.
And finally you can use your mil factories for something else, than producting another 10000 tanks into your national stock at end of game.
Probably it's not first time, you all see this idea presented to you, but still I want to present it with some possible details for you.
Guns, tanks, planes and ships use ammunition to fight and idea is basicly to add ammo as productable resource similar to oil.
It would be different from oil on some points and similar on some:
1) You need to use factories to produce it on normal industrial rules.
2) It also need to stored. Basic store cap would be low, so you would need to build ARMORIES to increase cap. Armories can be bombed, so you can destroy enemies ammo, by decreasing it's cap. Overflow production is lost.
3) Each equipment has ammo usage. Bigger and more advanced eq use more so:
Rifles - very low
mech eq, scout cars - low
light tanks, AT, AA - medium
medium tanks - high
heavy tanks, artillery - very high
Aircraft and ships also can use it for fight, amount depending on size of course.
4) Better tech eq use more ammo than previous versions by NONLINEAR scale, so tier 3 guns may use like 2 or 3 times more ammo than tier 2 (especially in case of inf eq). It would made always using best eq not always best choise, as you could strangle you military production by this.
5) Ammo use depend on what unit is doing. If standing still, usage is like 10% of base, when training like 30-40%. When moving also higher, than when standing (attrition), When defending normal. When attacking is even higher.
6) Every unit possess some own ammo store, it use before it use your national stock. Support logistical companies also increase this store by some percent.
7) Units with ammo shortages fight very weak, units without ammo don't fight at all.
8) Providing ammo for units on frontline cost supply cap of province, depending of actual needs of divs. So province may be able to support defending armies, but not attacking ones, making infrastructure more crucial.
9) Possible add attrition rule for ammo, depending on terrain and weather.
10) Possibly: tactical bombarding destroy ammo of units, as transport trucks are great game for aircrafts
I believe, that this would stop some pretty ahistorical tactics in game, like full front offensives and eternal blitzes, by greater use of ammo on attack than on def. Player would need to actually made offensive preparations and limit them to parts of front. Also reserves would made more sense by fact of possesing own ammo storages, so they can easily defeat exhausted attacking forces. Counteroffensives destroyed a lot of armies on WWII.
Also this would severly limit possibility of making super elite massive armies, as IC need for it would be scandalical.
And finally you can use your mil factories for something else, than producting another 10000 tanks into your national stock at end of game.
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