Well if you have 90% of required ammunition you can still shoot, can't you ?
The way i'd mod it is to have ammunition that is a piece of equipment that breaks quasi-instantly and as such you'd need to maintain constant supply of it or else your unit is pretty much doomed.
Why should they fight at reduced efficency? They should fight at 100% for a week, and then just collapse if they haven't received any supplies during that time.
Well, If shells are modeled like equipment, it would mean that you have to designate certain amount of shells as 100%, and then deplete the stock, and the combat value would decrease instantly, like when a division has 90% of tanks, it fights with 90% efficiency, and it would work similar if shells are modeled as equipment.
My point is that it is not how it is supposed to work, it should either be : they have munition, or they don`t.
you can make ammo an equipment type and put all the damage stats on it, or say all piercing value. that way a tank in a division with no ammo cant do any damage. However it will only really decrease from taking combat damage but it will get reasonably ok I think if you tweak hp per shell etc
anyway, it would be kinda terrible and hard to play with.
Well, indeed with such mechanics it would be terrible. But if it was possible to for it to work in a different way, to be consumed by each hour of combat and only decrease efficiency if none is left, it would be great and would allow a lot of good things.
Granted I don`t want to make specific munitions for each tank and stuff, but for example making artillery munition a separate type to create a better representation of importance of supply dumps, the necessary industry allocation, and that your army can`t attack constantly everywhere without running out of munition and having to stop would be great.
Also differentiate states like China who could supply themselves with bullets and rifles, but artillery and shells were in far worse supply.