Ammunition and logistics

Moderator: Vic

Post Reply
LarkitsLaxen
Posts: 11
Joined: Fri Mar 25, 2022 7:58 pm

Ammunition and logistics

Post by LarkitsLaxen »

When forming units the logistics for ammunition are disregarded.

In the attached picture I am forming an aircraft unit with bombs totalling 30k ammunition. Transporting 30k ammunition requires 30 000 LPs, however, forming the unit only requires 1094 LPs.

If I form the unit at a remote Air Base where I have 1000LPs/turn and then use all of the ammunition in a bombing run, it will take 30 turns to restock the ammunition.

#1 This does not make sense
#2 This can wreck your logistics on default settings. If you make the mistake as the above example, you can't even disband the unit because all logistics will be used for resupplying it. You have to scrap it or just wait 30 turns

On the topic of ammo I also find it strange that it requires 1 metal to produce 10 ammunition, and those 10 ammunition requires 10 LPs to be transported rather than 1 LP required for the metal...
Attachments
Ammo.png
Ammo.png (783.95 KiB) Viewed 391 times
Don_Kiyote
Posts: 273
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Ammunition and logistics

Post by Don_Kiyote »

LarkitsLaxen wrote: Mon Apr 03, 2023 4:00 pm I am forming an aircraft unit with bombs totaling 30k ammunition.
My god is that a tactical bomber?

Your example looks right though. The 'build-units-in-place' system seems to present the possibility of exploiting a logistics loophole, and of dead-ending yourself. The exploit could, if I understand, allow more ammunition than the rules should rightfully allow to be forced in to a logistically choked area. Sometimes, and at a very high cost. It also wouldn't normally be anywhere near 30k though.

As for the "dead-ending yourself" possibility, that is how it should be, isn't it?

Anyways, the whole built-in-place system is a little fanciful if you look at it closely, but it sure smoothes the game play, imo.
LarkitsLaxen
Posts: 11
Joined: Fri Mar 25, 2022 7:58 pm

Re: Ammunition and logistics

Post by LarkitsLaxen »

I hadnt thought about that, but if you create this unit on your front line where you have 1000LPs, change SHQ to an SHQ on the front line in the same hex, and then disband the air unit. Voila, 30 000 ammunnition moved at cost of 1000LP.

My issue is actually more with the prohibitive amount if LPs required to transport ammunition to bombers. This is just one medium sized unit, and it requires the LPs equivalent of a maxed level VI logistics asset alone for 1-2 bombings run. No sane person can be using these
Don_Kiyote
Posts: 273
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Ammunition and logistics

Post by Don_Kiyote »

Bomb bays are indeed a very ammo heavy weapon.

But you designed the plane. And you're raising a whole wing in the example.

The basic idea in SE as I understand it, is that because Air units are rarely opposed, ammunition use, quantity, and the transport of it through your logistics network, are serious limitations. If you don't think you can use that plane where you need it because it requires the transport too great a weight of munitions to run regular missions, then design a bomber with a smaller bomb bay. Or raise only a squadron.

silly ;)
Post Reply

Return to “Suggestions and Feedback”