ORIGINAL: LargeSlowTarget
ORIGINAL: Apollo11
#1 Ammo replenishment should be depending on port size
#2 Number of ships anchored should be depending on port sizeORIGINAL: strawbuk
why not make ammo reload limits by class eg port 1-3 DDs only, 3-6 CL/CA/CV 7-9- all ships
Where does that leave re-ammo ships by the way?
Anchorages - darn tootin - is this not a similar function to airfield capacity?ORIGINAL: AlaskanWarrior
Actually the entire resupply (supply?) aspect of the game is abstracted to the point that it fails to resemble the true challenges of logistics in the Pacific War
So at the least the following would be a improvement:
Seperate out the fuel:
Navy black oil
Aviation Gas
LCU gas (in a pinch a land vehicle could use Aviation, but not vice versa)
Diesel (Subs, DE's, etc.)
On the supply siide:
Heavy Naval gun ammo (>8")
Torpedoes (all)
Food
Maintenance (have to fix things when they break or leak)
Consumables
Agree with the above posters on the need for ammo resupply and anchorage restrictions. But I think to separate supply into many categories is too complicated for a game of this size and will slow down order/execution phases even more. The existing categories of fuel/ supply (maybe add avgas as a third category) would be enough if there was a restriction on ammo replenishment depending on ship class and port size, coupled with a realistic ability of AE class ships. I would like to see ammo replenishment for shells larger than 5" restricted to port size 8 or better, unless there is an AE and a certain amount of supplies present - and the AEs should get the ability to replenish all types of ammo, not just AA.
Furthermore, I would tighten the spoilage rule to a point that small ports can hold only a limited amount of fuel, enough to operate barges and PTs, but not enough to refuel big TFs without the presence of loaded TK or AO types.
This would force us to keep a proper fleet train of AR, AO, AE types at those forward bases ( which often lacked proper port facilities, storage areas etc.) if we want to operate major fleet units from there - AlaskanWarrior has made the point with the Ulithi example.
'Thinking' as I write - maybe the 'thousand ships in size-3 port' problem could be restricted by operational points ports must spend on unloading/loading/replenishment operations - smaller ports obviously recieving fewer points per turn so they could only perform a limited number of simultaneous operations per turn.
Further to your points, I'd add "presence of naval engineer base forces". One must assume that these base forces would "order" naval ordinance and supply. It would also give some reason to the varirty of base unit types other than mere chrome. This would be better than port size limitations. Because they are relatively few in number, players would choose larger, more secure ports to base them in so port size would become rather a moot issue.