ORIGINAL: jimcarravallah
The issue you experience isn't that far removed from real world operations.
Sound supply support planning requires allocating sufficient stowage space to carry an amount of supplies for "normal" combat operations from the time the unit enters combat until it can be included in its higher headquarters' next "regular" resupply cycle.
For most heavy units, resupply is on a 12 or 24 hour "standard" cycle with special deliveries for emergency requests (limited by the amount of supplies on hand and the amount of transport needed to meet emergency needs).
So, a lag on receiving "new" supplies for several hours after arrival on the battlefield is "normal" though not desirable if the arriving unit expends all its ammo and fuel in the first hour of operation.
Well if that's the case I don't mind that it works that way but like real world operation some form of improvisation needs to be folded into it.
As I said a redistribution under the attacking companies seems to me the best way to keep the operations rolling and the bridge the time till resupplies arrive.
Now when looking at the amount of ammunition that is carried it always looks like a lot because of those high numbers but just taking it down to the single weapon level makes clear that this is often not the case, I just checked a unit with StG 44 and see that the don't have enough ammo(50 shoots) per weapon for 2 full magazines, that doesn't seem to be enough for serious assaults at all.
A question to this, is the ammo shown in the E&S the TOTAL amount that the unit has in the weapons & in reserve? So in the case of this unit meaning that they have a full magazine(30 shoots) and one reserve magazine(20 shoots)?
Maybe if the E&S would show besides the total amount also the number of rounds per weapon it would give the player a better understanding how high or low the ammunition level is that the unit carries and would so better understand what the unit can or cannot do.