Started by JJ252, 11 June 2022, 11:42:00 AM
Quote from: JJ252 on 11 June 2022, 08:23:24 PMWhat's the saying, concerning warfare - amateurs discuss tactics, professionals discuss logistics.
QuoteWhat's the saying, concerning warfare - amateurs discuss tactics, professionals discuss logistics.
Quote from: Smartbomb on 12 June 2022, 01:43:56 AMHow far do you push it though? Yes not tracking ammo is unrealistic, but tracking ammo, but not fuel, spares, POL, crew sustainment and replacement, rear supply line, etc. is "unrealistic" too. Do you track things like ammo manufacturing defects, ammo that is past its "best by", improper storage, etc.?
Quote from: JJ252 on 12 June 2022, 01:10:19 PMClearly units are unlikely to fire at maximum rate of fire at every engagement - but I would give Soviet tank unit maybe 6 game turns of ammunition, NATO tank units 8 game turns. Only counting turns when firing takes place.
QuoteIndeed, so if a typical game is 6-8 turns - which equates to 3-4hrs real time (based on a turn representing 30mins as quoted at the start of the rules).Such a short game gives limited scope for attack / counter attack, regrouping etc. So really the rules are little removed from 1 v 1 games. If players deploy a whole regiment - typically HQ Coy, 3 battalions (each 3 Coys + Support coy), AT coy. Plus tank support of maybe 1 battalion with 3-4 tank squadrons. Artillery and air support.So such a unit could be broken in an afternoons fighting seems barely credible. We have the current Ukraine war to see how difficult the Russian's are finding it to break Ukraine - without throwing in any arguments about equipment and troop quality etc.Yes, so I agree, looks like I'll be sticking to Command Decision and/or the modified version of Operational Manoeuvre Group rules.
Quote from: JJ252 on 11 June 2022, 11:42:00 AMAre the no rules to account for ammunition usage during course of a game?