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Mortar ammo bearer dont share ammo?


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Nope. Not a bug. The sections (2 mortars each) are each different "org units"; if you click one of the mortars, only the other tube in its section and the sections two bearer teams (and their jeeps which have drivers if they have some) highlight, not the other tube in the platoon. Troops will only "share" with units which highlight when they're clicked (not double-clicked, just single-click-single-unit-selected). The good thing about bearers in v3 and later is that they share their shells with the mortars in their orgunit before the mortars use their own allocation. Which means if you've got another source they can "acquire" from, the bearers can shuttle back and forth with fresh shells and the mortar just fires theirs while the bearers are off fetching more. Doesn't apply to this battle, sadly. But it does mean the bearers can be pressed into service as infantrymen sooner...

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11 minutes ago, Abbasid111 said:

Plenty of uses for an out of work MG or mortar ammo carriers.

Use them as additional scouts, to help screen a flank, conduct rear area security or as ad hoc medics.

Yes sure you can use them for other things, but I rather have them feeding my out of ammo mortar or MG :)

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He did say "out of work" as in no more ammo to carry.  Using em as medics makes sense.  But, I find it gamey to use specialized crews and valuable HQ units as scouts - did that actually happen with any regularity?

That's another good thing about campaigns where replacements are limited - you don't want to lose valuable units to do dangerous duty they were not designed for. 

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I don't think mortar ammo carriers are all that specialized. Given the same soft factors they would perform just as well in a scout role as a team split off of a infantry platoon.

I don't think it gamey to use specialist teams or HQs as scouts. A bad choice yes. If I see an HQ out front I will hit it as hard as I can to create C2 and morale problems for the enemy

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1 hour ago, Erwin said:

He did say "out of work" as in no more ammo to carry.  Using em as medics makes sense.  But, I find it gamey to use specialized crews and valuable HQ units as scouts - did that actually happen with any regularity?

That's another good thing about campaigns where replacements are limited - you don't want to lose valuable units to do dangerous duty they were not designed for. 

Ok I dont know how my original question became so confusing, but my explanation probably wasn't great.

It was not "what to to do when a ammo bearer has spent all the ammo".

The point was that I think it is strange that a ammo bearer WITH AMMO can't supply another mortar or MG if for example the mortar or MG in his section is taken out.

He will then be "out of work" so to speak, even with ammo to carry. It is likely, considering the original question, that this was what Abbasid111 was referring to.

Yes I realise that you can still use them for other things. I only wanted to know if this was I known thing, and if it is considered a bug or feature.

Hope that made it a bit clearer.

 

 

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On 6/27/2016 at 9:23 PM, Swant said:

Ok thanks.  Not sure the benefits of this "feature" but I guess there must be some

The benefits of the feature is that you get to share ammo at all. There are limits, and they compensate to some extent for the immediacy, versatility and ease of ammo sharing in general.

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7 hours ago, womble said:

The benefits of the feature is that you get to share ammo at all. There are limits, and they compensate to some extent for the immediacy, versatility and ease of ammo sharing in general.

ok that make sense

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Some of us have been quietly requesting that adjacent units be able to ACQUIRE ammo from each other.  That would solve the WEGO challenge where one has to 1) split a squad, so that 2) multiple teams can board a vehicle, and then next turn 3) they ACQUIRE, and debark and 4) locate and run to their squad comrades, and then 5) recombine to share ammo.  (Multiple teams are needed as otherwise usually only one squad at a time can board a vehicle.)  The current ACQUIRE system makes this complex game process an unnecessary time wasting exercise

There should probably be a time penalty (of inaction) to simulate the time taken for ACQUIRING ammo.  Also, perhaps stricter limits on how much ammo a squad can carry.  Currently, a team can load up a ridiculously huge amount of small arms ammo.

Edited by Erwin
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