AshTheKing Posted September 3, 2007 Share Posted September 3, 2007 Hi all, I have a question regarding the number of shells for the main gun the M1 starts with. It seems rather low, and a number of my games ended up with my tanks having no main gun ammo left while the enemy still had some tanks. Sometimes this was due to strange LOS / Targeting behavior which resulted in my Tank shooting repeatedly at targets it could not actually hit, while other times there were just too many enemy targets. Can anyone comment on what is the standard starting load-out and why? 17 shots of AT and 17 shots of HE seems low. Thanks! 0 Quote Link to comment Share on other sites More sharing options...
tc237 Posted September 3, 2007 Share Posted September 3, 2007 34 total rounds in the turret. 17 in the Ready rack, 17 in the Semi-Ready (takes a couple of minutes to transfer to the Ready) 0 Quote Link to comment Share on other sites More sharing options...
Sivodsi Posted September 3, 2007 Share Posted September 3, 2007 I guess with the improved accuracy, not as many shots are necessary to wipe out the enemy. But surely it does happen in RL that they run out of ammo, how do they get supplied if they are on the front line? Do they simply withdraw (assuming they have enough gas)? 0 Quote Link to comment Share on other sites More sharing options...
tc237 Posted September 4, 2007 Share Posted September 4, 2007 It is not necessarily the accuracy as it is the space that the larger 120mm rounds take up. 0 Quote Link to comment Share on other sites More sharing options...
USTanker Posted September 4, 2007 Share Posted September 4, 2007 There are also six sounds in the hull, but they are not readily available and take quite a bit of time to get to them. Plus, the manuals say to not put HEAT rounds there, so it's just sabot. Not sure, but I'd assume MPAT rounds shouldn't go there either. 0 Quote Link to comment Share on other sites More sharing options...
Statisoris Posted September 4, 2007 Share Posted September 4, 2007 It would be awesome if the canister round and the MPAT round were added to the game. We also need selectable "mission load-outs" for our M1s. In a low intensity conflict with no enemy armor present, a larger portion of HEAT, MPAT, canister and fewer sabot rounds would be more logical. * USTanker * - do you or have you served in an M1A1/M1A2 during the present conflict? If so, what does your ammo loadout for most missions look like there? 0 Quote Link to comment Share on other sites More sharing options...
19k_Blitz Posted September 4, 2007 Share Posted September 4, 2007 Originally posted by USTanker: Plus, the manuals say to not put HEAT rounds there, so it's just sabot. Not sure, but I'd assume MPAT rounds shouldn't go there either. Really? I don't ever remember reading or hearing that. In fact I have seen just the opposite. I am assuming that was your unit SOP. In Iraq that would make sense (less vulnerable to secondaries for uneeded rounds). Statisoris, I don't think OPSEC permits him to answer your question. 0 Quote Link to comment Share on other sites More sharing options...
tc237 Posted September 4, 2007 Share Posted September 4, 2007 Originally posted by Statisoris: In a low intensity conflict with no enemy armor present, a larger portion of HEAT, MPAT, canister and fewer sabot rounds would be more logical.You would be assuming correctly. Statisoris, I don't think OPSEC permits him to answer your question. That's all I'll say. 0 Quote Link to comment Share on other sites More sharing options...
Renaud Posted September 4, 2007 Share Posted September 4, 2007 Only time i've heard of M1's running out was Ghost troop 2/2 ACR the night of feb 26th 1991 when 12th AD was trying to overrun them. They did a relief in place a few at a time to run back and get more ammo from the Troop supply train. 0 Quote Link to comment Share on other sites More sharing options...
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