Erwin Posted December 31, 2010 Share Posted December 31, 2010 There are 5 columns for types of munitions. In the original CMSF manual I don't see an explanation of what types of munitions are repped by each column. It's important as after using up ammo on missions one needs to know what types are left. (Dangerous to order LIGHT when all that is left is HEAVY etc.) Anyone know? Thanx... 0 Quote Link to comment Share on other sites More sharing options...
Euri Posted January 3, 2011 Share Posted January 3, 2011 I think the columns from left to right are Light-Medium-Heavy-Smoke-?. How do I know? I am not sure :-) But usually the left column has more "stuff" compared to others... 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 4, 2011 Author Share Posted January 4, 2011 Actually, I just noticed there are 5(!) ammo columns. Any clue what the 5th is for? 0 Quote Link to comment Share on other sites More sharing options...
Euri Posted January 4, 2011 Share Posted January 4, 2011 Actually, I just noticed there are 5(!) ammo columns. Any clue what the 5th is for? It is always empty for me...hmmm maybe ... nuclear weapons? 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 4, 2011 Author Share Posted January 4, 2011 Well, aircraft have: guns/bullets rockets ATGM's dumb bombs smart bombs Anyone know if that accounts for the 5 columns? (You'd think this info would be easy to find in the manual.) 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 5, 2011 Share Posted January 5, 2011 This has me wondering just how much different your version is from mine lol. This is from the original manual on the THREE columns, and mine,also only has these three. These are the Parameters for all Air Missions: Target - sets the size and shape of the area to hit: Point - focuses on a single Action Spot or unit Area - one click for center and another click for perimeter Mission - responsible for establishing the scope of the attack: Light - lighter Munitions Medium - mix of lighter and medium Munitions Heavy - medium Munitions with a smattering of lighter Type - sets the munition mix based on the target type: General - favors unguided HE munitions Armor - weights towards ATGMs Personnel - favors HE munitions Based on this, the idea is the same as artillery, for me. If you are firing in near vicinity of friendlies, do not make the ordnance too "heavy" as a miss is likely to cause damage to your units as well, and even a hit, with some of the heavy ordnance, can affect troops in the open hundreds of meters away, your troops included. I personally use heavy only for preplanned stuff, from aircraft, or sometimes with artillery combine it with the "quick"choice as I am moving forces forward to what I have identified as the enemy front line, so that only a few rounds impact,causing the enemy front line troops to shelter and suppressing them,then when they look up from the handful of rounds, they are faced with an onrushing assault force. With air, it seems you cannot control the length of the air strike though,so better not use "heavy" anywhere where your troops will be close to for several minutes. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 5, 2011 Author Share Posted January 5, 2011 Yes, however, once you've used up a certain column of ammo you need to know what is in the remaining columns so you know what sort of strike Light/Medium/Heavy to order. I mean, someone somewhere must know what the 5 columns represent munitions-wise. 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 5, 2011 Share Posted January 5, 2011 i am still not seeing 5 columns...just the three mentioned above i n the manual. what are your 5 columns? 0 Quote Link to comment Share on other sites More sharing options...
Dietrich Posted January 5, 2011 Share Posted January 5, 2011 I mean, someone somewhere must know what the 5 columns represent munitions-wise. A perfectly reasonable supposition; but it's not like all fixed-wing assets have loadout A and all rotary-wing assets have loadout B. Even the same aircraft can have several different loadouts depending on intended sortie type ("ground attack" or "anti-armor") and on payload weight ("light", "medium", or "heavy"); thus there are as many as six different loadouts for every single aircraft. For instance: If it were that the left-most bar represents cannon ammo, then why does an RAF Harrier GR9 (which has no cannon) fitted for a general CAS mission (bombs rather than missiles) have two "ticks" in each of the two left-most bars? Likewise, if it were that the second-from-the-right bar represents dumb bombs, then why does a fully-loaded Apache (whether AH-64D or AH1) have ammo in that bar along with the three on the left? In other words, the loadout of an aircraft and thus the display of its loadout is very case-dependent. i am still not seeing 5 columns...just the three mentioned above i n the manual. what are your 5 columns? Seems to be a terminology mix-up. When Erwin writes "columns," he evidently means the ammo bars. When you write "columns", you apparently mean the mission parameters (point/area/linear, light/medium/heavy, general/personnel/armor). Is that correct? 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 5, 2011 Share Posted January 5, 2011 ahh, I stand corrected then, was really wondering what version he had. Your description answer-wise is quite good for those. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 5, 2011 Author Share Posted January 5, 2011 So Dietrich, are you saying that it is not possible to know what load-out remains after an aircraft has used up all ammo in a particular bar? (ie: In the game, ammo seems to be allocated randomly/unsystematically in the vertical bars?) 0 Quote Link to comment Share on other sites More sharing options...
Dietrich Posted January 6, 2011 Share Posted January 6, 2011 Some rules of thumb (based simply on my observations in playing CMSF for about 1.5 years; I'm no beta tester): 1. If a fast-mover has just two tiny ammo bars, it has only bombs. 2. If an air asset (fast-mover or helo) has a large ammo bar, those represent missiles. 3. The only fast-movers with guns are the US A-10 and the USMC Harrier. (The British Harrier has no on-board cannon.) 4. Cobras have either cannon plus rockets or cannon plus missiles. Apaches have (usually) cannon plus missiles plus rockets. 5. When an Apache has 4 ammo columns, one is for M230 AP and the other M230 HE (as per akd in an earlier "Airpower munitions" thread). Hopefully CM:SF 2 will include more control over air asset calls (within realistic bounds, of course) as well as tooltips to indicate which ammo bar indicates what. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 7, 2011 Author Share Posted January 7, 2011 Thanks for your input Dietrich. But, I wish that BFC simply publish a list of these things that many people have been asking about since the game came out. Instead the manuals are filled with info that is actually not very useful for playing the game. 0 Quote Link to comment Share on other sites More sharing options...
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