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View Full Version : What ammo figures mean?



Mikekiller16
10-30-2009, 10:38 AM
When for example the ammo level is 3, how many salvos do you have in function of ranging/spotted/full ?, why not use real number of salvos instead of this abstract figure?

Warship NWS
10-30-2009, 10:48 AM
When for example the ammo level is 3, how many salvos do you have in function of ranging/spotted/full ?, why not use real number of salvos instead of this abstract figure?

Several reasons..

The number of salvoes not only varies due to rate of sustainable or selected fire but also range to target, the required time to adjust fire, salvo firing reliability, sea state effecting the timing of firing the guns at the proper elevation - ships were not static firing platforms, reloading cycles, elevation/training rates for the guns complicated by maneuvering of the ship and/or target, etc..

Point being, firing sequences were not a simple matter of pressing the FCD trigger and all guns fired at certain time frames perfectly with the precision of a stopwatch. Many battleships often only achieved 60-85% of their sustainable rate of fire capabilities during WW2 in combat due to the complexities of operating a billion and one moving parts that were further complicated by the imperfections of human interaction, weather effects, the hellish conditions of being in combat, etc... The complexities only get uglier when a ship starts taking fire.

In general terms, the ammo levels equal the number of game turns - on average - the guns can fire the selected ammunition at maximum sustained rate of fire. The ammunition expenditure is moderately reduced when using spotted fire, and considerably reduced when using ranging rate of fire. Range to target also effects ammo expenditure - less time on target compared with reloading, adjusting fire, etc.

However, even stating the above, there are plans to integrate a "per shell" set of expanded combat mechanics within a future update.

Thanks.

Warship NWS
10-30-2009, 11:04 AM
Some further information on shell ammunition expenditure in our online manual,

http://navalwarfare.info/files/WC/WC-Manual.htm#Gunnery Combat

Akmatov
10-30-2009, 06:59 PM
In general terms, the ammo levels equal the number of game turns - on average - the guns can fire the selected ammunition at maximum sustained rate of fire.

Acknowledging all the complexities, this is very very useful infomation. While reality lacks the precise knowledge we sometimes get spoiled into expected in a game, the real actors surely had fairly precise ideas about the relationship between their ammo supply and their chosen firing rate.

Warship NWS
10-30-2009, 07:16 PM
Acknowledging all the complexities, this is very very useful infomation. While reality lacks the precise knowledge we sometimes get spoiled into expected in a game, the real actors surely had fairly precise ideas about the relationship between their ammo supply and their chosen firing rate.

Exactly which naval commander knew the exact numbers of shells available every second on every ship? Name even one if you can, please. ;) Wargamers are often spoiled with detailed and timely information that a naval commander would only dream of having.. heck Jellicoe had no clue where most of his ships were located most of the time much less their ammunition supplies, damage sustained, course and speeds, etc... not even his subordinate commanders had much idea what was going on in exact detail, not even the captains of the ships who were challenged enough just to keep control of thousands of tons of steel and a large crew while also trying to avoid being an easy target to whatever could kill their ship.

In any event, as I noted previously, WCNAW will be moving to a per shell gunnery system but do not expect to know exactly how many shells you will fire per turn prior to the resolution as it will vary based on many of the variables I mentioned above. Unless you intend to check every ship gun battery every turn the added detail will not add as much "clarification" as you may expect. ;)

Akmatov
10-31-2009, 02:10 AM
Exactly which naval commander knew the exact numbers of shells available every second on every ship? Name even one if you can, please. ;) Wargamers are often spoiled with detailed and timely information that a naval commander would only dream of having..
Quite agree. Only the real world actors had a sense of how many rounds of ammo they had and how many salvos it would take to empty the magazines. Knowing what you just told us about the ammo numbers, moves us toward that general feeling for what we have to work with. Prior to you telling us that the numbers roughly equated to how many salvos at a medium rate of fire were available, they were just numbers to me. I'm no more likely to go count shells between turns than some captain, now my gunnery officer had best be able to tell me how many salvos for which I have ammo - but only at the ship commander level. The poor admiral is trying to get a feeling for what is happening (pre-radar) out in the fog and smoke while waving flags hoping someone will see them and correctly read them.


heck Jellicoe had no clue where most of his ships were located most of the timeNow if Beatty hadn't been sailing in circles, he might have had time to at least tell Jellicoe in general terms where the Germans were.:)

Now if you really want to take on a mess, think how to simulate the pre-radio command and control problems of communication by flags. You might have read the book, Rules of the Game that discusses that problem in some detail. We as players have perfect situational awareness and perfect communications to perfectly obedient subordinates. See if you can make possible the mess at Dogger Bank where Beatty's entire force concentrated it's fire on the Blucker, contrary to Beatty's intent - same flag lieutenant as at Jutland and same clarity from the same admiral.

Warship NWS
10-31-2009, 07:51 AM
Future updates for WCNAW will include dynamic intel/comms/C&C and expanded dynamic detection/identification calculations.. you want things to get ugly? These updates will put a definite bucket of wrinkles in your tactics. ;)

Akmatov
10-31-2009, 06:53 PM
Hee Hee! Realism may well not be pretty. There is a reason the real life operators always under-perform the armchair admirals with perfect information and control. :)