Thursday, 28 April 2022

Rules ideas - ammunition supply

A couple of posts ago I mentioned that I needed to simplify the ammunition supply rule in my 2mm Pike and Shot rules.  The original ones while creating a very accurate model of ammunition supply also created a lot of record keeping (just like real logistics).  Even I baulked at using the rule!  So I trawled back through memories of how others had dealt with the issue , or perhaps suggestions as to how to deal with it and came up with the following.  I don't think it's an original idea but I can't recall who to give credit to.

In the rules every time a unit engages in ranged combat they roll 3D6 to find if they have inflicted hits on the target unit, and if so how many.  To check the ammunition status use the same dice roll and check if there is more than one six rolled.  If there is then the unit is now on low ammunition.  This has no effect other than to warn the player that he may run out of ammunition in any following shooting round.  If a unit is already low on ammunition then any shooting dice roll showing with two or more sixes or two or more fives means that unit is now out of ammunition.

So a dice roll of 4, 5, and 6 has no effect as there are no pairs or triples  of sixes or fives while a roll of 1, 6 and 6 would be enough to trigger low ammunition or for a unit already on low ammunition to create out of ammunition.  A roll of 1, 5 and 5 would not be enough to create low ammunition but would drop a unit on low to out of ammunition.

If a scenario calls for it any or all units can be classed as low on ammunition at the start.  Units with different ranged weapons could have higher probabilities of running low/out of ammunition by changing the required dice result.  For example Highlanders armed with bows could have a greater chance of both going low on ammunition and running out by increasing the low ammunition warning to two or more sixes or two or more fives and the out of ammunition to two or more threes, fours, fives or sixes.

For my rules I make a distinction between salvee fire and firing by ranks/files (introduction, extraduction, forelorn files etc) which is termed steady fire.  For those firings I'm saying the unit has to roll have rolled a treble six to trigger low or out of ammunition and a treble five or six after that to run out of ammunition.

So far so good but what about resupply in well organised armies?  I suggest that the army or the brigade should have a logistics train with a pre set number of pack animals, wagons or carts.  Each one can provide two resupply points and is then removed.  A unit can go from low back to full ammunition or from out to low ammunition for one resupply point or from out to full for two.

I'm calling this an recommended optional rule as it does generate some of the issues that forced generals to close to melee faster than they might other wise have wanted.  It also is capable of adjustment without too much trouble to change the probability of going down from full to low to out of ammunition all you need to do is calculate the probability of the dice rolling your target result.



3 comments:

  1. Neat idea. Shouldn’t require too much brain work to remember while playing.

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  2. Good idea. To cut down on paperwork could you use a little model to indicate when a unit is low on ammo? I’ve toyed with the idea of using piles of roundshot that you can get from Pendraken. Probably too fiddly at you level. Maybe a little supply wagon?
    Chris (Nundanket)

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    Replies
    1. I was thinking of using model pack animals two for full ammo, one for low ammo and no pack animals for no ammo!

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