Rapid Fire Ammo Effects
#1
Posted 09 June 2013 - 06:53 PM
For example; Japanese cruisers from Rabaul engage in Iron Bottum sound duirng the night and use up their 5"AA ammo using rapid fire during a surface engagement. The same cruisers are then attacked by a/c the next day while returning to base. Is their AA fire effected by their previous expenditure of ammo?
Also, we are treating targets illuminated by star shell that were outside visual acquirement the same as targets visually acquired and also illuminated by star shell in that we give a 1 roll down modifier to gunnery attacks in both situations. Are we correct?
#2
Posted 09 June 2013 - 11:19 PM
No, it would not have any effect on future engagements. Using the full number of turns of rapid fire does not mean that the magazines are empty. The rule assumes that sufficient rounds have been saved for future engagements (albeit, I would not allow any rapid fire in those engagements). No captain would allow his magazines to go empty if he has any choice.I know that we can only rapid fire at surface tartgets for 6 turns before running out of ammo for that type of engagement. But what about engaging A/C there after?
For example; Japanese cruisers from Rabaul engage in Iron Bottum sound duirng the night and use up their 5"AA ammo using rapid fire during a surface engagement. The same cruisers are then attacked by a/c the next day while returning to base. Is their AA fire effected by their previous expenditure of ammo?
Yes, that is correct. An illuminated target is considered acquired.Also, we are treating targets illuminated by star shell that were outside visual acquirement the same as targets visually acquired and also illuminated by star shell in that we give a 1 roll down modifier to gunnery attacks in both situations. Are we correct?
#3
Posted 10 June 2013 - 01:17 PM
#4
Posted 10 June 2013 - 05:57 PM
#5
Posted 11 June 2013 - 07:26 PM
Generally, ships tried to keep from running out of ammo. That it did occur, is a fact (often brought on by unusual events, such as the very heavy air attacks around Crete or the inability to reload magazines). To accurately model this would require some fairly extensive ammo rules (something that most gamers equate with root canal therapy). For a one-off scenario, it could be done fairly easily. But for a longer campaign, that would require ammo rules (and good luck getting your players to use them!).The AA ammunition ruling by coastal is a good call and keeps it simple for good gaming. The exception COULD happen in reality. I believe the loss of HMS Fiji off Crete was facilitated by running out of 4" AA giving the Bf 109 Jabos an easier run on her.herein
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