
Ammunition
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Posted 31 October 2006 - 03:27 AM
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Posted 11 March 2007 - 04:44 AM
#18
Posted 21 September 2015 - 08:14 PM
I realize this is coming late to the game.
But the site Naval Weapons includes how many rounds of ammunition were carried by every ship that mounted any given weapon.
For instance, the IJN 40cm/45cal on the Yamato and Musashi had 100 rounds per gun. The given ROF for the 40cm/45 is given as 1.5 - 2 RPM.
With a 6 minute turn (even with what people are calling "Ranging shots" that is still 1/30th of the ammo used in one turn) that is 1/8th of the Gun's ammo used in that turn.
This indicates that MAYBE the suggestion that only counting the turns with "Hits" isn't such a good plan, as all of the reading I have done seems to indicate that HUGE numbers of shells were fired in engagements, even where the gunfire did not produce much of a result from the hits.
For Instance, at Cape Esperance, the USS Helena (one of the ships which was known for being able to execute sustained Rapid Fire with her 6"/47-Mk.16 guns - which had 600 rounds per turret/200 per gun) was said to have used around 1,000 rounds during the battle. That is almost 1/2 of her ammunition supply (as told in the book Neptune's Inferno, by James D. Hornfischer).
And in AA Actions, 5"/38 DP guns and 5"/25 DP guns, which tend to have significantly more ammunition per gun (5"/38: 420 - 460 rounds/gun in Atlanta-class CLAA, 500 rounds/gun in other CL/CA ships, and 420 - 460 rounds/gun in DDs; 5"/25: 200 rounds/gun in CAs and around 20 - 50 rounds/gun more in BBs) if one looks at the typical AA action, where these guns are firing as fast as they possibly can, they will fire around 15 - 20 rounds (1/10th of their ammo supply) in each Air Phase in which Long-range AA fire is conducted by a ship.
This means that these weapons only have roughly 3 Game Turns worth of AA ammo, and maybe around 5GT worth of ship-to-ship ammo.
But this does give us an idea of how much Ammo is shipped by each ship, and how much needs to be re-supplied.
And, it turns out that the number of game-turns of ammo is much lower than many people expected.
In his book Japanese Destroyer Captain, Tameichi Hara talks about the urgent need to rearm after just one battle, and not just Torpedoes (although, being 魚雷先生 - Gyoyai-Sensei(Torpedo Doctor/Professor) this was an area where Hara-san was especially concerned).
This seems to be why after every battle (in the Pacific at least), the ships went to re-supply immediately after the battle, and why Captains worried about encounters, and running out of ammunition, when they carried only about 10 - 30 minutes of ammo per gun (save for Destroyers, which seem to have been armed with considerably more ammo/gun than larger ships, giving them the ability to fight longer without rearming -strange considering their range was so limited compared to the larger ships).
I think the 6 rounds of Rapid Fire is REALLY generous given the amount of ammo these ships carried.
But.... Given the data at the website I have linked to, it should be trivial at this point to create a chart for all of the ships to list their ammo supply, and how many turns of ammo they have at normal ROF and with RF (and if they use AA fire, which is equivalent to Rapid Fire for DP guns).
I would be willing to put together such charts, if needed.
I am one of those guys who worries about Logistics in Campaign games, thinking that the Tactical Game is just a side-show for the Logistics game (coming from a family of CPAs tends to do that).
MB
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