The Commander Series Forum

Forum Home Forum Home
ImageCurrent Forum Category Blitzkrieg Commander, 1936-45
ImageImageCurrent Forum BKC-II Rule Queries
ImageImageImageCurrent Topic JS-II & SU 152 Rate of fire and ammunition
Post Reply
Post Reply
Author Page 1 
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 21 August 2017 at 22:51:31 GMT
Hello, What's the best way to represent in BKC-II the low
rate of fire and limited number of ammunition for JS-II and SU or JSU-152?
ianrs54
England
Joined 08/11/08
Last Visit 19/01/23
1359 Posts
Posted on 22 August 2017 at 08:22:34 GMT
I suspect that that is a bit too much detail. You could limit them to one fire order I suppose like CWC ATGM, but seems fiddly, and does not reflect usage.
Dr Dave
Wales
Joined 08/10/07
Last Visit 04/11/19
936 Posts
Posted on 22 August 2017 at 16:06:57 GMT
I'm with Ian. I think that you might be over detailing?
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 23 August 2017 at 00:05:43 GMT
I understand your opinions anyway the rate of fire and ammunition were two handycap for these tanks.
I know that the level of BKC is not a skirmish play but for other tanks are considered some details.
With a CV of 8 for the latest russian army this tanks have the chance for more fire command. With the turn that is 15 min. of real time and a ROF of 1 max. 2 hits for minute these tanks would can fire one time for turn.
sediment
United Kingdom
Joined 05/09/09
Last Visit 17/10/21
579 Posts
Posted on 23 August 2017 at 11:42:52 GMT
I'd be inclined to allow them to fire as many times as they can activate. In a 15 minute turn I'm pretty sure they would put out an good rate of fire and the gun is large enough to give a good kill rate per shot.

Cheers, Andy
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 23 August 2017 at 23:56:28 GMT
In 15 min.with a rate of fire of 1 or 2 hits and a ammunition of
28 after one fire turn The JS-2 is without ammunition.
In BKC there is not rules for re-loaded ammunition on tank so ,in my opinion ,it's usefull a rule to considerer this situation.
sediment
United Kingdom
Joined 05/09/09
Last Visit 17/10/21
579 Posts
Posted on 24 August 2017 at 10:35:21 GMT
Sorry, I'm with Ian (though I'd hate to admit it). You're getting into a level of detail beyond the flow of the game. I'm pretty sure a JSII will get have a high probability of a kill if it gets a hit. A political officer would probably shoot a gunner in the back of the head if he fired 28 times in 15 minutes without a hit - not enough revolutionary fervour. A Sherman, on the other hand, with a decent loadout of ammo could expect to blaze away, getting hits but struggling to KO even Panzer IVs under the wrong circumstances. Logistics for reloads can always be added if you want that level of detail. It's your game after all.

Cheers, Andy
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 24 August 2017 at 12:33:59 GMT
What Andy & Ian said. Low Soviet CV's or knock a dice off their fire is maybe in keeping, but that's already accounted for Smile
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 31 August 2017 at 23:25:03 GMT
Sorry " In 15 min. with a rate of fire of 1 or 2 "shots" not "hits"
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 01 September 2017 at 14:19:45 GMT
The Commander series deals with all the imponderables and logistics via a combination of the stats and your command rolls.

Poor command rolls and getting only one round of fire off in a turn might mean you've run out of ammo, and the tanks are either conserving their shots or spend more time with the crew desperately grabbing shells off the truck.

A series of excellent rolls may mean they've got their logistics down pat, the ammo is straight up with them and they're blazing away and reloading as they go.

Etc.
Dr Dave
Wales
Joined 08/10/07
Last Visit 04/11/19
936 Posts
Posted on 02 September 2017 at 09:44:59 GMT
Strictly speaking we should then differentiate between others? The 88mm flak 18 has a higher rof than the same gun inside a turret.

There are several other candidates for low rof: sturm tiger, brumbar, AVREs...

A turn isn't 15 mins long, it's however long it took for your units to complete all those tasks. Hence the abstraction element.
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 02 September 2017 at 19:05:27 GMT
Ok. Thank for your answers.
Page 1