Optional Ammunition Rules

For Direct Fire Weapons

by John Holtz

Command Decision's ammunition rules are essential to the historical "feel" of the simulation. The introduction of logistical considerations in some form is a welcome addition to any wargaming system, particularly one attempting to simulate such a logistical dependent era as World War II. Speculative, tactically inexcusable (and time wasting) exchanges of fire at outrageous ranges or odds become the luxury they truely are.

Nevertheless, I must confess that I personally detest roster systems. Invariably, after a furious exchange of fire, both sides suddenly discover that they have stinted their bookkeeping and are now faced with reconstructing the last turns expenditure. The following system is offered to those who wish to avoid the bookkeeping hassle.

1. Any roll of "0" on a "to hit" roll indicates that the unit weapon firing is now low on ammunition. (Low On Ammo). This Low on Ammo state takes effect immediately Subsequent fire by this unit is at a reduced (1/2, rounded down) rate of fire (ROF). If the ROF is already one, then the chance to hit is reduced by one half, again rounded down.. A unit/weapon with a ROF of 2 which rolls an "0" on its first "to hit' roll is NOT permitted the second "to hit" as the Low on Ammo takes effect. A unit with a ROF of 3 would still get a second shot, but not a third.

Any unit/weapon already Low on Ammo that rolls a "0" has now depleted its stock of ammo. It may only fire in the Close Fire Phase with the reduced ROF or "to hit" state as shown above. Again, the effects of Ammo Depletion take effect immediately.

2. Units Low on Ammo or Depleted may resupply off-board or at designated supply points/units. The time required to resupply should be determined by the game judge or players before the game, taking into consideration any national or historical factors that seem appropriate. In fact, resupply may well not be an option for some nations/periods or in certain situations. Exchanges of ammo between units may or may not be an option.

Obviously, any number of modifiers may be applied to these basic guidelines. Green units may immediately Deplete upon rolling the initial "0." During certain periods, ammo stocks may be more or less plentiful. Did the unit start the scenario fully stocked? Perhaps a roll of "8" or higher might be more appropriate. Then again, the initial "0" might only serve as an warning (NCOs and Officers cursing, a few less hedges speculatively shot up ... ), with the result that the unit is marked as "warned," but will not be considered as "Low on Ammo" until the second "0" is rolled. And remember, jaded Veteran units might be intentionally wasteful of their anno, ensuring their rotation to the rear for resupply while some other poor Joes (or Fritzs) take the point. Perhaps an initial declaration of "One Round Fired Only" for units/weapons with a ROF of 2 or higher would negate a "0" subsequently rolled for this specific shot. Of course, all this should be made clear to the players, at least as far as their own units are concerned.

I use a simple 5/8" counter, drab or tan on one side, white on the other to indicate Low on Ammo and Depleted respectively. Simply place the counter on or immediately next to the effected unit.

This optional rule only applies to direct fire weapons and units. Artillery/indirect fire ammo supplies are handed as per Command Decision (I'm still trying to come up with an appropriate system for indirect fire supplies: please do not regale me with snide remarks upon observing my clipboard with its attached ammo sheet.) The issue of differing ammo types, (HVAP, HE, HC, etc) has no effect on these ammo supply rules. Even though a unit only has two HVAP rounds, a roll of a "0" when firing this special ammo still lowers or Depletes the units entire ammo supply.


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© Copyright 1991 by Greg Novak.
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