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"Artillery ammo resupply" Topic


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Blackhorse MP30 Mar 2025 2:18 p.m. PST

In my home-brewed ACW rules I have provisions for the infantry to run out of ammo to prevent excessive, unrealistic amounts of long range fire. When this happens they can only be resupplied after a number of turns, determined by the dice. Their options are to remain in place or retreat.

I previously exempted artillery from running out of ammo, but now I'm thinking I want to remove that exemption. My question is: should they be able to remain in place to await resupply or should they have to limber up and go to the rear, perhaps to a resupply point to get more ammo? In other words did they have to go back to get more ammo or was it brought forward to them?

TIA for any input.

robert piepenbrink Supporting Member of TMP30 Mar 2025 3:23 p.m. PST

There are real experts. I am not one. I can recollect limbers being sent to the rear to return with ammo, but the situation and the size of the game matter. A horse artillery battery serving a cavalry brigade out scouting has no resupply point. An entire army may be low on ammo or ammo of a certain type--see the ANV late in Gettysburg--and war being pretty much chaotic, limbers may return late or not at all.

I'd say battalions can be resupplied in place if the army has ammo, but I'd want a die roll for batteries.

I will now duck my head and wait for the serious people.

TimePortal30 Mar 2025 5:28 p.m. PST

The consideration of ammo status depends on your time frame for a turn and length of scenario.
For field batteries, I would find it hard to run out. Horse batteries as pointed out by Robert May run out.
Infantry carry a cartridge box of 40 round I think. Many styles and sizes. I regard sustained fire over several hours to be crucial.
How would I handle it… after so many game turns EVERY would have to roll for an ammo check.
It all depends on the length of the game turn.

Personal logo KimRYoung Supporting Member of TMP30 Mar 2025 6:17 p.m. PST

It depends on the tactical situation. When an army is on the defensive and being pressed it is not possible to risk bringing ammo forward. Artillery batteries would withdraw not only to replenish ammo but also refit the battery for losses and damage incurred.

Reserve batteries would be moved into position. This is why having batteries in reserve is critical. Such was the situation for the Union at Gettysburg who maintained batteries in reserve to go into action when and where needed.

An army on the attack that was directing supporting fire might be able to bring ammunition forward to the guns when not under fire, but even then it was more often that these would retire to be replaced by fresh batteries so they could rest and refit.

For infantry, attacking infantry would always retire when ammo was depleted, and historical records show this almost universally. Defending troops that were being pressed would also retire when ammo was low unless holding an extremely strong position such as Jackson's men on Stony Ridge at 2nd Bull Run (who repulsed an attack throwing rocks!)

Lulls in the battle would also dictate the ability to have ammo brought forward, particularly at dusk, but for our games, these events are outside of the scenario for the most part.

From a historical perspective the most common occurrence would be if low, or out of ammo (infantry or artillery) the unit will disengage the fight and withdraw. The men would be exhausted anyway and would need to be relieved by troops and batteries in reserve.

Tactical doctrine for artillery in the Union army (in the east) would restrict the amount of ammo used so as not to run out. When not pressed, ammunition to the guns would be taken from the rear ammo chest of the caisson first to allow the caisson to be sent to the rear to replenish ammo while ammo from the gun limber was still available.

This tactic was discouraged when under fire as the batteries under heavy fire would redeploy to a safer position and the caisson might not be able to find the re-positioned battery to bring up more ammo.

For tactical battles there really is more than enough ammo for artillery. Union at Gettysburg had four ammo chests per gun, 32 rounds per chest for Napoleons, 50 rounds for rifles.

For a 12-pound Napoleon each chest had 12 solid shot, 12 spherical case, 4 shell and 4 cannister rounds. Rifles had no solid shot, 20 spherical case, 25 shell and 5 cannister.

Total ammo per gun as deployed would be 128 for napoleons, 200 rounds for rifles.

Infantry in a heavy firefight would usually run low on ammo, artillery batteries not so often.

Kim

ScottWashburn Sponsoring Member of TMP30 Mar 2025 6:30 p.m. PST

This is why real commanders (unlike wargame commanders) did not throw every single unit into a fight immediately. They kept a reserve, both infantry and artillery, to replace units which were running low on ammo or which had taken serious losses. Of course, sometimes circumstances did not permit this and then you could run into trouble.

d88mm194030 Mar 2025 9:20 p.m. PST

"In my home-brewed ACW rules I have provisions for the infantry to run out of ammo to prevent excessive, unrealistic amounts of long range fire."
Why not just decrease the range? If it's excessive and unrealistic…
Alternately, there are activities that our little soldiers do on their own while we generals are fighting the battle and rolling dice! They are:
Getting drinks of water and refilling their canteens.
Adjusting their caps.
Improving their defensive wall.
Checking the time.
And, oh yes, sending runners back to get more ammo.

14Bore31 Mar 2025 1:43 p.m. PST

Redoing a historical battle, the Prussians I read had minimal artillery ammunition. I had batteries limited in a x amount of firing. Choose to return fire or save it , your choice. Suppose if you have caissons one could have them run back and a turn to refill to get back.

Blackhorse MP31 Mar 2025 2:29 p.m. PST

Thanks for all he input guys. Lots to think about.

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