From: Georgetown, Texas, USA
This is a quote from the manual on the issue of naval supply:
[quoteShips fire one round per weapon per round of combat. Once ammunition is expended, ships
can replenish their ammunition at ports.
Ports: Ports have an ability to rearm Naval vessels, depending on their size, and the availability
of sufficient supply at the port. Ports have Rearm points and expend those points on the basis
of the “Load Cost” of the weapons desiring rearming. If a Port has sufficient Rearm points
available for the weapons desiring rearming, those weapons will receive a suitable load of
ammunition. The supplies expended are based on the amount of ammo needed to replenish
the ship and the type of ammo needed.]
1. How is "load cost" determined?
2. What are "Rearm Points", what screen are they listed on, how are they calculated?
3. What is a "suitable load" of ammo? half, one-third, what?
4. How much supply is expanded, and how is that determined.
Why I ask:
I have a BB TF trying to rearm at a size 6 port with 150 Naval support. No main guns will reload. this has buggered any amphious assault a half day away. I would like to not make this mistake again
Load cost for naval guns is based on the effect. Been a while but I think it's effect times two. We had to use effect since naval and DP guns all have a stated load cost of 9999. Things that are "ammo" - torpedoes, mines, depth charges - use the load cost from the editor.
Rearm points in your question are based on port size plus naval support. Don't recall the exact calculations and it is not shown on any screen. The calculations just might be in the manual...
A Suitable load is enough supply to make up the load cost of the ammo needed. There's some pounds-to-tons conversions that make it a little complicated but basically each supply point is one ton of ammo and loadcost is calculated in pounds. A ship that needs 10,000 load cost of ammo will draw 5 supply points. The ammo ship must have this much supply. It must also have a total capacity equal to or greater than the load cost of each weapon.
So, a gun with an effect of 1000 will have (I believe) a load cost of 2000. This means the ammo ship must have a total capacity of 2000 and at least one supply point on board for each "round".
Use ammo ships. AE or AKE. Until 1945 these are identical. Put one or more in a forward port, along with a tanker or two (TK, doesn't have to be AO for in-port refueling). Give it some protection too - minesweepers and ASW small craft at a minimum. Some fighters would be nice too. This creates a "pit stop" where ships can put in for fuel and ammo. And some repair ships and you got a full fledged port's abilities at a small port.
If you ain't got ammo ships, use lots and lots of naval support. Naval Support emulates repair facilities, cargo handling troops, fuel and ammo lighters, harbor tugs, etc. The idea behind Naval Support was to allow temporary facilities in excess of port size.