Firing & Reloads
Every gun on its own timer — one shot, one round.
NO ROUNDS — JUST RELOADS
There are no shared combat rounds. Each unit fires one full-damage shot the moment its own reload is done and an enemy is inside its range, then waits out its weapon's fire interval before the next one. Both sides fire at the same time — whoever is ready shoots. A unit's reload is shared across every fight it's in, so splitting its attention between two enemies doesn't make it fire faster. All times are game time.
GUNS BY AMMUNITION
| GUN | RELOAD | ROUNDS | FIRES ON THE MOVE |
|---|---|---|---|
| SMALL ARMS (RIFLES, MGs) | 30 s | 40 | Yes |
| AA ROUNDS (SHORAD, POINT DEFENSE) | 30 s | 40 | Yes |
| AUTOCANNON (IFVs, APCs, RECON) | 45 s | 30 | Yes |
| TANK SHELLS | 60 s | 20 | Yes |
| NAVAL SHELLS (DECK GUNS) | 60 s | 60 | Yes |
| EXPLOSIVES (GRENADIERS, ENGINEERS) | 60 s | 10 | Yes |
| VEHICLE ATGMs | 60 s | 8 | No |
| MORTAR ROUNDS | 120 s | 20–30 | No |
| ARTILLERY SHELLS | 180 s | 30 | No |
| ARTILLERY ROCKETS | 180 s | 12 | No — and reloads only standing still |
ONE SHOT, ONE ROUND
Every shot spends one round of the gun's ammunition. A gun with no rounds left stops firing — the unit stays engaged while an enemy is in range, it just can't shoot back. Rounds come back only from stock, through Resupply & Rearm. Only the unit's primary gun fires in a ground engagement.
