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I suspect brigades with repeating rifles typically got over 60 rounds per man, and so I had the same concern, which I almost posted a few days back. I didn't look up historically how much they would have received, but it's still a legitimate thought.
Also, the Sharps wasn't the big issue - it was a breech-loader that used linen cartridges with a percussion cap. The Spencer, on the other hand, used metal cartridges in reloadable tubes. the trooper would have a loaded gun with 7 rounds, and an additional 10 tubes, for a total of 77 rounds. The RoF, non-mounted, was 28 r/m.
Good discussion, the ammo limitations do force the player to think how one aligns your combat firepower. For example, I did assign Henry rifles to one division but then they run through their ammo and become combat ineffective towards mid afternoon. Now I assign repeating rifles to one BDE per division to use as a reserve / flanking force and micromanage to an extent. That said, I am starting to use cavalry more often as mobile infantry and a screening force with repeaters.
EDIT: I left it on default, which I thought was medium range.
Modern assault rifles can pump out 10 rounds per second, but obviously they aren't used that way. I don't know how Henry rifle was used, or was it ever used in lieu muskets. It seems more like a skirmish weapon, so obviously it's not going to be represented well with the infantry brigades etc in the game.
You have to remember that the line tactics were developed around muskets and their restrictions. One of the major one was how long it took to reload. But even if you remove that, it doesn't mean the other "bottlenecks" are removed. For example how long did it take to aim and prepare for a volley? All those other bottlenecks were worked on the next fifty years, and the result was no more line battles.
If you take WW1 bolt-action rifles as a basis, a realistic rate for aimed shots was 10 per minute. So how fast could an infantry brigade armed with Henrys fire? Certainly not as fast as the theoretical speed would suggest.
This is already done so behind the scenes. For example Springfield muskets have higher lethality than rifles, as it fires buck & ball, and so on. Though each inf/cav weapon has only 1 ammo type.
In the game there are three types for cannon ammo. I tend to modify the ammo capacity so an artillery battery has 288 solid shot , 96 shells, and 96 canister round. This is the amount a typical union battery had for mounted artillery. They also carried 288 Spherical case Shot, but the game doesn't have a slot for that. I guess I could add it to the shell-shot because they too explode. The horse artillery carried fewer rounds in the civil war so they could move faster but I don't know if I can modify their ammo.
these numbers are according to wikipedia and may not be 100% accurate. I'm doing more research into this.
Also we've bunched all exploding type rounds in one ammo type. Basically the numbers per ammo type we use are exactly the ones you are stating here, except per gun, not per battery.
PS. When in game 1 round of ammo is consumed, each gun in the unit has fired once.