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 Post subject: Arty Capture/Spike Clarifications
PostPosted: Tue Jun 05, 2007 7:27 pm 
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Posts: 829
Location: USA
<b>Capture</b>

1) After capture, tubes are worth full VPs
2) Arty can fire on next turn if occupied by infantry or friendly arty (limbered or unlimbered).
3) Arty VPs are awarded only when occupied. Any unit type (combat, leader, supply). Full point value.
4) Will fire at 1/2 strength on turn after capture. If left unoccupied, arty will display "Uncrewed" sign. If reoccupied, VPs will be awarded and arty can fire immediately if occupying unit is a combat unit (Infantry, Cav, arty)
5) Can rotate only, no limber or prolonge.
6) Can be recrewed by original owner. Next turn can either fire, if unlimbered from turn start, or limber and move as normal. Quality will be "F." Recrewing infantry/Cav must be undisrupted and have at least 25 men per tube.
7) Can be spiked on next turn. Spiking can only be done by a combat unit,(i.e.Inf/Cav/Arty). Note: Friendly arty can spike captured arty, but both will be spiked.

<b>Spiking</b>

1) Spiked arty count 1/2 VP value of arty.
2) Cannot move, only rotate
3) Must be occupied for VPs (Any unit can occupy for VPs)
4) Can only be spiked on next turn after capture. Spiking can only be done by a combat unit,(i.e.Inf/Cav/Arty). Spiking units can be disrupted. Note: Friendly arty can spike captured arty, but both will be spiked.
5) Friendly arty can be spiked anytime. No other units required.

These are all I can think of at the moment, but we can always add.

Admin: Maybe this should be a sticky for a while.





Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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 Post subject:
PostPosted: Tue Jun 05, 2007 7:35 pm 
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Posts: 280
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General,

"Spiking"

2) Cannot move, only rotate
Did they spike the Horses too?

3) Fire at 1/2 strength
They can fire?? Do they appear in the Artillery Dialog box?




Lt. Thompson
4/3/VIII AoS


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 Post subject:
PostPosted: Tue Jun 05, 2007 8:47 pm 
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I edited my post while you were writing yours. As you can see, that # 3 no longer exists.

As for #2, use your imagination. Killed, removed, etc...


<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by P.A.T.</i>
<br />General,

"Spiking"

2) Cannot move, only rotate
Did they spike the Horses too?

3) Fire at 1/2 strength
They can fire?? Do they appear in the Artillery Dialog box?




Lt. Thompson
4/3/VIII AoS
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


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 Post subject:
PostPosted: Tue Jun 05, 2007 8:51 pm 
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Posts: 280
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#2) Yeah I know Rich, but it's late, I'm tired and trying to finish off a turn before bed... so I'm a little bit silly...

Thanks for the info...

PAT

Lt. Thompson
4/3/VIII AoS


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 Post subject:
PostPosted: Wed Jun 06, 2007 6:32 am 
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Joined: Fri Aug 01, 2003 12:44 pm
Posts: 1200
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Thanks for clarifications!

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General Jeff Laub
Union Chief of the Army
ACWGC Cabinet Member
http://www.geocities.com/laubster22/UnionHQ/


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 Post subject:
PostPosted: Tue Jun 12, 2007 11:25 am 
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Any chance of allowing guns to be unspiked? Even if only by pioneers and supply wagons, although in a lengthy scenario ordinary infantry should be capable of unspiking too.


Brig. Gen. Rich White
3 Brig. Phantom Cav Div
III Corps ANV


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