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 Post subject: ADF and Captured Artillery
PostPosted: Fri Nov 16, 2007 5:19 am 
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I just finished a scenario where I captured some artillery and turned them on their former owners. It was interesting to note that they did not fire in ADF. Personally, I don't have a problem with that, especially since the capturing player gets to fire the full strength of the capturing unit as well as the captured artillery in the offensive fire phase. But it is yet another disadvantage to ADF. BTW, I'm not sure if the captured artillery would fire opportunity fire, as I generally play with phases instead of single turn.

MG Mike Mihalik
1/III/AoMiss/CSA


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PostPosted: Fri Nov 16, 2007 7:01 am 
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They will fire opportunity fire.

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


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PostPosted: Fri Nov 16, 2007 7:01 am 
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Captured artillery does use opportunity fire playing turn mode, at least I've seen it a couple times in my games.

Gen. Ken Miller

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Army of the Shenandoah


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PostPosted: Fri Nov 16, 2007 3:18 pm 
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Probably having them not shoot in ADF is the only solution to the problem. You wouldn't want "F" level guns shooting off your limited ammo. Although it would probably be a good comprimise to have them ADF at adjacent enemy.

LG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)


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PostPosted: Fri Nov 16, 2007 5:44 pm 
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<font color="beige"><b>Another interesting thing about artillery capture that I've noticed during ongoing Gettysburg game. The capturing player can fire the guns and the guns opportunity fire but when they are recaptured by the owning player the guns become un-crewed and can not fire or count in melee untill recrewed. I lost a stack of several guns...recaptured them, then was melee'd again, lost them a second time and they are again firing on my units....what does the enemy know about firing my guns that my troops don't know[?]</b></font id="beige">[8][B)][:(]

<center><font color="beige"><b>Maj.Gen. R.A.Weir
<font color="blue">AoA Chief of Staff</font id="blue"></b></font id="beige">
<font color="yellow">THE CALVERT LINE</font id="yellow">
Image
<font color="beige"><b>4th ENGINEERS
2nd Division II Corps
<font size="5">AoA</font id="size5"></b></font id="beige"> </center>


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PostPosted: Sat Nov 17, 2007 3:27 am 
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Lot of strange things like that due to being shoehorned into the existing game system. Also, I found that crewless guns can spot enemy troops for you even at night as they pass through the hex. Probably have a wounded man hidding under one of the guns with a radio.[:D]

LG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)


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PostPosted: Sat Nov 17, 2007 8:33 am 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Robert</i>
<br /><font color="beige"><b>Another interesting thing about artillery capture that I've noticed during ongoing Gettysburg game. The capturing player can fire the guns and the guns opportunity fire but when they are recaptured by the owning player the guns become un-crewed and can not fire or count in melee untill recrewed. I lost a stack of several guns...recaptured them, then was melee'd again, lost them a second time and they are again firing on my units....what does the enemy know about firing my guns that my troops don't know[?]</b></font id="beige">[8][B)][:(]

<center><font color="beige"><b>Maj.Gen. R.A.Weir
<font color="blue">AoA Chief of Staff</font id="blue"></b></font id="beige">
<font color="yellow">THE CALVERT LINE</font id="yellow">
Image
<font color="beige"><b>4th ENGINEERS
2nd Division II Corps
<font size="5">AoA</font id="size5"></b></font id="beige"> </center>

<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Good point BOB,

But recrewing will allow you to move the arty. The enemy will never be able to move it off. Only rotate it.

I'll check with JT if we can tweak it so the guns can fire , but not move (just rotate and fire) until officially recrewed.

I'll check with the spotting issue also.

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


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 Post subject:
PostPosted: Sat Nov 17, 2007 11:26 am 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>But recrewing will allow you to move the arty. The enemy will never be able to move it off. Only rotate it.

I'll check with JT if we can tweak it so the guns can fire , but not move (just rotate and fire) until officially recrewed.</i><hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

I guess I wouldn't have a problem with that under the current system as long as fire was halved and the morale "F" like it is for the capturing unit. After all, fair is fair. I had hoped some progress had been made assigning real crews, as in ADF the artillery seems to draw a lot of fire that rarely seems to uncrew anything and is thereby largely wasted, IMHO.

MG Mike Mihalik
1/III/AoMiss/CSA


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 Post subject:
PostPosted: Sat Nov 17, 2007 1:55 pm 
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Guys,

Good News:

Just thought I'd let you know that John Tiller has come through yet again. I emailed him the issues and he has already sent me an update. I haven't tested it yet though.

Bad News:

The Update won't become publicly available until the next release.



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


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 Post subject:
PostPosted: Sat Nov 17, 2007 4:37 pm 
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<font color="beige"><b>Rich,

<doing my grandest Shakespearian bow>

That's why you guys at HPS are the best, always looking to improve the game!</b></font id="beige">[:)]

patiently awaiting the next upgrade[;)]

<center><font color="beige"><b>Maj.Gen. R.A.Weir
<font color="blue">AoA Chief of Staff</font id="blue"></b></font id="beige">
<font color="yellow">THE CALVERT LINE</font id="yellow">
Image
<font color="beige"><b>4th ENGINEERS
2nd Division II Corps
<font size="5">AoA</font id="size5"></b></font id="beige"> </center>


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