I don't think it would be a good idea to limit a medium or even high FA unit from advancing toward the enemy. I'm already frustrated enough when I can't move a routed unit back because there is an enemy unit it can't see behind it, even when that unit is on the other side of a river. If you wanted to introduce an optional rule that would prevent a D'd unit or a high FA unit from moving adjacent to an enemy unit that might be acceptable but preventing them from moving forward to fill a hole in the line or retreat because the enemy snuck a small cavalry unit behind them would make the game even more biased towards the attacker than it already is.
Union players who advance high FA units are asking for trouble as these units are more likely to rout and with the HPS engine that results in units that have routed units move past/through them getting D'd this is a sure way to stop an attack in it's tracks. There are times when you have to use high FA units when defending but it is not a good idea to do so when on the attack.
Personally this is a non issue with me as I have used house rules to do this sort of thing in the past. I'd rather see programming time used to address the problems with the artillery, especially the supply and gun kills now that something is being done about the crew kills. The ammo by tube is a step in the right direction but I still think artillery units need to have some type of inherent supply that would require them to be pulled out of the line rather than able to shoot continuously as long as that side has ammo.
Gen. Ken Miller
1/2/VI
AoS
