Those who stand still make easy targets.
I didn't realize a regiment of 3-400 men attacking an undefended arty battery only 100 yards away would take so long an effort. At 3 miles an hour, I can walk at least 1760 yards. Why couldn't a 3-400 man regiment scare off these poorly positioned artillerists and spike their guns.
What if fresh troops were to enter the hex after the melee but on the same turn, and spike the guns?
Bill,
I would agree that if a unit had to march it's maximum allowed distance, fire, melee a heavily defended hex and spike what could be a hex with 6 or more cannon tubes would be a difficult feat. But that example is only one possibility. We cannot equate all circumstances with the above mentioned.
When you say <i>"NO WAY,"</i> You must have a pretty good crystal ball that can not only look into the past, but also evaluate all possible circumstances. I certainly will not attempt to dispute such power.

<vbg>
Now, my point is, KISS
K-Keep
I-It
S-Simple
S-Stupid
If we continue to try to anticipate every possible circumstance and create alternate rules, the learning curve will soon outdistance the rest of us simple minded individuals.
Now, the reason why I hesitate to allow only undisputed units to spike guns concerns the A/I. Until recently, the A/I would do nothing with captured artillery. However now, the A/I will always spike captured arty. If we create it so only undisputed units can spike, the A/I would not be able to spike guns in most circumstances. And despite the majority opinion concerning the A/I, I am still trying to improve the A/I. We forget that this board represents only a small fraction of HPS players. Therefore, I must assume, that a greater majority buy and play these games solitare. Just as I did with the BG games, for years until I found PBEM players.
So we must try to create games with all players in mind, not just those of you that have exceptional knowledge of ACW tactics and historical knowledge.
Please don't get me wrong. I will continue to strive to improve historical accuracy, but I will also continue to try to influence simplicity, playability, and FUN.
I used to play a game called Axis and Allies. Not very historically accurate, but I thought it was fun.
Personally, I feel that HPS offers the BEST and most historically accurate game of ACW regimental warfare on the market. And I want to keep it that way. So I will always keep an open mind, and will fight to improve the engine just as I have always done for the last 10 years.
John and I have several engine upgrades under developement, and I will be willing to revist this topic after more people have had a chance to play it with the other games. Currently only Shiloh is offering it, but that will very soon change.
Capt. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"