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An alternative would be to change crew kills into gun kills. It would really represent a gun kill but the loss of the crew for that gun reducing the ability of the battery to fire all there guns at full effect. This might be doable without major changes to the game engine.
LG. Kennon Whitehead
<i>Originally posted by zinkyusa</i>
It's been a while, but isn't that the way the TS system handles it?
Lt. Gen. Ed Blackburn
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No, only artillery fire resulted in gun kills in the TS system, that system had crew kills too, they just didn't happen as often as they do in the recent HPS titles, and seldom from long range. The TS system produced mostly fatigue hits when infantry fired on guns. With a max of 9 FA and allowing 2 FA hits per turn a battery could quickly build up FA and since that system doubled the effects of FA on guns, once they reached 4-5 FA a battery's effectiveness was greatly reduced. I would usually pull guns out of the line if it hit 5 or more FA in that system.
The HPS fatigue system has little effect on guns, I've seldom had guns go to medium fatigue level and rarely reach high unless they are meleed. But it does produce a lot more crew kills especially at longer ranges.
As to limiting infantry's ability to fire at guns, this is not the answer as historically the advent of the rifled musket caused guns to deploy at longer ranges from infantry unlike the Napoleonic and Mexican Wars where artillery was rolled up to within 150 yards of the infantry. Any time rifle armed infantry got to within 200 yards of a battery it often took heavy crew and horse casualties sometimes resulting in guns being left behind and captured. Thus Gen Whitehead's idea has some merit.
This problem has been discussed before and I believe it is being looked at so we may see something in the next game as most changes have come when a new game is released.
Gen. Ken Miller
1/2/VI
AoS
