Hi Tony,
Its definitely not a trick but it is a game system v reality compromise which all game simulations have.
What it allows is an infantry unit in front of the guns can:
- move back into the gun hex,
- the guns fire and
- the infantry moves back in front of the guns.
This then protects the guns from direct assault (and the infantry can then fire too), unless from cavalry follow on melee after running through the infantry hex. If so then the inf will probably retreat into the gun hex ('under' the guns) and the guns get a point blank shot either when the cav attempts to melee in that next follow on; or in the next turn as a free shot - BIG casualties.
The downside is that you risk disorder with the line moving if you have that rule incorporated.
Its a very effective defence if on an elevated hill hex as the 'masked' guns on the higher elevation still get to fire in defencive fire over the head of the infantry if they have LOS.
I have begun to ask opponents to play with an artillery overhead fire rule which requires a two hex clear zone of friendly troops both in front of the firing battery and in front of the target unit for any voluntary gun fire. The defencive fire I accept as a game system effect.
Artillery DID not fire overhead of friendly troops when own troops where engaged at close range! Overhead fire needed a clear field of fire. Some isolated instances occurred through lack of visibility, ignoring of risk due to threat, or ordered and of course the Russians didn't really care one way or the other who they hit generally
Also in a game situation the fire from the arty bty is considered fire that would be conducted over that turns WHOLE phase - so allowing infantry movement and fire in the same phase gives the battery a disproportionate effect over the time in relation to the infantry movements within its deployed area (hex)!
I understand the game engine limitations with doing a change to disordering other units in a hex with a deployed battery and is not likely to change. I think a house rule to simulate that is completely impractical.
I do like the idea of limiting hex stacking and maybe not allowing such tactics in the same way as we don't allow the blitz moves. Maybe if a battery fires then its immediate front must remain clear that turn? not really given that much thought.
Everyone is striving for more "realism" but are very protective of their own tactical use of the game system, similar to the arguments for weak ZOC allowed, we hate it when we can't make our troops do exactly what we want!!
I think I have a reasonable argument above for a restriction in this regard but not something I'm going to bang on about. There are ways to counter it in most scenarios.
