<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by D.S. Walter</i>
<br />Now that I read the original post again ... I don't quite agree with the remarks on artillery. They are but a nuisance (for the owner) in the ACW games. But they are quite potent in the Nappy games. When a French 12-pounder battery goes off, I wouldn't want to be within three hexes.
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Général de Division D.S. "Green Horse" Walter
Baron d'Empire, Duc des Pyramides
Commandant de la [url="http://home.arcor.de/dierk_Walter/NWC/3_VI_AdR_Home.htm"]3ème Division[/url], VIème Corps Bavarois, L'Armée du Rhin
Commandant [url="http://mikedavies122863.tripod.com/index.htm"]L'Ecole de Mars[/url], L'Armée du Rhin
Commandant de la Brigade de Tirailleurs de la Jeune Garde

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We had some good discussions on this too and I have toned down the artillery values as a result. We agreed that ONE battery didnt stop an attack. Even at Wagram with over 60 guns pounding his formations MacDonald advanced against such a battery.
I would agree that what is missing from our game engine is the ability of balls to carry into other hexes. We had this in miniature rules but not in the Tiller engines.
Which is why I agree with Ken on the stacking issue but do not agree on changing the values for fire. Then we get back to the old problem of too many losses. As it is we usually have way too many losses. Much more than what historically happened.
Oberst Wilhelm Peters
2nd Kuirassiers, Reserve Korps, Austrian Army
[url="http://www.acwgc.org/acwgc_members/burr/Austrian%20Army/Bill_Peters.htm"]Officer Battle Dossier[/url]