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Re:Artillery Men!
Posted: Tue Feb 09, 2010 2:25 am
by Hancock the Superb
Really? I was under the assumption that all batteries had a limited supply of ammunition, but were able to bombard the advancing confederates the whole way across the field.
That is why the charge was so deadly, many confederates never made it to the other side.
Re:Artillery Men!
Posted: Sun Feb 21, 2010 3:04 pm
by Kerflumoxed
In the current game (TC2M) whenever artillery is overrun and captured, there is no way to move the gun by horses unless the captured gun routes...while the limber seems to be present to provide ammunition for the gun. Will the new game allow the use of "captured" horses to move the gun? (Perhaps a "figurative" roll of the dice may be an option.)
Thanks
J
Re:Artillery Men!
Posted: Sun Feb 21, 2010 3:27 pm
by BOSTON
Kerflumoxed wrote:
In the current game (TC2M) whenever artillery is overrun and captured, there is no way to move the gun by horses unless the captured gun routes...while the limber seems to be present to provide ammunition for the gun. Will the new game allow the use of "captured" horses to move the gun? (Perhaps a "figurative" roll of the dice may be an option.)
Thanks
J
Two things; first, I'm not sure if we will get the command in GB to spike the gun, if somebody would clarify that would be nice.
second, it bites not having a limber for a captured gun, and more than likely that army would have a herd of spare horses, if not mules.
BOSTON
