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PostPosted: Sun Nov 01, 2009 9:58 am 
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Joined: Wed Sep 30, 2009 12:48 am
Posts: 332
Location: Las Cruces, NM USA
In playing a game with Dr. Kuhlman, I have noticed a couple of strange things with arty captured.

1. I (playing Union) cannot recrew captured artillery. I can spike
2. When Klaus (playing Confederate) captures my guns, they can immediately return fire on me in our next PBM turn. That seems incorrect. Klaus has recommended the following


<font color="red"><u>You have captured some of my guns. Why have you spiked them?

"Drop a mail to Rich Hamilton. You´re right these rules should be changed. In my opinion all captured guns should have to be recrewed before they can fire, particulary enemy guns. Would suggest this procedure should take 1-2 turns."</u></font id="red">

Amy help is appreciated.

Lt Elkin
1/3/8/AOS

It's just like shooting squirrels, only these squirrels have guns


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PostPosted: Sun Nov 01, 2009 12:40 pm 
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Joined: Wed Sep 25, 2002 5:51 pm
Posts: 749
Location: USA
<font color="beige"><b>Lt. Elkin,

The captured artillery does not have to be re-crewed, as long as you have a unit stacked with the captured guns you can change their facing or fire them.

I too think the captured artillery has more fire power than it should, the F rating is the only negative factor to fire, I would rather see it halved or none at all. The fact that a unit with one man or an officer can hold ownership and fire the guns is also way out of line.
I looked forward to the artillery capture option when it was released but having played several games using it I now prefer to not use it.

As far as spiking guns it's not a bad option if you feel you can not hold them, thus denying the enemy their use when you fall back.
</b></font id="beige">

<center> <font color="beige"><b>General R.A.'Bob'Weir
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</b></font id="beige"><font color="green"><b><font size="4">CSA Eastern Theater Commander</b></font id="size4"></font id="green">
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<b>ACWGC Cabinet Member</b> </center>


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PostPosted: Sun Nov 01, 2009 4:50 pm 
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Joined: Wed Sep 30, 2009 12:48 am
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Location: Las Cruces, NM USA
General Weir <salute>

Thank you for that information.

Lt. Elkin
1/3/8/AOS

It's just like shooting squirrels, only these squirrels have guns


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PostPosted: Mon Nov 02, 2009 11:51 am 
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Joined: Thu Sep 11, 2003 4:32 am
Posts: 1738
Location: USA
If my memory serves, which it doesn't sometimes, you can't fire guns you take during the turn they are taken. When playing using Auto Defense Fire the AI won't fire them either. So the earliest they can be fired after being taken is the next Offensive Fire phase. I don't do to much Turn based play so I am not sure what happens there.

In phased play the sequence is when a gun is taken usually by melee it is marked as Overrun. During the next turn it's state is changed to Captured and you can now reface and fire it.

LG. Kennon Whitehead
Chatham Grays
1/1/III AoM (CSA)


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