Rich. I am not trying to stump the expert. All I know is that I was able to spike a gun with a wagon. So to understand, are you telling me that this is an isolated, freak occurence? Because if it is, it is very easy to do. A wagon within 10 mp of an enemy arty unit labeled captured and it is RE-Captured and in the following movement phase for that wagon, that wagon spikes the gun every time. Now you may be saying it shouldn't be that way and I wouldn't argue with you because if it wasn't meant to be I accept that. But if it consisently can be done, I don't see how it can be passed off as unlikely and a rare occurrence. Try it yourself.
With regard to Mike's question below, you are certainly correct that a captured arty can not be fired by a wagon or a leader nor spiked by a leader. I tried all those too.
I also tried using an unlimbered atry AND a limbered arty as a "capturer" and both could fire the guns. Obviously an uncrewed arty can not. First of all it can't move if it is uncrewed, and when I tried to "un" crew an artillery piece by gun fire or artillery fire, either one or the other, the enemy piece or the capturing artillery that were in the same hex, got "blowed up" [:)] Mabye too much firepower, but I was hoping I could kill the crew of the capturing arty and have two opposing batteries Uncrewed in the same hex just to see if that was possible...and if it was possible I would suspect that neither gun could fire and neither side would get credit for points.
Like I said Rich, I was not trying to stump the designer. I found your most recent posts very very helpful and after a search of about 20 pages of text of past posts (thru A LOT of reading and only limited ease of searching the forums) I thought I would take a crack at writing up a consolidated account of the whole who, when and how of both capture and spiking so it would all be conveniently in one easy to find place. Then to make sure I didn't either miss anything or misunderstand your posts, I set up a test scenario to see what I could do with what and stumbled upon the use of a wagon to spike cannon. If it was not intended to work then it is a bug isn't it? And ought to be fixed unless it has been fixed in Atlanta or Chickamauga.
While I am here...I am playing a Vicksburg campaign, version 1.01b. My opponent checked off <i>Artillery Retire by Prolong</i> and I didn't even notice it until the 3rd battle BUT it doesn't work? Is this a case of updating the optional rules menu before implementing the new feature? There is nothing in the latest Vicksburg printable manual or the help dropdown or the release notes.
Maybe I should just be happy I am able to sit up and take nourishment by myself and use my mouse finger and not read any manuals or question anything [:D]
The help of anyone in sorting out this kind of stuff is always helpful and particularly your input Rich.
And to Ernie...I can send support a file but why? All they need is someone to tell them to try it. I had an old maid aunt that once said about the weather one night when we were all watching a forecast of a big storm..."it didn't come over my TV" meaning up her room where she was watching the same channel...well this business came over MY computer and with the latest version of the game. [B)]
Thanks.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Rich Walker</i>
<br />I missed the supply wagon spikee, but the answer is no and no.
I would rather have it on what is likely, not based on those very rare or singular occurances.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by mihalik</i>
<br />If the teamsters can spike a gun, can they fire it as well? Can a leader? Longstreet and his staff helped man some guns at Sharpsburg. And teamsters helped repel a cavalry attack at Williamsport on the retreat from Gettysburg. But I look forward to the day when guns have real crews, and maybe then you will need to designate actual troops to fire them.
MG Mike Mihalik
1/III/AoMiss/CSA
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Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"
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Colonel Tom Ciampa
2nd Bgde,1st Cav
XIV Corps, AoC
Games: TS/BG: AN, BR, CH, GB, SH - HPS: AT, CTH, GB, OZK, SH, VK