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 Post subject: Re: WDS Artillery Error
PostPosted: Tue Jan 13, 2026 4:17 pm 
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Joined: Wed Oct 07, 2020 10:42 pm
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Location: Port Macquarie NSW Australia
Richard Coyne wrote:
I Have noticed the Union players due to usually more and better tend to pile as many guns as they can into a single area and use them as a mobile fortress and
any confederate battery to counterbattery them. I myself do not see this as a bug as much as others seem it to be.

Eight is the absolute maximum that can fit in a 125 yard stretch, six is better.

Richard Coyne wrote:
I will say that the way infantry fire can "Uncrew" a 6-gun battery seems a bit of a stretch unless you look at in terms of the men abandoning their guns.

Agreed. Still, I don't know how that can be 'fixed'. When guns are firing at other guns they can 'pick off' individual guns (lately, more). However, there is no distinction between a one-gun unit or an eight-gun unit when infantry fire at guns to decrew them. You decrew one, you decrew them all.

Richard Coyne wrote:
Blake, I agree with you this "Flaw" may have a silver lining in forcing players to protect and support their guns in a more historic manner as well as employ them
in a more historic role of support and not the TIP of the Spear

I generally protect guns as best as I'm able but they are still being picked off at a high rate. The only thing that seems to help is stone walls. That seems to reduce gun casualties back to their previous likelihood of loss provided I don't have too many in the hex [most of my games have a six-gun limit so that is not a problem].

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 Post subject: Re: WDS Artillery Error
PostPosted: Tue Jan 13, 2026 6:01 pm 
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Eight guns in a hex would be a textbook answer since 15 yards was the spacing for guns. But because we deal with hexes it is difficult to say what the actual size of a hex is beyond that a hexfront is 125 yards. Our batteries have 6-guns while reb batteries have 4-guns. If the number 8 was used then the rebs would have an advantage of stacking two 4-gun units in a hex while our max would be 6-guns unless we had 2-gun sections laying around also to bring the number to 8. The number 12 seems like a good number to use as a way to allow some stacking while not having to hear about the argument of sections vs batteries for games already completed and finished.

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 Post subject: Re: WDS Artillery Error
PostPosted: Tue Jan 13, 2026 6:05 pm 
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I've been following this thread but haven't commented until now as I've been busy. You did some great work figuring this out and sharing it. I've only used the new version once and in hindsight did notice it was easy to destroy guns but I thought I was just getting lucky. It turns out my luck was really just a bug which kind of deflates my bubble.

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 Post subject: Re: WDS Artillery Error
PostPosted: Tue Jan 13, 2026 10:36 pm 
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I'm shocked! I thought that I was taking out fewer guns and uncrewing fewer batteries since the last update. Instead, I guess that I need to cut back the liquor ration for my artillerymen.

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