I like that prolong has finally been added, however, I must agree about the disruption. Even firing at 1/2 for the next turn seems a good compromise if there should be a penalty of sorts. I would think, though, that prolong would be more of a "time" consideration than of bumbling around moving all the other gear, or the crew so tired that they couldn't fire it, or whatever is the rationale, but disrupted? Doesn't seem worth the trouble. I think I would only want to prolong a gun if doing so would improve firing position. If it was in danger of being reached, I would just limber and move it. In fact if I only had to go one hex to improve firing position I would also limber, move, and unlimber...so I loose a turn firing...It wouldn't be disrupted such that it may be more than one turn to recover.
How about allowing it to move one hex for free unless up or down hill. I could see an elevation change disrupting it, and on the flat, perhaps moving it a second hex and hence disrupted might be an option.
I recall hearing about this rule proposed but if there was discussion about it, I missed it. Not trying to be a Monday morning quarterback...it is A GOOD FEATURE, I think, but not how it has come down. Or at least I doubt I would use it nor think of a circumstance where I would.
Shazam! Did I just agree with Bill Peters. Seriously, you raise good points Bill and your summary of how it works will have to suffice in the lack of the usual documentation all in one place for added features until it eventually gets into the manual if at all.
[quote]<i>Originally posted by Bill Peters</i>
<br />Included in the new Chickamauga game is a Artillery Prolong rule.
Here is how it works:
1. During your Movement phase/Player turn you can back up a battery from one clear hex to another clear hex. You may go downhill when doing this but not uphill..
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
[:D][:D][:D][:)]