<b>Capture</b>
1) After capture, tubes are worth full VPs
2) Arty can fire on next turn if occupied by infantry or friendly arty (limbered or unlimbered).
3) Arty VPs are awarded only when occupied. Any unit type (combat, leader, supply). Full point value.
4) Will fire at 1/2 strength on turn after capture. If left unoccupied, arty will display "Uncrewed" sign. If reoccupied, VPs will be awarded and arty can fire immediately if occupying unit is a combat unit (Infantry, Cav, arty)
5) Can rotate only, no limber or prolonge.
6) Can be recrewed by original owner. Next turn can either fire, if unlimbered from turn start, or limber and move as normal. Quality will be "F." Recrewing infantry/Cav must be undisrupted and have at least 25 men per tube.
7) Can be spiked on next turn. Spiking can only be done by a combat unit,(i.e.Inf/Cav/Arty). Note: Friendly arty can spike captured arty, but both will be spiked.
<b>Spiking</b>
1) Spiked arty count 1/2 VP value of arty.
2) Cannot move, only rotate
3) Must be occupied for VPs (Any unit can occupy for VPs)
4) Can only be spiked on next turn after capture. Spiking can only be done by a combat unit,(i.e.Inf/Cav/Arty). Spiking units can be disrupted. Note: Friendly arty can spike captured arty, but both will be spiked.
5) Friendly arty can be spiked anytime. No other units required.
These are all I can think of at the moment, but we can always add.
Admin: Maybe this should be a sticky for a while.
Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"
|