<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"> Hold fire: unit holds fire until >1 (or 2?) fp magnifier would be achieved. Prevents, for example, artillery wasting all your ammo at long range targets.
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You can do that, now. Just go to "A/I" and select "Adjust Auto Def fire. Min for infantry is usually 2 hexes; for arty min is usually 4 hexes and Med is between minimum range and the max for the unit.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">How about auto limbering artillery if the enemy gets within say 2 hexes *during the enemy movement*. Would require auto retreat to be set on the units in advance.
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Again, you already control that. You should KNOW that the enemy is able to melee your guns and you either take the chance or redeploy them, during your movement. If you leave them and don't move or fully protect them, then it is your option.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">How about reducing the vp value of artillery in all the games? AFter losing a bunch of tubes, the geographic locations don't seem to matter much and you need to go off on your own quest for artillery vp's. Cut in half or 1/3 in my view.
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Another aspect, as above, that is completely under your control, already. Seldom do you not know that your enemy is going to attack you. Seldom do they suddenly appear at your front and are able to melee in one turn. If you keep your guns out of harms way, you don't have to worry about the points.[;)]
<b><font color="gold">Ernie Sands
General, Commanding, Army of Ohio
ACWGC Cabinet Member
ACWGC Records Site Administrator
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