The rules are silent on how you treat the tablespace occupied by artillery which has been abandoned.
Issues that came up regarding this in our tournament over Easter:
1. If you pass through friendly abandoned artillery, do you pop through to the other side if you can make it half way through the unit (ie get an increased move distance)?
2. You cannot pass through enemy troops. Abandoned artillery under the rules therefore becomes a little barrier of impassable terrain to opposition (you cannot fight it to cross and pursue, you cannot pass through).
3. Can you shoot through abandoned artillery?
To get around this at the tournament we simply treated abandoned artillery as nothing - they are the equivilent of empty space (if the gun models get in the way take them off the table replace them with a marker).
This worked well and I assume is the intention under the rules? If so we should have a Q&A clarifying this, as it caused a couple of problems.
Cheers
Brett
Abandoned Artillery
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BrettPT
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Abandoned Artillery
Last edited by BrettPT on Mon Apr 09, 2012 1:13 am, edited 1 time in total.
Re: Abandoned Artillery
An interesting question. You are correct that they should be ignored (empty space). We normally remove the stands and just leave the guns. Of course you can't do this if your guns are fixed to their base, and should turn one inwards.To get around this at the tournament we simply treated abandoned artillery as nothing - they are the equivilent of empty space (if the gun models get in the way take them off the table replace them with a marker).
This worked well and I assume is the intention under the rules? If so we should have a Q&A clarifying this, as it caused a couple of problems.
In general I think the best solution is to just treat them as if they aren't there, moving them out of the way if another unit occupies their location - and replacing them at the earliest opportunity when the enemy moves away.
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hazelbark
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Re: Abandoned Artillery
Another for the FAQ
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deadtorius
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Re: Abandoned Artillery
What happens to the guns if an enemy unit occupies the space the abandoned guns are in?
Different results for infantry and cav? I always assumed if the enemy shows up you can't attempt to re-crew them at the very least.
Different results for infantry and cav? I always assumed if the enemy shows up you can't attempt to re-crew them at the very least.
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BrettPT
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Re: Abandoned Artillery
Recovery rules on pages 47-8 are pretty clear re. recovery.
- No enemy within 2MU of abandoned guns
- friendly infantry within 6MU, that is closer than nearesr unbroken enemy
The player's first recovery phase when the above apply you dice torecover the guns. If you fail, they are destroyed.
- No enemy within 2MU of abandoned guns
- friendly infantry within 6MU, that is closer than nearesr unbroken enemy
The player's first recovery phase when the above apply you dice torecover the guns. If you fail, they are destroyed.
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deadtorius
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Re: Abandoned Artillery
So no spiking/ capturing abandoned guns then
Major difference from FOG R where if the guns are alone and you move into contact they are yours. I had seen the abandoned gun table etc, was just wondering if there was more to it or not, guess the answer is not 
Re: Abandoned Artillery
Well there is spiking, but it's all rolled into the 'recovery' dice roll. At the level of command that you as the player are performing, the decision to spike, and the success of doing so is entirely outside your control.So no spiking/ capturing abandoned guns then Major difference from FOG R where if the guns are alone and you move into contact they are yours. I had seen the abandoned gun table etc, was just wondering if there was more to it or not, guess the answer is not
Consequently, when your gunners get a chance to 'recover' the guns is the time when you find out whether or not they have been spiked, or otherwise made unusable. Until you get the chance to return to the guns you just don't know their condition.
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hazelbark
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Re: Abandoned Artillery
I am glad you are abstracting this out. Spiking guns is not a decision made at a Corps level and not with fore thought. The local NCO or captain would decided if they had the time or competence to worry about or fail to think of it. This is one of those neat color features for games that are more hollywood than not.
