Heavy Artillery
Heavy Artillery
Could heavy artillery not move, say 1 hex a turn, and then be unable to fire for 2 or other amount turns, when settled to model dismantling and then constructing again. I would have thought some stuff could be pushed?
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Cunningcairn
- Sr. Colonel - Wirbelwind

- Posts: 1723
- Joined: Mon Mar 11, 2013 6:05 am
- Location: Christchurch, New Zealand
Re: Heavy Artillery
A better representation would be to allow it to move until in "unlimbered" and fired for the first time. After which no more movement. This has been suggested before and hopefully it will be included in a future upgrade.
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rbodleyscott
- Field of Glory 2

- Posts: 28320
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Heavy Artillery
This is how heavy artillery works in FOG2: Medieval. We intend to back port that to Ancients when time permits.Cunningcairn wrote: ↑Sat Jan 23, 2021 6:33 pmA better representation would be to allow it to move until in "unlimbered" and fired for the first time. After which no more movement. This has been suggested before and hopefully it will be included in a future upgrade.
Richard Bodley Scott


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kronenblatt
- General - Carrier

- Posts: 4669
- Joined: Mon Jun 03, 2019 4:17 pm
- Location: Stockholm, SWEDEN
Re: Heavy Artillery
Cunningcairn wrote: ↑Sat Jan 23, 2021 6:33 pm A better representation would be to allow it to move until in "unlimbered" and fired for the first time. After which no more movement. This has been suggested before and hopefully it will be included in a future upgrade.
Yes, that would be an improvement and make heavy artillery more useful. Thanks.rbodleyscott wrote: ↑Sat Jan 23, 2021 6:54 pm This is how heavy artillery works in FOG2: Medieval. We intend to back port that to Ancients when time permits.
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