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Abandoned Artillery

Posted: Sun Apr 08, 2012 7:32 pm
by BrettPT
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

Re: Abandoned Artillery

Posted: Sun Apr 08, 2012 10:59 pm
by terrys
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.
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.
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.

Re: Abandoned Artillery

Posted: Mon Apr 09, 2012 2:00 am
by hazelbark
Another for the FAQ

Re: Abandoned Artillery

Posted: Tue Apr 10, 2012 12:15 am
by deadtorius
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.

Re: Abandoned Artillery

Posted: Tue Apr 10, 2012 1:37 am
by BrettPT
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.

Re: Abandoned Artillery

Posted: Tue Apr 10, 2012 9:46 pm
by deadtorius
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 :wink:

Re: Abandoned Artillery

Posted: Wed Apr 11, 2012 12:45 pm
by terrys
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
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.
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.

Re: Abandoned Artillery

Posted: Wed Apr 11, 2012 5:27 pm
by hazelbark
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.