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Not Sure I Understand - 7/15/2018 11:57:25 AM   
Tiger88_slith


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How to use emplacement on-board artillery that cannot move. What am I missing or how do I use these assets? I have looked and read the manual but there is no write up on this. I have played two scenarios now and cannot use these units. Seems pretty pointless to me on their use.

I certainly do not know how to use them properly if they can be used.

Any thoughts or comments would be appreciated!

Thank you!
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RE: Not Sure I Understand - 7/15/2018 12:20:40 PM   
rico21


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RE: Not Sure I Understand - 7/15/2018 12:21:08 PM   
rico21


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RE: Not Sure I Understand - 7/15/2018 12:21:52 PM   
rico21


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RE: Not Sure I Understand - 7/15/2018 12:22:25 PM   
rico21


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RE: Not Sure I Understand - 7/15/2018 12:51:24 PM   
UP844


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The ordnance manhandling feature is not documented in the manual, but it is present.

1) Click on the "Double Time" button in the Movement Segment.

2) Select the crew: the various possible destination hexes will appear (see the notes below). Move it as you would with any other personnel unit.

3) The maximum distance you will be allowed to move is 3 hexes, subject to what stated in the notes below.

4) Your crew will of course become "TIRED", and will not be able to manhandle the ordnance in its next Movement Segment.

Notes:

a) there is no guarantee you will be able to complete the move: as a rule of thumb, the lighter the ordnance, the higher the chance it can move. [EXAMPLE: you will almost always be able to move a 76-82mm Mortar; moving a 150mm ART gun will be much more unlikely]

b) the terrain in the destination hex also plays an important role: the less a terrain costs in MF, the higher the chance it can move (and continue moving). [EXAMPLE: if you move in open ground, it is likely you will be able to successfully move and to continue moving; if you move into a rubble hex, your movement will very likely end there (provided you manage to enter the rubble hex).

c) I do not know if moving other personnel units together with the crew increases the chances to move the ordnance: only Peter can tell this.

On a final note, the only Ordnance you can realistically move are mortars, infantry guns and AT guns up to 75mm. Do not expect to run around the battlefield with an 88mm or with a heavy artillery gun. You might be able to move it 1 hex, if you are very lucky . The only practical use I found for this feature is moving mortars/light infantry guns or AT guns (37/40 mm) along with attacking infantry, or to move larger guns 1 hex to give them a better field of fire.

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

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RE: Not Sure I Understand - 7/15/2018 1:55:55 PM   
Tiger88_slith


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Man that is great help! Thanks so much fellas!

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RE: Not Sure I Understand - 7/15/2018 2:17:07 PM   
UP844


Posts: 1662
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From: Genoa, Republic of Genoa (occupied by Italy)
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I forgot one important thing: all ordnance is "EMPLACED" at the scenario start. This status provides protection when the Ordnance is fired upon, but it is lost as soon as the ordnance is moved, making it more vulnerable to enemy fire.

So, do not move ordnance unless you really have to.


_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

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Post #: 8
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