Artillery overrun - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Black Powder & Cold Steel (https://www.theblitz.club/message_boards/forumdisplay.php?fid=163) +---- Forum: The American Civil War (https://www.theblitz.club/message_boards/forumdisplay.php?fid=164) +---- Thread: Artillery overrun (/showthread.php?tid=73816) |
Artillery overrun - LarkinVB - 09-09-2020 Is there any advantage to overrun an enemy artillery with cavalry if you have to retreat your cavalry immediatly after? Since the guns are not lost and can be recrewed I see no real benefit in doing so or are the artillery point losses still there after the guns are recrewed?? We are playing with the 'Artillery capture' optional rule. RE: Artillery overrun - Steel God - 09-09-2020 (09-09-2020, 03:57 AM)LarkinVB Wrote: Is there any advantage to overrun an enemy artillery with cavalry if you have to retreat your cavalry immediatly after? Recrewed Artillery ends up being Quality F (even if they were originally A or B Quality) so it's generally worth taking them for that purpose. Also, if you can't haul them off you can always spike them if you can control them for one turn. RE: Artillery overrun - Mowgli - 09-09-2020 (09-09-2020, 05:39 AM)Steel God Wrote:(09-09-2020, 03:57 AM)LarkinVB Wrote: Is there any advantage to overrun an enemy artillery with cavalry if you have to retreat your cavalry immediatly after? Thanks, I didn't know recrewed artillery always has quality F. Nice to know. So this decreases its firepower by 20%. RE: Artillery overrun - LarkinVB - 09-09-2020 Any limitations for a unit to spike guns apart from having not meleed/moved this turn(dismounted cavalry, not disrupted etc.) ? EDIT: No, unit can even do its full move after spiking. |