/mivacommon/member/pass.mv: Line 148: MvEXPORT: Runtime Error: Error writing to 'readers/pass_err.log': No such file or directory [TMP] "Moving artillery during Tactical Combat phase." Topic

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"Moving artillery during Tactical Combat phase." Topic


4 Posts

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1,267 hits since 9 Jul 2022
©1994-2025 Bill Armintrout
Comments or corrections?

Rosenberg10 Jul 2022 3:05 a.m. PST

Fire is always the last function. So how can you move artillery companies during Tactical combat without losing the impulse because you haven't fired. Ok I realise that ideally Foot Artillery should not really be moved once unlimbered save by prolonging the guns but this surely does not apply to Horse artillery does it.
When can you limber up and move Foot and Horse companies. By declaring a free move at the end of the impulse? Or maybe the free move up to the base line but if you attempt that with Foot you must remain limbered for the rest of the impulse?
Grateful for any views on this.

I haven't played for a while and my old brain cannot cope. Once I know I'll have to write it down and pin it to my prompt board.

Personal logo Saber6 Supporting Member of TMP Fezian10 Jul 2022 6:56 a.m. PST

don't move all of it in a phase

14Bore10 Jul 2022 9:52 a.m. PST

With III it's a dead end to move and not fire in tactical combat. I start with best possibility in not stopping and work downward. That battery to move and not fire is last.i do use tactical move before combat with those small movement possibility, and artillery gets a good bit of play.

Froglidite12 Jul 2022 10:37 a.m. PST

Foot artillery(2 functions), we move them last when we have the tactical initiative once all other movement/firing is done. Move to firing location then unlimber, ready then for defensive fire.

Horse artillery (3 functions), we move to its firing location often after the formed infantry or cavalry are finished moving and firing, then unlimber and fire.

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