Can ordnance move?

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UP844
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Can ordnance move?

Post by UP844 »

I thought ordnance was not able to move, but tonight a PaK 40 surprised me: the picture on the left is taken in the Admin Segment of Turn #1 (played as the German to see where the gun is set-up at start and if the AI hadn't an additional PaK 40); the picture on the right is taken on turn #6. In the first turns, the gun was exactly where it was supposed to be, then it disappeared from the view of my forces. I thought one of my T-34 has destroyed it while I was distracted, but a couple turns later it turned out to be 2 hexes away from its position (and "emplaced", too [X(]).

Have I overlooked some rule about gun manhandling? I started the game as the Germans and if I click on the crew I am not allowed to move (no destination hexes appear).

I have a saved game, but it only shows the Pak in its new position.

Image

EDIT: I am an idiot: ordnance CAN move, I do not know why I thought otherwise [&:]


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Siegfried Sassoon

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RE: Can ordnance move?

Post by UP844 »

I was not so foolish, after all. The following line can be found on page 29 of the Manual:
NOTE: Ordnance weapons do not move in the game.

I have made a few experiments [:D]: Mortars, Infantry Guns (not the 15cm sIG 33) and AT Guns are able to move, even though larger guns have a greater chance to fail their movement check. Mortars (I only tried with a Russian 82mm) are also able to Double Time :D. AA and ART don't move. I guess it depends on which guns are QSU types.

I do not remember (many years - at least 20 - have passed since I played ASL [:D]) how much time is required to emplace a Gun [&:].

Anyway, this possibility makes possible to have light AT/INF guns and mortars moving with infantry :D.
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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RE: Can ordnance move?

Post by genesismwt »

In ASL, a gun is only emplaced at scenario start. However, if it's moved, it can be moved into a foxhole or trench, if there's room for its manning unit.
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RE: Can ordnance move?

Post by UP844 »

A very quick test shows that manhandling is allowed for:
- all MRT-type ordnance (any calibre)
- AT-, INF- and ART-type ordnance (76mm or less)

> Guns may move a maximum of 2 hexes in open terrain with normal movement (3 if using Double-Time). Assault Movement is not allowed.
> Leaders do not provide their movement bonus.
> Possible destination hexes are shown as usual, but this does not necessarily mean the move can be performed: A Manhandling Check is performed after the destination hex is selected. Extra multi-man units (not leaders) moving with the crew help passing the Manhandling Check.
> In ASL Manhandling is an Hazardous Movement, equivalent to moving in the open. Try at your own risk [;)](*)

A couple other factoids I discovered about Ordnance:

> Mortars are more effective against units in woods (airburst, I presume)(*)
> Large guns may be set up in buildings, but cannot fire from them (*). I discovered this while playing "CB1 - Typhoon over Tula", where the Russians have a 85mm AA gun placed in a building: I was grinning, seeing a StuG coming down the road, but when I tried to fire a window warned me I could not [:(].

(*) I do not know if these rules work as they did in ASL.
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Siegfried Sassoon

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Peter Fisla
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RE: Can ordnance move?

Post by Peter Fisla »

This is something that I was working on but it's not finished...
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RE: Can ordnance move?

Post by UP844 »

A very welcome Easter Egg! [;)]

I used this feature in a game of "Block Busting in Bokruisk", to move a 76mm PaK 36 (r). It is not exactly the lightest gun around: it took 3 attempts before I managed to move it one hex. I should have done the same with the 50mm PaK 38, which fired on a SU-152 for several turns with no effect at all and then was smashed by a 152 shell (gun destroyed [:(]).

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

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