Artillery move by prolonge

The Seven Years’ War was fought across the globe and called by some the first “World War” as virtually every major power participated. In the center of events was Prussia, almost constantly at war and lead by the now legendary Frederick the Great.

Relive the exciting and trying days of Frederick the Great in Horse and Musket: Volume I, the improved and expanded combination of the previous Prussian War Machine and Prussia’s Glory titles. Horse and Musket: Volume I is a reboot of the successful Horse and Musket series, including not only two solid historical titles in one package, but also many new game features, a powerful new editor, and a complete graphics overhaul to an already acclaimed gaming system.

Moderators: Sertorius, Tim Coakley

Post Reply
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

Artillery move by prolonge

Post by Gribeauval »

I have noted that unlimbered artillery pays 12 MP to move 1 hex (by prolonge).
But these artillery units don't pay any cost to move uphill or downhill.
Could you not introduce a cost for such a move ?
jackx
Posts: 353
Joined: Wed Jul 08, 2009 8:34 am
Location: Germany

RE: Artillery move by prolonge

Post by jackx »

Aye, probably a good idea to add some more (modifiable) movement modifiers for cannon. That way, light pieces (weight, not cailbre, you could even have light and heavy guns of the same calibre in one scenario) can be relatively faster off-road, and maybe get through more difficult terrain, without having an on-road speed of 60 miles per hour, which is what happens when you just handle the difference with MPs.

Moving artillery while deployed is certainly useful, but it doesn't feel right - particularly not when you use it to drag heavy guns into ZoC for maximum cannister carnage, napoleonic style.

I'd prefer it if the option to move while deployed could be assigned to each individual unit of artillery separately, just as you can restrict/allow formations for infantry...

no truth - no justice
all false belief
blinded by morality
there shall be ... no peace
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Artillery move by prolonge

Post by Gribeauval »

In order to prevent the player from moving his artillery in EZOC for canister carnage, you could maybe introduce a new rule in the engine :
the artillery can't move in enemy ZOC.
(according to the manual, the artillery can't already leave voluntarilly an enemy ZOC).

It's just a suggestion, I don't know if it is a good idea.
User avatar
Sertorius1
Posts: 281
Joined: Sat May 03, 2008 3:19 am
Location: Georgia, USA

RE: Artillery move by prolonge

Post by Sertorius1 »

If you have to move the guns more than one hex you might as well limber them instead of prolonging them. I bet the gun crews would agree as well. [;)]

Tim has a point on the thread about battalion guns. I would consider this to be more of an abstraction in game sense that while not technically correct, leads to a somewhat realistic results similar to what Tim wrote.
In order to prevent the player from moving his artillery in EZOC for canister carnage, you could maybe introduce a new rule in the engine :
the artillery can't move in enemy ZOC.

Point well taken. While it is possible to do to prolong in real life it is equally possible (highly likely) the gunners and anyone else involved to be shot at for their efforts.
Post Reply

Return to “Horse and Musket: Volume I, Frederick the Great”