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Immobile Towed guns

Posted: Sun Feb 26, 2017 11:56 am
by GaryChildress
I'm thinking of making it so that towed guns are immobile or else only move one hex at a time when they aren't being transported by a transport subformation such as horses, trucks, halftracks, etc. It seems sort of unrealistic to drag a gun what must in game terms be a hundred miles or more (or whatever a hex may amount to). What do others think about immobile guns that can only be moved by transport? Would it make the game too hard or would the AI fail?

Thanks.

RE: Immobile Towed guns

Posted: Sun Feb 26, 2017 12:59 pm
by cpdeyoung
Can towed guns move more than one hex now without transport?

Chuck

RE: Immobile Towed guns

Posted: Sun Feb 26, 2017 1:20 pm
by Bombur
Towed guns have artillery move, I think they can move 2 hexes in roads, not sure.

RE: Immobile Towed guns

Posted: Sun Feb 26, 2017 1:36 pm
by cpdeyoung
@Gary, @Bombur

I think this is reasonable in one month turns. If I have an artillery unit that needs to be somewhere else a farmer is going to be missing some draft horses for awhile.

Chuck

RE: Immobile Towed guns

Posted: Sun Feb 26, 2017 3:07 pm
by GaryChildress
Hi cpdeyoung, part of the reason I want to make towed artillery immobile is to provide a little more incentive to produce self-propelled artillery in the mod I'm working on. So if an attacker disables some of your transport in your towed artillery group it will immobilize your artillery. With SP artillery you wouldn't need to worry about that plus SP has some armor protection to withstand attacks. Trying to give SP some useful bonuses in the game.

RE: Immobile Towed guns

Posted: Sun Feb 26, 2017 11:46 pm
by cpdeyoung
I love SP artillery, and will take all I can get. More power to you, Gary.

Chuck