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Suggestion for capture of artillery after battle

Posted: Wed Jul 11, 2007 10:23 pm
by Pdubya64
Hi all,
In looking at the cost of building a fort (2 supply wagons + 4 artillery) my first impression was "Geez, I won't be able to build more than 1 or 2 of those!"

To open, I wanted to ask if anyone has experience with building forts and how accurate my impression was...

This all got me thinking that it might be intriguing to have the small possibility of capturing defeated enemy artillery (depleted of manpower of course) as a result of battles involving units that contain artillery that got either a) Destroyed, or b) Routed in the last battle.
I would expect the chance to be rather small, maybe 5-8% for each checked artillery element. It would make sense to me that chances would be higher with a Routed unit versus a Destroyed one, I think for obvious reasons.

I definitely wouldn't want the percentage too high, but it would add some additional flavor and excitement to defeating the enemy. Not to mention allowing you to rebuild the unit and use it as frontline artillery or send it to be used to help build a fort.

Thoughts? Do you think the results of adding "resurrected" artillery back into the game would unbalance things?
Thanks,
PW

Posted: Wed Jul 11, 2007 10:29 pm
by Rafiki
It is already possible to capture enemy artillery and supply wagons. You won't be able to repair any damage they've sustained, though :)

Posted: Wed Jul 11, 2007 10:32 pm
by mikee64
You can already capture enemy artillery under certain conditions, just as you can capture enemy ships and supply wagons. I even stole the fort batteries from Ft. Monroe once but it took like 200 days to drag them to the next region and the US attacked before I could secure them. (Pretty sure AGEOD fixed this one.)

I have never captured a regular "foot" unit, but the artillery and wagons are capturable in sieges, regular battles, etc. AFAIK.

I have never built a fort as either side as the cost just seems too high; especially the $ cost of the supply wagons when playing the south - those things cost major $. In PBEM the games are usually just too fluid to invest such a big cost on one map region.

Posted: Wed Jul 11, 2007 10:41 pm
by Pdubya64
Rafiki wrote:It is already possible to capture enemy artillery and supply wagons. [color="Yellow"]You won't be able to repair any damage they've sustained, though[/color] :)


Hmmm... so does that mean they would not meet the requirements to be used in building a fort? Heck, I don't even know what requirements an artillery unit must meet to be used, a minimum strength?

And based on mikee64's comment- this is what I mean. It may be accurate, but my hunch is that more Forts were built during the war than is ever possible with the current rule.

Thanks for setting me straight guys :bonk:

ps, I see you're a fellow Virginia native mikee64! A salute for the 'Noke!

Posted: Wed Jul 11, 2007 10:50 pm
by Rafiki
Pdubya64 wrote:Hmmm... so does that mean they would not meet the requirements to be used in building a fort?

I don't see any reason they can't be used, provided they aren't too damaged (which applies to any artillery/supply unit inline for fort building, "own-built" or other).

Posted: Fri Jul 13, 2007 7:12 pm
by Dan
mikee64 wrote:You can already capture enemy artillery under certain conditions, just as you can capture enemy ships and supply wagons. I even stole the fort batteries from Ft. Monroe once but it took like 200 days to drag them to the next region and the US attacked before I could secure them. (Pretty sure AGEOD fixed this one.)

I admit that I got a kick out of watching your boys try to move those guns. However, after a couple of months, it got old so I decided to wipe them out. I am still a little pissed at my troops in the fort. How they allowed those guns to be removed in the first place is beyond me.

Posted: Fri Jul 13, 2007 8:48 pm
by PDF
Dan wrote:I admit that I got a kick out of watching your boys try to move those guns. However, after a couple of months, it got old so I decided to wipe them out. I am still a little pissed at my troops in the fort. How they allowed those guns to be removed in the first place is beyond me.


I suspect that usually guns from a captured fort were captured and used by the new owner ! Maybe the troops could try to spike/destroy them but it wasn't always possible or successful.
But I'd rather like to have the captured arty increase directlythe reinforcement pool along with the "war material" they represent that having the unit change side outright : after all it would be more logical to have captured guns formed in or given to arty units of the owner's army.