Immobile Towed guns

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GaryChildress
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Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

Immobile Towed guns

Post 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.
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cpdeyoung
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Location: South Carolina, USA

RE: Immobile Towed guns

Post by cpdeyoung »

Can towed guns move more than one hex now without transport?

Chuck
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Bombur
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Joined: Fri Jul 02, 2004 4:50 am

RE: Immobile Towed guns

Post by Bombur »

Towed guns have artillery move, I think they can move 2 hexes in roads, not sure.
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cpdeyoung
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Joined: Tue Jul 17, 2007 3:26 pm
Location: South Carolina, USA

RE: Immobile Towed guns

Post 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
GaryChildress
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Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: Immobile Towed guns

Post 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.
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cpdeyoung
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Location: South Carolina, USA

RE: Immobile Towed guns

Post by cpdeyoung »

I love SP artillery, and will take all I can get. More power to you, Gary.

Chuck
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