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Line of Muskets Rules
 
 
Orders for Artillery

Artillery was an important part of any American Civil War battle. Artillery batteries are usually attached to divisions, with some artillery in the Army reserve, although as with Brigades they can be attached at any level of the chain of command.

Artillery menu

Artillery is Fragile when left on its own. Be aware that if an artillery battery has an enemy unit move "over the top of it" the battery will be considered destroyed, and removed from the battlefield. It may get a shot off, but there is no way that 50 men could stop the smallest brigade from charging them (at this point the gunners would run for it).

It may, however, manage to limber up and move away before getting contacted. But it might not. So it is best to always put your artillery in a position where enemy brigades, both infantry and cavalry, cannot charge them.

To give orders to your batteries they have to be within command radius of their commander.
The orders you can give your artillery batteries are:

Move

The battery will move to where you order it to go. Sometimes, as with infantry, it may take several turns to get there. However, in order for a battery to be able to move it must be Limbered. As with Brigades where the battery can move to will be highlighted, and where you want the brigade to go is indicated by the purple/blue hex. Drag the red hex to the position you want the battery to move to.

Limber

The battery will “hitch up to the horses” and get ready to move. You can order them to move in the same turn they have just limbered up.

Unlimber

The battery will “unhitch the horses” and get ready to fire. If a battery did not move, but unlimbered where it started the turn, it will be able to fire in the same turn.

Fire

You can specify what target your battery is to fire at. In this way you can concentrate your fire from several batteries onto one target (and really destroy it). When you give this command all available targets are highlighted on your screen. The chosen target is highlighted in red. In order to chose a different target merely “click” on the red hex and “drag” it to the available target you wish to fire at. The hexes you can target will be directly ahead of the battery. Thus where it is facing is important.


Fire
at will
When you give this command the battery will fire at what it considers is the best target. This is a good command in case you have no eligible targets but you think one might become available during the movement phase.
Recovery This command is used when a battery has been "silenced". The battery must limber up and move away. The next turn the battery will no longer be silenced and can fire again.
Turn This is the same command for Brigades in column. Select the direction you want the battery to face. A battery can turn and fire in the same turn.
Resupply

As with brigades, when an artillery unit runs out of ammunition, it must resupply before it can fire again. Unlike brigades, however, an artillery unit cannot fire even at a reduced amount until it does resupply.

Although this does not apply to artillery firing canister. That is, firing at an enemy that is within 1 hex range (this is because gunners used just about anything to throw into the barrel to fire at short ranges, such as rocks or nails, and really didn't need special ammunition).