Artillery Control

Forum for the Civil War Battles games series
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sjezior
Posts: 10
Joined: Wed Jul 13, 2022 8:15 pm

Artillery Control

Post by sjezior »

The new artillery control where you select a battery and valid targets are highlighted works great. Wonder if there are plans to add that to infantry fire.

Really enjoy the periodic improvements you all do. Thank you!

Stan
krmiller_usa
Posts: 63
Joined: Thu Jun 23, 2022 1:16 pm

Re: Artillery Control

Post by krmiller_usa »

Been playing the ACW games going back to the Talonsoft days. I've found the easiest way to check if you've fired all the units you want is to use the Fire/Move toggle and Next buttons together.

Select the Move/Fire Mode button.
When this button is depressed the game is in Fire Mode. When it is not depressed it is in Move Mode.
If you are in Fire Mode you can cycle through all units that can fire by using the Next Stack button.
If you click on this button it will take you to the next stack on the map that has at least one unit that can fire. This process moves from the current position down the hex row and then to the right until it has reached the last unit to the lower right. If you click again it will then start over at the top left unit on the map.

If you click the Next Stack button and are in Move Mode you will be taken to the next unit that has not performed any movement this turn.
Ken Miller
Carlos
Posts: 292
Joined: Thu Jun 23, 2022 6:41 am

Re: Artillery Control

Post by Carlos »

krmiller_usa wrote: Mon Jul 18, 2022 8:29 am If you are in Fire Mode you can cycle through all units that can fire by using the Next Stack button.
Even better than that, it will cycle through all units that have not fired *and* have a valid target. This last part is not documented. Tested it in the CWB demo.
It also works in Squad Battles, a really nice shortcut. Thank you.
WDS Support
sjezior
Posts: 10
Joined: Wed Jul 13, 2022 8:15 pm

Re: Artillery Control

Post by sjezior »

Wasn't aware of the check for valid target too, cool!

Stan
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