I've been playing American Civil War every week for a few weeks and have been finding it great fun - very mobile etc. However my two experienced opponents and I have slight doubts about the horse artillery rules.
Has anyone else found that the overwhelmingly best use of horse artillery is to constantly race up to an enemy unit's flank and enfilade them at point-blank range for 6 damage dice? We have. It's like launching a missile at the enemy unit.
The enemy will probably kill them next turn. But that's ok because horse artillery are hardly survivable at any distance, even with their ability to evade like cavalry.
Does anyone agree that this is an issue? If you do, perhaps you've found a way to make them less able to act like this reliably - for example by removing their usual 'Marauders' trait? Perhaps there's something I'm missing in the movement rules that makes it harder to do it than I think (for example, if I'm mis-using the rule about only being able to move in your front or rear arc when near the enemy, or if theres' some ruling about them not rotating to face wherever they like at the end of a move)?
Maybe you achieve more than me from long/medium-range shooting with horse artillery, so don't find it a problem?
Just curious. Thanks for any views.
As a side thought, I guess I'm right in thinking that horse artillery can always count as unlimbered to get the '-1 to be hit' bonus?

