Any artillery that is unlimbered and is not in a ZOC may bombard enemy units up to 8 hexes away. All artillery in a hex must fire at the same target, but not all artillery must fire (a unit might opt to limber, instead).
Artillery that was forced to retreat automatically limbers, and therefore cannot bombard, regardless of whether it’s had a chance to fire yet.
Artillery can be stacked with infantry or cavalry and still bombard, so long as it’s not in a ZOC or limbered.
Only artillery that has a Line of Sight (LOS) to the target hex according to the LOS rule can fire at the target hex.
Artillery uses its normal Strength Points(SP) at 2 to 4 hexes range, and half its SP at 5 to 8 hexes range.
Artillery in a ZOC cannot bombard, but must use its strength against adjacent enemy units using the standard CRT. It adds its printed strength to the units it is stacked with when in a ZOC, even above the 8 SP limit for infantry and cavalry.
The results on the artillery table are the number of cohesion checks ONE unit in the target hex chosen by the firing player must undergo.
The unit’s owner rolls for the unit the number of times shown. A failed check results first in D. A second failed check causes the unit to retreat. A third failed check results in elimination (rout). If a unit is already D, it retreats instead. The next failed check would eliminate it.
