MTG posted a quite detailed procedure and I am gonna follow it and try.
It would be nice to have a zoom with the standard and command maps so you could pinpoint the location you want the arty to go to. IIRC the move order via single courier does not encompass the use of the command map but takes advantage of specific map locations (move to this barn or to that hill etc) and that's another must (but i might be wrong).
I tried again to move the arty BEFORE looking at this thread and what I saw is that with a no order arty leader, via courier it doesn't work but if I move Pender (which is me, the Div leader) very close to the arty, the courier is not needed. IN THIS CASE, MOVE HERE and then FORM LINE will make the arty limber then move.
So it's a courier issue. The orders work but not via courier. It's not me, it's the game.
I can tell the order is taken via courier all the same because the strat order goes to the place I clicked but the leader and his arty just won't move but as I said, if I move the div leader close to the arty then I can move it just like I was without couriering mode and in this case the exact procedure I use to move the arty with couriers (and failing) will do the job.
Needs a bit of polishing... there's still a lot of work to do with this game but it's a beauty.
In this test all my arty leaders were TCed and in NO ORDER fashion. Some of them reverted to hold to the last, but in any case I was unable to move any but the one I got very close to. The strat orders are still confusing (shall I move first and then issue order or issue order first and then move?) I mean everything is very confusing because of the way it was designed so it's even difficult to find out whether a feature works or not with the couriering as it is.
You can tell with this "incident" with the guns. Without couriering they will move, with couriering they won't. Simple as that. In any case, AP HILL can't be TCed (sandbox, 1st OOB, div vs div) so he's not the cause of TCed arty leaders keeping the hold to the last even though I switched them to NONE.
For the records, 4 batteries of artillery (16 guns) caused about 80 kills in 1 hour of combat. All the batteries used up all their shrapnel ammo first. Needless to say this is quite unsatisfactory. It feels like we're still at the starting point with this ammo type but the others are starting to work. No cannister rounds were shot.
Luckily we, the rebs, prevailed.
