For those of us who are wondering how stacking will work now that some artillery are “large” here is the post from AH.
When the rules update appears, one of the changes is a very simple tweak to the stacking rules; i.e., stacking limits will apply at the end of your movement phase rather than at the end of each individual unit’s move. If you think about the implications of that, it solves a lot of the oddities in the current rule, including loading and unloading of guns. (The rule itself is phrased more tightly than my general statement – and no, I’m not going to answer questions about it until the actual rules are released.)
To me it seems like a way to get extra movement from units.
Example: A large infrantry force is moving as a group in multiple hexes. Front line gets disrupted, unit limit maxed out. Typically this would leave you two chioces, go around or wait to move the other units. You can now move all units into that hex, overstacking by any number of units, I say 6, which covers the hexes behind. Drive a few more vehicles into that hex and you have a major overstacking and redeployment into adjacent hexes. Upon redeployment consider that you can advance you infrantry another hex forward, vehicles also even if you used all of their movement. Sounds and looks like checkers.
We have had games where stacking rules were broken and redeployment was used to the overstackers advantage. It was rare but considering these rules it would seem that now it would be very common.
Mot am I making sense here?