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KyodaiSteeleye
01-12-2004, 20:08
I've tried using organ guns a number of times now to no avail at all. I know they have a short range, but i've had charging enemy units going at the organ gun, which cannot fire at them, even when they are very near - i've even had one near the mouth of a bridge, and still i couldn't get the workofthedevil machine to do its thing.

Any ideas? Its not the old 'machineonahill' chestnut, as several times i've had them on a dead flat map.

Not that i really need to use them, but it would be nice to see what they do to a unit at least once http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

KyodaiSteeleye

CBR
01-12-2004, 20:12
They have a very short range (just slightly longer than javelins) so just put them right behind some foot and they should work fine. I have encountered them in MP and they can be a nasty surprise.


CBR

Monk
01-13-2004, 00:30
My tactic for Organ guns is simple: draw the enemy in with Infantry while the organ gun waits behind. Move your infantry to the side and force a battle with the enemy, then open fire. If you can provide cover for the guns they can pack quite a lot of firepower and can kill many hundreds.

Brutal DLX
01-13-2004, 11:16
Take them off skirmish so the crew doesn't run away as the enemy approaches, or increase the range by modding. ;)

Daevyll
01-13-2004, 11:37
If you happen to be using MedMod, the organ gun seems to function as a Serpentine instead of the way it acts in 'normal' MTW+VI.
Thus if the enemy is too near, you cannot fire at them because of the minimum range.

johnnybrigante
01-18-2004, 06:38
organ guns are slow to fire, slower to turn and even slower to reload. you have to click on the enemy unit BEFORE it is within range, so the crew will put the gun in the correct position. and, as brutal said, turn off skirmish or the crew will run away.

i like to pair organs with an unit of arquebuisers - if you can keep them covered, almost anything that comes close will be instantly routed (if not utterly decimated). plus, if you can put TWO organs together with an unit of arqs - then you'll have a really powerful defensive position. toggle fire at will off and you'll be able to compensate (to some extent at least) for the "this-bloody-thing-takes-an-age-and-a-half-to-reload" problem.

on second thought, ALWAYS keep fire at will off, and choose your victims instead. these kings and princes and their 20-men-worth royal bodyguards have some suicidal tendencies.......

WesW
01-27-2004, 08:54
Quote[/b] (Daevyll @ Jan. 13 2004,04:37)]If you happen to be using MedMod, the organ gun seems to function as a Serpentine instead of the way it acts in 'normal' MTW+VI.
Thus if the enemy is too near, you cannot fire at them because of the minimum range.
I thought I corrected that for the 3.13 or 14 update.