Quote Originally Posted by Tillan View Post
I started using the V formation a little while ago, it really is pretty good. 2/3 shots of cannister, combined with a few volleys of musket fire in different directions mean Ive never had an enemy AI unit reach my guns. Even in the one time they decided to charge my guns on mass.

(snip)
The howitzers I more or less let shoot at what they want, but the foot artillery needs lots of micro managing, leaving fire at will on inevitably means that they will turn around and start shooting up the line around them, trying to aim for fleeing enemy units that have decided the best way out is to travel at right angles to my line.
I like that V formation idea, but it does have the disadvantage of putting your infantry line a bit more at risk from idiot gun crews, compared to straight line formation.

Another disadvantage is the way it shortens the length of your overall battle line, which reduces the opportunities for envelopment. I like a nice envelopment when I can pull it off. Also the AI doesn't always cooperate and march right into the killing zone of the "V." Still, it's a neat idea when it works just right.

Quote Originally Posted by alh_p View Post
I find cannister great but hard to get more than 1 or 2 volleys off before the unit is either charged or shot at -in either case it needs to get out of the front line!
The "V" idea does have an advantage there. An approaching unit will take fire from the V before they get in range to shoot at your artillery, which should either stop and force them to engage the line infantry, or at least take heavy losses before they reach the gun position. Again though, it depends on the AI cooperating and marching down the funnel. And that "V" isn't easy to move and re-position if the enemy marches in from a direction you're not expecting.

Cuirassiers (or any med/heavy non-lancer cav) are the ideal foot battery guard unit. I'd strongly advise against using or putting a line inf unit with fire at will on behind a battery or your gun crew will take casualties from friendly fire.
Yeah, when I have a guard infantry unit behind the artillery in the line, it's always with fire at will off.

As to taking out enemy guns, the best is light infantry. Bow equiped Amerinds are good as they can sneak, and any light inf in "loose" formation will last longer.
I prefer cavalry for silencing enemy artillery. The guns can't retarget fast enough against cav to defend themselves, so the cav never takes a hit. The AI now defends its artillery better since 1.3, usually with a cav unit. So I send out two cav units to take out artillery -- one to pull off the defender, the other to take out the artillery. The artillery unit breaks and routs very quickly after a charge. As soon as it routs, I now have two calvary units to handle the defending enemy cav, and that usually doesn't last long.

I like the idea of sneaking Indians or skirmishers through the woods for an assault, just for variety, but using cavalry is a really fast way to silence the guns. Also a skirmisher or light infantry will have a harder time handling an enemy cavalry unit defending the gun position.