Mortars: as stated above, I believe, they were meant to be siege weapons for most part. However, another fact is worth mentioning: the 'accuracy' (damage versus troops) of indirect weapons improves drastically at larger unit sizes. Which I find historically accurate too. If you have a field swarming with troops (on ultra sized setting), that mortar will hit someone almost with certainty. Maybe not the guy (or spot) you were aiming for, but surely someone standing next to the original target. On the other hand, you have to be quite lucky for it to hit anything on small unit sizes.
Bottom line: the smaller the unit size, the less efficient indirect guns become in the game.
That's not new to TW games either. Even in RTW, missile (archer) lethality went through the roof on huge unit settings whereas it was quite weak for small units.
That having been said, I still find mortars and howizters useful for 'directing' the AI troops towards your straight guns in the middle. 2-4 howitzers behind your lines, can easily 'squash' AI's flanks (by creating 'no-pass' killing fields), making them bunch up in the middle (where your straight guns can rake up killing scores).
As for the naval changes: sigh... I wished they fixed two things only:
- Ships SHOULD NOT be able to sail against the wind. But that 'thing' they're stubbornly leaving in the game for the sake of 'playability' and speed of battle resolution.
- Ships shouldn't be able to turn as fast as they can in the game. I've seen it suggested in some naval topic posts that one should always make sure to "swing the ship to the other side" so both sides have a go at the enemy (single target). One can do it in the battle, but that's nonsense in real life tactics terms.
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