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  1. #1

    Default Attack area

    I would love an attack area function for artillery, and also the ability to limit artillery to only attacking within a certain quadrant or at a certain minimum or maximum distance. So much more convenient than constantly re-targeting artillery to make sure it is firing for maximum effect and not cutting swathes through one's own army when the enemy gets too close, or futilely trying to swivel around as enemy cavalry gallops past it (often right before the rest of the enemy cavalry gallops straight into it).

  2. #2
    Member Member Polemists's Avatar
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    Default Re: Attack area

    Wow...Polemists...are you bored enough to pull empty threads from 11 pages back and post in them?

    Yes....yes i am

    On to the topic.

    This is actually one of the better ideas I've heard. As much as I enjoyed fire at will, it would be nice if you could direct your artillery to a certain area and "pin down" the enemy for a bit.

    I havn't heard anything on this though.

  3. #3
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Attack area

    One area I saw or a video talked about artillery able to bombard an area to discourage troop movements.

    So it may be safe to say it is in.


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  4. #4
    The Laughing Knight Member Sir Beane's Avatar
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    Default Re: Attack area

    Quote Originally Posted by Fisherking View Post
    One area I saw or a video talked about artillery able to bombard an area to discourage troop movements.

    So it may be safe to say it is in.
    Seconded. This feature is in going on the current information.
    Last edited by Sir Beane; 02-09-2009 at 14:49.


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  5. #5

    Default Re: Attack area

    Most likely this has been implemented - i will be very surprised if it isnt.

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  6. #6

    Default Re: Attack area

    I wonder how long before your muskets and artillery run out of ammo like onagers and archers did in rome. That could change strategy, especially if you can get the enemy artillery to expend their ammo prior to the main attack.

  7. #7
    The Laughing Knight Member Sir Beane's Avatar
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    Default Re: Attack area

    Quote Originally Posted by USS Providence 1972 View Post
    I wonder how long before your muskets and artillery run out of ammo like onagers and archers did in rome. That could change strategy, especially if you can get the enemy artillery to expend their ammo prior to the main attack.
    Muskets, no idea. Artillery has no ammo limit, according to CA. Mostly because during the time period artillery would never have run out of ammo during a battle.


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  8. #8
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Attack area

    Quote Originally Posted by USS Providence 1972 View Post
    I wonder how long before your muskets and artillery run out of ammo like onagers and archers did in rome. That could change strategy, especially if you can get the enemy artillery to expend their ammo prior to the main attack.
    It has been confirmed that:
    - Artillery has unlimited ammo
    - Muskets and rockets have limited ammo

    ...so, no, you canno wait for enemy arty to run out of ammo.
    "Après moi le déluge"

  9. #9
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Attack area

    In one review the author noted that his infantry started with 20 rounds each. That was British standard for premade cartridges at one point in time.

    However, he also said something about it being increased with a tech and I have gone on about simpleton technologies as a result of that interview.

    I know that one special unit (Roger’s Rangers) had standing orders to carry 60 cartridges plus powder and shot so I don’t know how much you can work up to for musket and rifle men.


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  10. #10
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Attack area

    20 rounds sounds about right for early 18th century. Some might have used more, not sure.

    I do seem to remember gunpowder became cheaper during the first half of the century, or maybe I'm just imagining thing. That or the Prussian way of blazing away just took over and everyone wanted more ammo. By mid century 60+ rounds sounds reasonable.


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  11. #11
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Attack area

    Quote Originally Posted by Fisherking View Post
    However, he also said something about it being increased with a tech and I have gone on about simpleton technologies as a result of that interview.

    Things like this along with:
    - different bayonet tech
    - fire drill tech

    ...are interesting to me as they will add new depth to the game.

    I just hope the strat AI is smart enough to research this stuff and we don't get a situation where they simply spam low quality/low tech units that our high quality troops simply mow down.
    "Après moi le déluge"

  12. #12
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Attack area

    Quote Originally Posted by Barkhorn1x View Post
    I just hope the strat AI is smart enough to research this stuff and we don't get a situation where they simply spam low quality/low tech units that our high quality troops simply mow down.
    Nah never seen that before


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  13. #13

    Default Re: Attack area

    Quote Originally Posted by Barkhorn1x View Post
    It has been confirmed that:
    - Artillery has unlimited ammo
    - Muskets and rockets have limited ammo

    ...so, no, you canno wait for enemy arty to run out of ammo.
    Right, and protecting your artillery while trying to put the enemy's artillery out of commission becomes a priority. Horse drawn artillery should become even more valuable than horse archers in RTW. If the enemy has no horse to catch them and they have unlimited ammo, they seem hard if not impossible to beat.
    Last edited by USS Providence 1972; 02-15-2009 at 04:34.

  14. #14

    Default Re: Attack area

    well, seeing as the horses are drawing a large cannon, and troops need to stay with them to load and fire, the horse drawn cannons probably won't be all too fast or hard to catch.

  15. #15

    Default Re: Attack area

    Quote Originally Posted by USS Providence 1972 View Post
    Right, and protecting your artillery while trying to put the enemy's artillery out of commission becomes a priority. Horse drawn artillery should become even more valuable than horse archers in RTW. If the enemy has no horse to catch them and they have unlimited ammo, they seem hard if not impossible to beat.
    new here, not to the series or forums (twcenter.net stopped working for some reason, so i had to move here)

    may i point out that there's a large difference between an armored horse and a horse pulling a CANNON?

  16. #16

    Default Re: Attack area

    yeah, exactly. A horse or 2 pulling a cannon around will be slower than a horse with possibly some armor and a rider with a bow and arrow. There will be a difference, but I think it would still be able to outrun slow infantry. But it would be funny to see a bunch of horses with cannons forming a shooting circle in front of the enemy

  17. #17

    Default Re: Attack area

    Quote Originally Posted by theseus1234 View Post
    new here, not to the series or forums (twcenter.net stopped working for some reason, so i had to move here)

    may i point out that there's a large difference between an armored horse and a horse pulling a CANNON?
    Right, I wonder if a horse drawn cannon is capable of moving faster than infantry. If not then they will be of limited use. If they can outpace infantry they will be a game changer especially if the enemy has no cavalry.

    In RTW the horse archers were a pain if you wound up at the end of a battle with no cavalry to chase them down but at least they ran out of ammo eventually. The cannon reportedly have unlimited ammo in ETW.
    Last edited by USS Providence 1972; 02-16-2009 at 04:05.

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