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  1. #1

    Default Re: Community call to arms: artillery guide

    I would want to place my artillery in the center, to offer maxium protection once the melee begins. They are to importan to risk on the flanks, or require substancial escorts. I usually place 1-2 line regiments to their immediate rear, and allow them troops to advance just infront of the now silenced guns. Spear units also works like this. This is my firsk Total war game where artillery can be a game changer. Although they are slow and sometimes fire into trees. Their aiming is almost to good BUT I HOPE THERE CAN BE A PATCH CONSERNING that artillery usually target the flanks of the enemy unit. I want my guns to smash the center but that only happens when they miss the flanks somewhat.
    Artillery in castle defence is almost useless, try positioning not to high and far away from the approaching enemy regiments - go give they tragectory any change to hit home. On a side not, I haven't yet tried firing point black into advancing enemies using scrapnel shoot - I bet it would be awesome but they timing is critical and difficult to pull of given my high regard for the amazing guns.
    True, wood guns are useless. They tend to more stir up my troops and gets them into fighting spirit! I have yet to use the gatlin gun, I must be slow to research?!? But the gatlin tower was a big letdown - I thought they would gut enemies down like pigs to the slaughter but no, one tower did perhaps 10-20 casualities to 2 advancing enemy line regiments and they are almost equal to ONE LEVY GARRISON REGIMENT. Its sad.

  2. #2

    Default Re: Community call to arms: artillery guide

    I don't know about single player but in multiplayer I have found cannons incredibly useful. The enemy is almost certain to bring cannons with them as they are incredibly powerful on the attack in sieges. It is essential that you destroy your enemies cannons or force them away from targeting your troops and walls. The only way you can actually reach them is with cannons (cavalry might be possible if the enemy isn't very alert or cautious).

  3. #3
    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Re: Community call to arms: artillery guide

    Naval bombardment should be used just like the old MTW royal bodyguard: as a precision strike to tip the scales in your favour.

    Don't use the bombardement to early, you have to wait for the perfect time. Wait until the lines meet and units start to waver. At the moment that a decision is iminent but it could go either way then it's time to call for the bombardement. Pick a good spot (units that are wavering but not quite ready to rout and hopefully not to many of your units around) and order the bombardement. If you picked the right time and the right spot, you can cause a mass rout.

    Quote Originally Posted by SalmonSoil View Post
    I don't know about single player but in multiplayer I have found cannons incredibly useful. The enemy is almost certain to bring cannons with them as they are incredibly powerful on the attack in sieges. It is essential that you destroy your enemies cannons or force them away from targeting your troops and walls. The only way you can actually reach them is with cannons (cavalry might be possible if the enemy isn't very alert or cautious).
    How do you use cannons in a siege? Position them outside of the walls with a some protection?
    This seems like a waste of resources. (You can always correct me)

    I do agree with the power of cannons. In a battle last night, my single unit of parrot guns were responsible for 881 of the 3000+ kills.
    Last edited by Peasant Phill; 03-30-2012 at 09:22.
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  4. #4
    Senior Member Senior Member econ21's Avatar
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    Default Re: Community call to arms: artillery guide

    Quote Originally Posted by rogerman View Post
    But the gatlin tower was a big letdown - I thought they would gut enemies down like pigs to the slaughter but no, one tower did perhaps 10-20 casualities to 2 advancing enemy line regiments and they are almost equal to ONE LEVY GARRISON REGIMENT. Its sad.
    I remember reading that the gatling gun was not so powerful in real life. It wasn't until the maxim gun that machine guns reached the potential we appreciate today.

  5. #5
    Member Member Sp4's Avatar
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    Default Re: Community call to arms: artillery guide

    I had always wondered why I had not heard of ZE GATRING GUN!!! before a certain movie that kinda made them famous.

  6. #6
    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Re: Community call to arms: artillery guide

    I heard (so take it with a grain of salt) the operators of the Gatling gun were to blame for it's lack of power. The operators would get nervous when ennemies charged in and turned the barrels to quickly which meant that the barrels couldn't cool down enough and the would overheat with malfunctions as a result.

    This may be myth though.
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  7. #7
    Member Member Sp4's Avatar
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    Default Re: Community call to arms: artillery guide

    Uh.. undisciplined people ftw >_> =p

  8. #8
    Provost Senior Member Nelson's Avatar
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    Default Re: Community call to arms: artillery guide

    Quote Originally Posted by Peasant Phill View Post
    I heard (so take it with a grain of salt) the operators of the Gatling gun were to blame for it's lack of power. The operators would get nervous when ennemies charged in and turned the barrels to quickly which meant that the barrels couldn't cool down enough and the would overheat with malfunctions as a result.

    This may be myth though.
    I think multiple barrels were a solution to the overheating problem.

    It was the size of the Gatling that caused its downfall I bet. It had to be towed and crewed like artillery but without enjoying the advantages of shell firing rifled guns, muzzle or breech loading. Compared to an Armstrong battery the Gatling was a one trick pony suitable only for rifle range anti-personnel work. For all the trouble an army would rather go with the guns.
    Time flies like the wind. Fruit flies like bananas.

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    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Re: Community call to arms: artillery guide

    Another quick tought:
    Has the size of the fleet or the number of guns on your fleet any influence on the naval bombardement in tactical battles?
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  10. #10

    Default Re: Community call to arms: artillery guide

    I played around 35ish turns as the Saga faction so far. Early on, it seems better to have artillery with more traditional units. The AI routinely fields armies with around 1/3 sabre cavalry and the rest being a mix of line infantries, levy infantries and spear units. These units are inferior to spear levies in a melee and don't really have the firepower to wreck them before they close in, especially after being thinned down by artillery. The spears protect the artillery easily from all the sabre cavalries and the artillery thins out the infantry units.

    I'm pretty much playing with a few general units, mostly spear levies and 1 parrott gun in my army. I'm only just starting to recently add line infantry.

  11. #11

    Default Re: Community call to arms: artillery guide

    Quote Originally Posted by Peasant Phill View Post
    Another quick tought:
    Has the size of the fleet or the number of guns on your fleet any influence on the naval bombardement in tactical battles?
    Yes, it affects the number of shots per bombardment (possibly = 0.5 x # of cannons). I don't think it affects delay or accuracy. There are traits for your general that shorten the delay, I think, though I don't know if that applies for a general fighting the battle or commanding the fleet.

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