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Thread: What ordonnance for what situation?

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  1. #1
    Member Member Tillan's Avatar
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    Default Re: What ordonnance for what situation?

    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.

    I also have a couple of units of howitzers behind my lines, a full stack army, heavy on artillery could have-

    Upto 4 foot artillery
    2 howitzers
    4 Cavalry units - usually 2 dragoon units or household cav, one heavy unit and the general
    6 Line Infantry
    4 Grenadiers

    They would be arranged with

    H\_/\_/H
    ...x...x
    ...H..H

    The two upper H units will be the lighter cav, which can intercept units trying to flank me, as well as chance down routers, and also flank the enemy occasionally. The slashes are my Line Infantry. I reinforce the upper joins with the grenadier units which are placed behind the line, usually two units in the center, and one either side. The Underscores are where my Foot artillery is placed, the x's are the howitzers and the lower two H's are the heavy cavalry, ready to plug gaps, and charge down anybody that avoided the lighter cav. Im still trying to figure out how best to use the last 2 units of line, I think i might put them behind my line with fire at will turned off, ready to switch out with the front line. However i might also change them for two units of rifles/light infantry, I haven't really tried using light infantry at all, and after reading a few guides I think Ill try it.

    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'm still trying to figure out the best way to micro manage them, when should I switch to cannister, should I make them aim on the ground near enemy units, or should I just click on the units themselves etc etc. Any advice on that would be appreciated.
    Last edited by Tillan; 07-10-2009 at 11:24.
    "Why should I? Your very existence is nothing but a lie! And everything in this world is a whim! It's all the fruit of an insane imagination! NOTHING IS REAL! AND NEITHER DO I EXIST!" - [Sayoko - Character from OMG]

  2. #2
    pardon my klatchian Member al Roumi's Avatar
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    Default Re: What ordonnance for what situation?

    A few cents from me:

    I prefer to use cav to guard the cannon in the line - you are most likely to be hit here by enemy cavalry anyway, not to mention the fact that your "guard" unit needs to be able to move fast to protect the gun crew.

    I find microing an army with more than 2 batteries a bit of a nightmare as i don't like to pause too much. An decent work around (if you are offered it) is to dig in and defend with prepared defences. The breastworks limit the firing range of your guns -meaning they won't do crazy stuff like firing cannister into your units. It does means round shot loses some effectiveness (because you can't always shoot the best spot), but you can use cannister with more confidence when the lines meet. The V formation is of course essential to providing your dug in batteries with cover.

    And another thing, everyone who waxes lyrical about shrapnel and percussion shells is IMO missing the point. You've already won the game (or should have!) by the time you get those techs. Real skill and tips should be on how to use Demi cannons and 12lber infantry guns as these are the ones on which your empire cuts its teeth. It's no use hanging around untill you get shrapnel to start having serious battles...

  3. #3
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: What ordonnance for what situation?

    Quote Originally Posted by alh_p View Post
    And another thing, everyone who waxes lyrical about shrapnel and percussion shells is IMO missing the point. You've already won the game (or should have!) by the time you get those techs. Real skill and tips should be on how to use Demi cannons and 12lber infantry guns as these are the ones on which your empire cuts its teeth. It's no use hanging around untill you get shrapnel to start having serious battles...
    An excellent point! I usually get shrapnel and percussion by around 1780'something. By that time: who gives a ...
    Shrapnel and percussion are for multiplayer or custom battles. Maybe they'll become useful in the campaign if/when CA comes out with the Napoleonic era expansion.
    The same applies to first rates (for me).
    Last edited by Slaists; 07-10-2009 at 16:01.

  4. #4
    Member Member Tillan's Avatar
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    Default Re: What ordonnance for what situation?

    My post only involves cannister/round shot on a swedish campaign. Normal Unit sizes.

    alh, what does you army normally consist of, how do you use it with your artillery?
    "Why should I? Your very existence is nothing but a lie! And everything in this world is a whim! It's all the fruit of an insane imagination! NOTHING IS REAL! AND NEITHER DO I EXIST!" - [Sayoko - Character from OMG]

  5. #5
    pardon my klatchian Member al Roumi's Avatar
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    Default Re: What ordonnance for what situation?

    Firstly, my experience is almost exclusively limited to the grand campaign. I don't usually use a huge ammount of arty either, generally using only 3 units in a full stack army. That would be 2 cannon and 1 howitzer or maybe (but rarely) a puckle, mortar or rocket unit.

    My stacks are generaly infantry/cavalry heavy. I usually take 6 units of line, 2 of grenadiers, at least 4 of cav and up to 2 of light inf.

    As to battle tactics, one thing to note is that the AI seems to react differently to you depending on what arty you have. E.g. if you have long range arty and can score hits on the enemy, they will almost certainly move to attack you line. This can be useful if they have a lot of arty themselves as you can easier avoid it or deal with the army in individual chunks with concentrated/overwhelming force.

    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!

    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.

    I've experimented (prior to v1.3 mostly) with flanking horse arty but i find them still too slow to mount up and thus in need of guard units. That round shot is better in v1.3 may mean that they can better flank and fire the (engaged) enemy line from a distance, without becoming a target for much attention themselves. Dragoons and light infantry are a good escort -just be careful not to split too many troops from the main body or you will enfeeble it.

    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.

    Always put cannon in the front line once you have developed cannister shot.

    If you are umming and ahing about how much inf or arty to bring, think which is more flexible and durable.
    Last edited by al Roumi; 07-10-2009 at 17:07.

  6. #6
    Member Member Zenicetus's Avatar
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    Default Re: What ordonnance for what situation?

    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.
    Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant

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