How to handle artillery in detailed combat?

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akpaul2
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Joined: Wed Feb 14, 2007 12:56 am

How to handle artillery in detailed combat?

Post by akpaul2 »

How do you handle the opponent's "Queen of the battlefield"? Although the AI doesn't handle arty well in general, I find the losses taken during multiple failed charges unacceptable as the South. Too many of my fine Dixie boys laying in windrows[&:]

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morganbj
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Location: Mosquito Bite, Texas

RE: How to handle artillery in detailed combat?

Post by morganbj »

I find the best way is to get at them from the extreme flank or rear, preferably by cavalry.  I don't charge them, I move adjacent and fire on them for a turn or two.  They'll take 350-500 casualties that way and usually rout, then surrender immediately after.  Unlike infantry, they do not have to be completely surrounded in order to surrender.  It seems like as long as at least one of your units is adjacent, facing them, and in good order, the red legs just throw up the white flag.
 
The next time the two armies meet (after the planing interlude, of course), the boys in blue lay in windrows in front of their own cannon, now crewed by my boys.
 
Ya gotta love it.
 
Occasionally, and randomly, problems and solutions collide. The probability of these collisions is inversely related to the number of committees working on the solutions. -- Me.
moose1999
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RE: How to handle artillery in detailed combat?

Post by moose1999 »

Attack them from several directions at the same time - best if at least one unit attacks from their rear.
Any units in front of the cannons should be in skirmish mode and should never attack the artillery, only defend.
Any attacks on the artillery should come from its flank or rear. I rarely attack an artillery unit from anywhere but the three 'rear hexes'. If you go at it from one of the three 'front hexes' you risk suffering heavy casualties.
Use high-morale units whe dealing with artillery and use high morale sharpshooters to jab at them from many hexes away. Sharpshooters deal extra morale damage to artillery units - but be sure to attack from as far away as your weapon will allow (or from the flank/rear) so as not to damage your precious sharpshooters too much.
Remember, it's the morale damage from your sharpshooters that count, not the loss in men.
Never, ever charge. Unless you're in a real hurry and REALLY need to put that artillery unit out of the game and are willing to sacrifice a few units to do so.
And if you charge, again, do it from the rear. But generally, don't charge artillery.
Cavalry is good for getting to the rear of an artilley unit.
Remember, artillery can only turn one hex-side if it still wants to be able to fire in the same round. Any rotation over 60 degrees and the guns will be silent for that round.
If you see a chance to capture an enemy artillery piece - go for it! It is usually worth the risk and the sometimes heavy losses that comes with it as you, if you are successful, not only remove a potent enemy unit from the battlefield for the rest of the game, but also get to use the unit for yourself in future battles. It's a double prize and worth taking chances for.
regards,

Briny
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jkBluesman
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Joined: Mon Feb 12, 2007 6:48 pm

RE: How to handle artillery in detailed combat?

Post by jkBluesman »

If you have to charge it is good to have a unit with the "blasted" special ability as it will do more damage. In the combination with "brave" it is great because then the charge cannot disintegrate into a fire assault.
"War is the field of chance."
Carl von Clausewitz
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