Light Artillery

Moderators: hammy, terrys, Slitherine Core, FOGR Design

nikgaukroger
Field of Glory Moderator
Field of Glory Moderator
Posts: 10287
Joined: Tue Aug 22, 2006 9:30 am
Location: LarryWorld

Re: Light Artillery

Post by nikgaukroger »

madaxeman wrote: I'm not sure whether the latter is entirely historical, but I suspect the former isn't...
That is my gut feeling as well.
Nik Gaukroger

"Never ask a man if he comes from Yorkshire. If he does, he will tell you.
If he does not, why humiliate him?" - Canon Sydney Smith

nikgaukroger@blueyonder.co.uk
nikgaukroger
Field of Glory Moderator
Field of Glory Moderator
Posts: 10287
Joined: Tue Aug 22, 2006 9:30 am
Location: LarryWorld

Re: Light Artillery

Post by nikgaukroger »

madaxeman wrote:I suspect this may be one where 'copying history' might produce an unintended a-historical effect in the game.

12" shooting and 2 MU moves would mean they will be dragged up maybe once or twice with the foot Divisions, and then the foot will speed off and leave the light guns fairly far behind the line. The light guns will be used to snipe through the gaps in the infantry line, adding extra dice and cohesion modifiers to the foot shooting, whilst leaving the artillery as safe as possible by hanging back.

A shorter range and a longer move would be more likely to see light guns dragged them closer to the action, possibly even supporting them with the foot units as front line troops.

I'm not sure whether the latter is entirely historical, but I suspect the former isn't...

After more pondering, and trying to find something* to base an opinion on, I'm inclined to go with the longer move and shorter range option for the reasons Tim suggests.


* pretty unsuccessfully really, if anyone has anything concrete it'd be useful.
Nik Gaukroger

"Never ask a man if he comes from Yorkshire. If he does, he will tell you.
If he does not, why humiliate him?" - Canon Sydney Smith

nikgaukroger@blueyonder.co.uk
quackstheking
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 844
Joined: Tue Jul 20, 2010 2:41 pm
Location: Hertfordshire, England

Re: Light Artillery

Post by quackstheking »

I agree.

Another reason not to increase the Light Artillery range is that under the tournament rules as played at the moment, they are exempted from the "firing into the flank" restriction. If we increase the range they can virtually cover the flank. In 25mm I know of a couple of players who pick light Artillery because with the longer ranges (40cm against 1" MU) and smaller relative tables and flank zones they act as normal artillery anyway.

Don
nikgaukroger
Field of Glory Moderator
Field of Glory Moderator
Posts: 10287
Joined: Tue Aug 22, 2006 9:30 am
Location: LarryWorld

Re: Light Artillery

Post by nikgaukroger »

quackstheking wrote:I agree.

Another reason not to increase the Light Artillery range is that under the tournament rules as played at the moment, they are exempted from the "firing into the flank" restriction.

I wasn't thinking of exempting them if we went down this route :twisted:
Nik Gaukroger

"Never ask a man if he comes from Yorkshire. If he does, he will tell you.
If he does not, why humiliate him?" - Canon Sydney Smith

nikgaukroger@blueyonder.co.uk
benjones1211
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 353
Joined: Sat Nov 13, 2010 8:45 am

Re: Light Artillery

Post by benjones1211 »

Actually Edgehill is one battle where Light artillery may have been stationed in the flank, behind a hedge on the left flank with some dragoons. Although I wouldn't allow deploying I would still keep them exempt from at least setting up to fire into it.
hazelbark
General - Carrier
General - Carrier
Posts: 4957
Joined: Tue Feb 13, 2007 9:53 pm
Location: Capital of the World !!

Re: Light Artillery

Post by hazelbark »

So I used the light artillery all the time in the I think its the German TYW list that allow them in lieu of Med Art. It saves points and I could use them against enemy mounted that advance or the sniping through gaps that Tim describes. I have always found them more useful for the point value and distinctly don't like the historical feel.

I feel a little like this is a solution seeking a problem, but I am unfamiliar with UK scene. I remember there is one Indian army with a shed load of Light artillery. I never tried it but I think there was an ide of a walking firing line of light artillery that you are possibly creating more viable.
nikgaukroger
Field of Glory Moderator
Field of Glory Moderator
Posts: 10287
Joined: Tue Aug 22, 2006 9:30 am
Location: LarryWorld

Re: Light Artillery

Post by nikgaukroger »

nikgaukroger wrote:
madaxeman wrote:I suspect this may be one where 'copying history' might produce an unintended a-historical effect in the game.

12" shooting and 2 MU moves would mean they will be dragged up maybe once or twice with the foot Divisions, and then the foot will speed off and leave the light guns fairly far behind the line. The light guns will be used to snipe through the gaps in the infantry line, adding extra dice and cohesion modifiers to the foot shooting, whilst leaving the artillery as safe as possible by hanging back.

A shorter range and a longer move would be more likely to see light guns dragged them closer to the action, possibly even supporting them with the foot units as front line troops.

I'm not sure whether the latter is entirely historical, but I suspect the former isn't...

After more pondering, and trying to find something* to base an opinion on, I'm inclined to go with the longer move and shorter range option for the reasons Tim suggests.

being cautious about unintended consequences I'm actually wondering about just allowing divisional moves, leaving the move at 2 MU and the range at 8MU (maybe 9MU). This one just feels a bit risky as Light Artillery have been so little used that there isn't much to work with.
Nik Gaukroger

"Never ask a man if he comes from Yorkshire. If he does, he will tell you.
If he does not, why humiliate him?" - Canon Sydney Smith

nikgaukroger@blueyonder.co.uk
ravenflight
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1966
Joined: Wed Aug 26, 2009 6:52 am

Re: Light Artillery

Post by ravenflight »

nikgaukroger wrote: being cautious about unintended consequences I'm actually wondering about just allowing divisional moves, leaving the move at 2 MU and the range at 8MU (maybe 9MU). This one just feels a bit risky as Light Artillery have been so little used that there isn't much to work with.
I personally see 'allow divisional moves at 2MU" and no other change necc.

People don't HAVE to take artillery with the division, and it's not unusual at all for troops to alter their movement rate to keep the formation (e.g. when wheeling etc)
RonanTheLibrarian
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 485
Joined: Mon Sep 29, 2014 9:58 am

Re: Light Artillery

Post by RonanTheLibrarian »

The fact is that light artillery costs almost half as much as heavy artillery, for less than 1/4 the range. I would make them less expensive and capable either of keeping pace with foot BGs, or making divisional moves.
"No plan survives the first contact with the dice."

"There is something wrong with our bloody dice today!"
ravenflight
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1966
Joined: Wed Aug 26, 2009 6:52 am

Re: Light Artillery

Post by ravenflight »

RonanTheLibrarian wrote:The fact is that light artillery costs almost half as much as heavy artillery, for less than 1/4 the range. I would make them less expensive and capable either of keeping pace with foot BGs, or making divisional moves.
They are a LOT more useful than Heavy Artillery. I'd prefer 4 Light Artillery to 2 Heavy Artillery. I'd be opposed to changing very much about them. I do think they are fine, but have no problem with a divisional move. Nothing else is required IMHO.
hazelbark
General - Carrier
General - Carrier
Posts: 4957
Joined: Tue Feb 13, 2007 9:53 pm
Location: Capital of the World !!

Re: Light Artillery

Post by hazelbark »

ravenflight wrote: They are a LOT more useful than Heavy Artillery. I'd prefer 4 Light Artillery to 2 Heavy Artillery. I'd be opposed to changing very much about them. I do think they are fine, but have no problem with a divisional move. Nothing else is required IMHO.
I'd back this comment.
donm2
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 249
Joined: Thu Jun 13, 2013 6:24 pm

Re: Light Artillery

Post by donm2 »

hazelbark wrote:
ravenflight wrote: They are a LOT more useful than Heavy Artillery. I'd prefer 4 Light Artillery to 2 Heavy Artillery. I'd be opposed to changing very much about them. I do think they are fine, but have no problem with a divisional move. Nothing else is required IMHO.
I'd back this comment.
I would go with this suggestion.

Don
DavidT
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 271
Joined: Mon Jun 01, 2009 11:10 pm
Location: Northern Ireland

Re: Light Artillery

Post by DavidT »

ravenflight wrote:
They are a LOT more useful than Heavy Artillery. I'd prefer 4 Light Artillery to 2 Heavy Artillery. I'd be opposed to changing very much about them. I do think they are fine, but have no problem with a divisional move. Nothing else is required IMHO.
This proposal has my vote.
Post Reply

Return to “FOGR Update”