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Artillery figures in FOG . . .

Posted: Mon Dec 06, 2010 10:54 am
by stockwellpete
Is there any chance at some point to increase the range of artillery units in the game? I am scenario building right at the end of the medieval period and artillery was becoming more important and more varied. The names by which these guns were called varied a bit but a list (from biggest to smallest) might include courtaulds, murtherers, gros culverins, sakers, culverins pikmoyane, culverins moyane, cartguns, serpentines, breech loaders and falcons.

The dividing line between heavy and light artillery is fine in the game, so all it would need is some more images of the different type of guns . . . it would also be good to have some sweaty and muddy-looking chaps to stand by the guns. The chap we have standing by the guns at the moment looks like he has just been shopping in Harrods! :lol:

Posted: Wed Dec 08, 2010 1:11 pm
by stockwellpete
Another point about artillery. Would it be possible to have "poor" artillery included at some stage? I am working on Flodden 1513 at the moment - the Scots turned up with a massive artillery train but their huge guns were basically siege weapons and so they performed very badly on the day (slow rate of fire too). On the other hand the English guns were much smaller and much more effective in this encounter. At the moment I am unable to replicate this in the scenario . . . whereas I can replicate the relative ineffectiveness of the English archers (due to the rain) by giving them a "poor" rating. Thanks.