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Artillery in V2
Posted: Wed Feb 06, 2013 1:26 am
by KiwiWarlord
I'm looking at using 1 or 2 BGs of artillery with either WotR or Ottomans.
The tactic recommended was to place twice as many fortifications as required in an arrow head formation 15MU in and place the guns last.
I would then deploy some archers behind the vacant defences.
Can the guns change facing ( pivoting is allowed) when behind fortifications ?
Would light guns be a better choice than heavy guns as they can move ?
Any other tips appreciated.
Thanks
Brian
Re: Artillery in V2
Posted: Wed Feb 06, 2013 1:48 am
by gozerius
Heavy artillery can only wheel up to 1 MU, so they would wheel out of the FF. Light arty can turn 90, then in a following turn expand to fill the new frontage of FF. However this is frought with risk, since light arty must pass a CMT to make any permitted move. One ploy is to place the FF at the bottom of a hill, with some fodder defending, then place the heavy arty behind and uphill. That way they can fire overhead. Just make sure that you don't wheel too much so that you are within 1 MU of the troops in front. I like this idea. I wonder how often the terrain placement would actually allow it.
Re: Artillery in V2
Posted: Wed Feb 06, 2013 9:37 am
by ravenflight
gozerius wrote:Heavy artillery can only wheel up to 1 MU, so they would wheel out of the FF. Light arty can turn 90, then in a following turn expand to fill the new frontage of FF. However this is frought with risk, since light arty must pass a CMT to make any permitted move. One ploy is to place the FF at the bottom of a hill, with some fodder defending, then place the heavy arty behind and uphill. That way they can fire overhead. Just make sure that you don't wheel too much so that you are within 1 MU of the troops in front. I like this idea. I wonder how often the terrain placement would actually allow it.
Somehow it reminds me of a line from 'Blackadded'
"Ahh... arrow fodder"