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Artillery

Posted: Sat Aug 15, 2015 2:12 pm
by likethefish
Apologies if this has already been covered in another post but after many enjoyable games of P&S I feel I should ask if anyone else finds artillery way too strong in melee? It can often take 2, 3 or more phases to take out a battery. Even a light gun battery charged non frontally by good troops seems to have a problem when in fact if the crews put up any sort of resistance they would be slaughtered (or more likely captured) immediately. Artillery crews for a lot of the period covered were not regular troops but mercenaries or hired professionals who would certainly not be able to put up any sort of defence. It's very frustrating to have your Polish hussars held up 3 turns because they can't seem to despatch a few unarmed gunners. Much better to remove the battery immediately and possibly make the unit disordered while it navigates through the guns.

Many thanks

Nick

Re: Artillery

Posted: Sat Aug 15, 2015 2:41 pm
by w_michael
In the latest version (Pike & shot Campaigns Build 1.1.0) artillery is now eliminated on the first close combat attack.

Re: Artillery

Posted: Sat Aug 15, 2015 3:05 pm
by likethefish
Cool beans, thanks for the update.

Re: Artillery

Posted: Sat Aug 15, 2015 3:08 pm
by rbodleyscott
w_michael wrote:In the latest version (Pike & shot Campaigns Build 1.1.0) artillery is now eliminated on the first close combat attack.
Unless in fortifications or defending a hedge.

Re: Artillery

Posted: Sat Aug 15, 2015 4:49 pm
by w_michael
rbodleyscott wrote:
w_michael wrote:In the latest version (Pike & shot Campaigns Build 1.1.0) artillery is now eliminated on the first close combat attack.
Unless in fortifications or defending a hedge.
I wondered about that. I am glad that was included.

With The original Pike & Shot receive this update as well?