Artillery Effectiveness Close Range

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

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LordValentai
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Artillery Effectiveness Close Range

Post by LordValentai »

So after a long period off I’m returning to this game. The one thing which struck me then as now is artillery often lacks in power, especially at close range.
With the new addition of the Louis XIV expansion, I was wondering if it was planned for cannons to be able to use grapeshot/canister rounds at short range. That was definitely in use from 1650 onwards, and would make artillery a bit more destructive at ranges 1 or 2.

As it is, the artillery does the same damage (including 0 damage quite often) at point blank range as it does at longer distances.

Any idea about including this?

Overall, love the updates and expansion the game has had since last year.
rbodleyscott
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Re: Artillery Effectiveness Close Range

Post by rbodleyscott »

LordValentai wrote:So after a long period off I’m returning to this game. The one thing which struck me then as now is artillery often lacks in power, especially at close range.
With the new addition of the Louis XIV expansion, I was wondering if it was planned for cannons to be able to use grapeshot/canister rounds at short range. That was definitely in use from 1650 onwards, and would make artillery a bit more destructive at ranges 1 or 2.

As it is, the artillery does the same damage (including 0 damage quite often) at point blank range as it does at longer distances.

Any idea about including this?
It is certainly worth considering.
Richard Bodley Scott

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TheGrayMouser
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Re: Artillery Effectiveness Close Range

Post by TheGrayMouser »

I d rather it remain the same as artillerists were civialians well into the 18th century and couldnt be expected to remain to steadily fire point blank into overrunning troops. The randomness at close range could reflect such.
rbodleyscott
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Re: Artillery Effectiveness Close Range

Post by rbodleyscott »

TheGrayMouser wrote:I d rather it remain the same as artillerists were civialians well into the 18th century and couldnt be expected to remain to steadily fire point blank into overrunning troops. The randomness at close range could reflect such.
Indeed. Which is why the current design is as it is.
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LordValentai
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Re: Artillery Effectiveness Close Range

Post by LordValentai »

But it is something which changed towards the last 50 years of this period.

In any case, I don't mind having a wide variation, but grape and canister was in use in Louis XIV time so should have some representation.

Either way, not sure if this game is planned to or could expand into the early 18th century, War of the Spanish Succession etc, but it would become a necessity then.
rbodleyscott
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Re: Artillery Effectiveness Close Range

Post by rbodleyscott »

True
Richard Bodley Scott

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LordValentai
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Re: Artillery Effectiveness Close Range

Post by LordValentai »

Richard, do you know of any plans to expand this backward in time to include medieval settings?

I think with relatively minimal changes to the rules that could be done.
rbodleyscott
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Re: Artillery Effectiveness Close Range

Post by rbodleyscott »

There are already several user made medieval scenarios and even a Wars of the Roses campaign and skirmish module. All these can be downloaded in-game.

The system seems to work well for these. This comes as no surprise as people have successfully used FOGR for table-top 15th century battles over the last few years.

As for official output, time will tell. At present we are working on other eras/settings.
Richard Bodley Scott

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Alma69
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Re: Artillery Effectiveness Close Range

Post by Alma69 »

Give us a hint, what era? So we can hype a bit more!
rbodleyscott
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Re: Artillery Effectiveness Close Range

Post by rbodleyscott »

Alma69 wrote:Give us a hint, what era? So we can hype a bit more!
It's secret.
Richard Bodley Scott

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