Page 1 of 1
Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 12:53 am
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.
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 3:01 pm
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.
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 5:26 pm
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.
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 5:30 pm
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.
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 7:05 pm
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.
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 8:57 pm
by rbodleyscott
True
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 9:21 pm
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.
Re: Artillery Effectiveness Close Range
Posted: Tue Nov 24, 2015 10:51 pm
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.
Re: Artillery Effectiveness Close Range
Posted: Thu Nov 26, 2015 2:55 am
by Alma69
Give us a hint, what era? So we can hype a bit more!
Re: Artillery Effectiveness Close Range
Posted: Thu Nov 26, 2015 10:11 am
by rbodleyscott
Alma69 wrote:Give us a hint, what era? So we can hype a bit more!
It's secret.