repaint | 28 Jun 2021 2:53 a.m. PST |
I am asking because we played DBN 6 times already and it seems that artillery cleans up the table. To limit this, we are probably going to use the optional rules that limits the effectiveness of counter battery and takes into account ammunition levels. But how decisive is artillery in your favorite rules? thank you |
repaint | 28 Jun 2021 2:53 a.m. PST |
I am asking because we played DBN 6 times already and it seems that artillery cleans up the table. To limit this, we are probably going to use the optional rules that limits the effectiveness of counter battery and takes into account ammunition levels. But how decisive is artillery in your favorite rules? thank you |
nsolomon99 | 28 Jun 2021 3:37 a.m. PST |
Artillery inflicted the highest casualties by far of any of the 3 arms during the period. |
Florida Tory | 28 Jun 2021 4:22 a.m. PST |
Very decisive. In Column, Line and Square, a grand battery can eliminate more casting in fewer turns than any other mechanism. Massed cuirassiers are in second place. Rick |
repaint | 28 Jun 2021 5:56 a.m. PST |
In Column, Line and Square, a grand battery can eliminate more casting in fewer turns than any other mechanism.
How do you play then Florida Tory if artillery can eradicate anything that moves on the battlefield? |
Whirlwind | 28 Jun 2021 8:16 a.m. PST |
Of my favourite rules, it is quite useful in Polemos Napoleonics and Polemos Ruse de Guerre, but certainly not decisive; you really need infantry and/or cavalry attacks to achieve genuinely decisive effects. It is quite useful but rarely decisive in Horse, Foot and Guns too; same with Neil Thomas' rules. |
USAFpilot | 28 Jun 2021 9:12 a.m. PST |
There is a reason artillery has long been called the king of battle. |
miniMo | 28 Jun 2021 9:29 a.m. PST |
DBN, so it's pretty strong! As it should be, artillery positions really do dominate a battlefield and define where you really would rather not attack. |
Saber6 | 28 Jun 2021 9:48 a.m. PST |
I play rules where Firepower is one aspect, not the end all be all. |
ZULUPAUL | 28 Jun 2021 11:46 a.m. PST |
CLS has ammo limits so yes arty is powerful but you must watch your ranges etc & not waste shots. |
14Bore | 28 Jun 2021 5:12 p.m. PST |
Haven't looked at my game records lately but I actually do track in them how a figure is lost, artillery, small arms or melee. Have played with a artillery ammo limit, it was fun and will do it again. |
Frederick | 28 Jun 2021 5:12 p.m. PST |
Very useful in Black Powder but not necessarily a game breaker I find it is more decisive in Age of Eagles – especially if you form the dreaded Grand Battery |
miniMo | 28 Jun 2021 8:07 p.m. PST |
Regarding DBN, it does represent the Reserve/Grand-Battery guns and so should be more dominating than battery stands in lower level game rules. |
Unlucky General | 29 Jun 2021 1:16 a.m. PST |
I play Black Powder also. We use mostly three-gun batteries which is higher than BP convention suggests but still don't find it a game changer. |
ChrisBBB2 | 29 Jun 2021 4:58 a.m. PST |
Artillery was of course "the strongest arm, as regards destructive action". link In BBB, artillery is certainly a killer. But so too is a well executed flank attack or convergent assault. Artillery range is limited (max 18" for smoothbore cannon) so guns cannot dominate the whole of the typical 6'x4' table; terrain will usually limit them further and provide cover against them. This means that there is room for manoeuvre and mobility is just as important as firepower, so artillery needs to work in combination with the other arms. Chris Bloody Big BATTLES! groups.io/g/bloodybigbattles |
setsuko | 30 Jun 2021 2:25 a.m. PST |
I mostly play skirmish games, Sharp Practice 2. Artillery can be deadly, I've been beaten some times when stuck against heavy Russian artillery with extra ammunition stores. But you can sometimes get around it and threaten it from the flanks or rush the guns if you're lucky with the movement rolls and they're not well supported. Which sounds pretty reasonable to me for a skirmish situation. |
AussieAndy | 01 Jul 2021 5:21 p.m. PST |
Depends on whether we rolls ones or tens. |
Chimpy | 02 Jul 2021 2:42 a.m. PST |
Really? No mention of Lasalle 2, General d'Armee, Field of Glory 2 Napoleonic, Absolute Emperor? In other words nothing about what has been written in the last 10 years or so? Because I for one would be really interested in how arty works in these newer rules. And Ausssie Andy +1 for a reality check. |
Ruchel | 02 Jul 2021 12:22 p.m. PST |
Artillery may be decisive in great battles (grand batteries) played with several Corps per side. But regarding small/medium battles (several divisions and brigades) artillery is just a supporting weapon. So, at this level, artillery should not be decisive or too destructive. Otherwise, the game becomes distorted and boring. |
miniMo | 12 Jul 2021 2:00 p.m. PST |
@repaint, are you playing with the original DBN casualty rules or the later attrition system? I've only ever played attrition, and artillery seems suitable strong but not completely overwhelming. The original system would make artillery a lot stronger. There's a nice new gameplay vid by the author. The Russian artillery in this game is very well sited and supported, and dominates it's flank of the battle until the French Guard Heavy Cavalry come crashing through near the end of the game. The French central artillery position is not sited nearly so well and has no particular effect on the battle. YouTube link |
bpreston | 12 Jul 2021 2:09 p.m. PST |
In FoGN 2 artillery attachments (ie a battery attached in close support to an infantry regiment) are a very powerful buff to that regiment. It is risky to close with such a unit until you have disordered or wavered it. Artillery units (massed position batteries, 12-30 guns depending on unit size) can bang away at long range, degrading enemy units. But at long range they are not decisive and play more of a supporting/softening role. Artillery units become pretty nasty at close range however. One favoured tactic (particularly for Russians) is to group 2 artillery units next to each other. Concentrating fire makes them effective at long range and murderous at close. Best not approached fontally… |