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"How decisive is artillery in your favorite set of rules?" Topic


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1,432 hits since 28 Jun 2021
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Comments or corrections?

repaint28 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

repaint28 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

nsolomon9928 Jun 2021 3:37 a.m. PST

Artillery inflicted the highest casualties by far of any of the 3 arms during the period.

Florida Tory28 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

repaint28 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?

Personal logo Whirlwind Supporting Member of TMP28 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.

USAFpilot28 Jun 2021 9:12 a.m. PST

There is a reason artillery has long been called the king of battle.

Personal logo miniMo Supporting Member of TMP28 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.

Personal logo Saber6 Supporting Member of TMP Fezian28 Jun 2021 9:48 a.m. PST

I play rules where Firepower is one aspect, not the end all be all.

ZULUPAUL Supporting Member of TMP28 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.

14Bore28 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 Supporting Member of TMP28 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

Personal logo miniMo Supporting Member of TMP28 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.

Personal logo Unlucky General Supporting Member of TMP29 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 Supporting Member of TMP29 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

setsuko30 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.

AussieAndy01 Jul 2021 5:21 p.m. PST

Depends on whether we rolls ones or tens.

Chimpy02 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.

Ruchel02 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.

Personal logo miniMo Supporting Member of TMP12 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

bpreston12 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…

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