MikeK Posted September 4, 2014 Posted September 4, 2014 Professional artillery officers and most others would have been aware of Senarmont's pioneering "artillery charge" the was devastating to the Russian center at Friedland, a tactic which inspired aggressive (and sometimes costly) forward use of artillery in later battles. Senarmont's artillery lost half their men that day, but their targets were shredded, and the tactics involved closing by stages to avoid giving infantry a chance to deliver solid first volleys against the batteries. Although the US "flying" guns in the Mexican War were horse artillery rather than foot artillery, their aggressive use was in the same spirit but favored with more suitable equipment. Although rifled muskets subsequently made this tactic more hazardous and demanding due to their longer effective range, the concept and inspiration remained to alert commanders to similar opportunities to pour in close-range artillery fire against an opponent flanked or otherwise impaired in its ability to respond. A dangerous sport, of course, for artillery in the open that near the enemy front. I can only guess at the condition of enemy infantry, but I expect under the game design infantry with reduced morale and/or reduced condition would be more vulnerable to pushy artillery, while fresh troops would shoot them down steadily or charge and overrun them (at least that is what seems to happen when adjoining infantry fall back and leave the batteries ahead). What is the design theory regarding "charges" by artillery?
Don't Escrow Taxes Posted September 4, 2014 Posted September 4, 2014 the trick is to fool enemy brigades into directing their fire at skirmishers or smaller brigades by pushing / falling back. If you just leave your guns out there they will shredded, but if you can 'tank' with skirmishers or a brigade (even for just a volley or two) your arty is very effective at close range.
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