RebelYell wrote:They have the cheapest replacements, I dont think you should avoid them as divisional artillery like plague.
And they seem now upgrade to 12lb even inside brigades, can someone confirm?
BattleVonWar wrote:The issue I feel with CW2 for instance in building a Division at least, you don't know what the range and distances are on the guns available in the force pool. 6/10/12/20/Gatling/Heavy(mostly antishipping) plus silver/bronze... Though the prevailing theory seems to be silver is better.. As many as possible. Avoid building Infantry Brigades if possible with added artillery that or assign these brigades to reserves(as you will have far higher losses and your Divisions will have fewer bayonets) for instance during snow do all cannons fire the same range. Are all wooded and hills terrain the same? Nobody has ever written anything concrete I've read here.
Mostly people are just guessing what is the value on these various weapons. I love small artillery and bronze artillery as the CSA though, as you will have a hard time outfitting divisions before you have heavy industry with anything else and you can afford these cheaply to put units into the field. Otherwise the CSA has many Corps with no Artillery Divisions!
tripax wrote:The artillery upgrade bug has been mentioned on the technical support page, here. Basically, the artillery upgrade script is written to upgrade artillery models as they were used in AACW before artillery could be captured as in CW2. Now that the common, CMN, faction is used for artillery, if artillery is to upgrade as in AACW, the various events file needs to be changed so the CMN models are upgraded rather than the USA and CSA models. I'm not sure but I believe that there was a decision no longer have artillery upgrade and that is why the events file wasn't changed.
FightingBuckeye wrote:I don't think there's anything broken with the non upgrade of 6lbers. I think it was a conscious decision to remove that from the game. It makes sense since you don't pay anything to upgrade units. A line unit would become more combat effective as it gained experience and this is reflected in a unit potentially going from a volunteer militia to line infantry over the course of the war. On the other side of the coin, cannon aren't going to magically become a larger caliber on their own.
What I wouldn't mind seeing is a special order to upgrade those barrels. You could pay a portion or even the full price of a lone 12lb battery, either directly or through the replacement pool. And then it'd take a turn or two in order to upgrade. Maybe only allow it to happen in certain level cities or depots. This would retain the experience level of the unit and would allow us (the godlike general/president) to make a cost benefit decision on whether we want to pay the price or not.
RebelYell wrote:In real life ANV just sent them to be recast at first opportunity, there is a cost involved also, they eat more expensive replacements.
FightingBuckeye wrote:Even recasting existing barrels would cost something. It might be cheaper then making one from scratch, but there's still a cost involved. And yes, upgraded units require a different and more expensive replacement model and I have no issue with that. But there's no upfront cost in order to upgrade them from one model to another while there would be some cost in upgrading a 6lber to a 12lber.
RebelYell wrote:You only need artillery divisions in the Army level, just give 2-3 10lb units for the Corp at most, naturally if it operates independently as an "army" then you should give it more artillery.
I dont think people are guessing, they know the ranges and elements involved pretty well from the unit panel and the terrain modifiers, there are threads in the forum with discussion on these.
If you fight large battles and especially attack in open terrain you need 20lb rifled guns, there is no real substitute.
10lb rifled is a good sidekick but 20lb rifled also works well in defense, 10lb rifled is a good offensive gun for any sized force and useful for fortifications also.
If you defend in terrain suitable for that, especially if entrenched you can use only 12lb smoothbores, they will do a lot of damage.
The best allround gun considering stats and average battle terrain is the 12lb smoothbore, 1-2 units in every division will not make you loose a battle, I would bet the other way around.
Keeler wrote:Since the decision was made to prevent the upgrading of 6lbers, I hope that in the future the brigades that use these will be reconsidered as well.
As it is now most players avoid building them early in the war, unless they have a specific task for them such as garrisons. By the later stages of the war, you've used up most of your other brigades and have to resort to building them, especially if you are scraping for cavalry elements. So, unintentionally players are being channeled towards recruiting outdated and overall useless artillery. You must then use these in your active armies or try to shuffling units around, which I consider a level of micromanagement which could be avoided.
Two solutions I see would be to a) separate the 6lb artillery from brigades, making them independently recruitable units but keeping the overall number available b) removing these units from the recruit pool about November 1862 (by this time both the AOP and ANV had phased them out) and replacing them with new units, either brigades with integrated 12lbs or pure infantry brigades, infantry-cavalry and independent 12lb units. While neither really reduces micromanagement, they at least gives the player a bit more freedom in how to fill out divisions later in the war.
Additionally, since they no longer upgrade I would like to see the elite brigades with 6lb artillery reexamined as well. It seems illogical to have the most powerful units saddled with dead weight. Either have them be 12lbers or remove them.
Finally. with the introduction of counter-battery fire will we someday see the 3in ordnance rifle?
BattleVonWar wrote:Hmm, you seem a little confidant in what artillery does and what is useful and useless. Ranges found in the unit information panel tell you what precisely? How do you correlate that in battle, terrain, weather, fortifications, etc...
20 pounders take more cohesion away, help hit well dug in troops I have read. Though I dug back a long while and the exact figures on what each Artillery Piece does seems some sort of Greek that nobody really understands. Certainly is no in any manual. This game could use a strategy guide that was simplified for the simpleminded such as myself. :P plus I know a few here who agree...
RebelYell wrote:The ranges in the information panel are for good weather and good terrain, they fly out the window when one does not apply.
You only really need to know that 10lb and 20lb rifled are needed for offense and counter battery fire, 12lb is for all situations and especially defense.
Use 12lb and 20lb and form an "artillery division" in Army level, use more 20lb as you will have 12lb in your Corps and Divisions.
Use 1-3 units of 10lb and 12lb loose in your Corps, use more units and form an "artillery division" if the Corps is operating independently without Army support.
Use 1-2 units of 6lb -12lb inside your Divisions, this is mostly a limitation of the Brigades you can build and get via events.
That is all you need to know about artillery basically.
BattleVonWar wrote:Rebel, interesting but it would seem that loose cannon would be a pretty bad idea most of the time if you can assign them into a corp/army you save Command Points.
I didn't know the 12s were good on defense, I usually stack bronze 12s in my backup Army/Corps..silver in my frontline Army/Corp. Of course if I have nothing else, I rather they were in the front line.
Try to stuff my 6ers in swamps : ) especially as the CSA, somewhere I read they still are fair in that terrain, but I could be wrong.
I see a fault in stacking Brigades that have Artillery in the frontline as mentioned... (you lose both to attrition and to combat losses more easily this way and don't benefit from a devoted Artillery Commander with good ratings)
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