
The attached spreadsheet will hopefully be a useful tool in evaluating AACW ordnance for your own purposes. It contains information for both USA and CSA artillery.
If you read the first version of the spreadsheet, then you'll notice that the primary difference between this version and that one is that I've added a column for "power", a column for actual base hit % during assault, and a few more columns of info from the database (protection, total hits, etc.)
For you "gearheads", modders and tinkerers out there, you can poke around and change various values of the columns headed with bold white text and a darker background, to see how changing them effects the "power" value that you see on units, in the game. Just make sure that you create a backup copy, before you do so.

I've consolidated the summary in version 1.0 with the summary in "Artillery Analysis 2.0", while leaving out most of the theoretical stuff from 2.0. This revision that I'm calling 1.1 is primarily intended for newcomers.
Here's an updated summary of my analysis.
- There are essentially two ranges of engagement for AACW artillery: Long and Short. Long range engagements are those where the initial range is 5 or greater. Short range engagements are those in which the initial range of engagement is 4 or less.
- Because Long Range engagements can only occur in clear terrain, and even then only during clear weather, it follows that long range engagements are comparatively rare.
- With the exception of the Gatling Gun, all artillery has a range of 5 or more.
- Smooth-bore Field Artillery weapons tend to have three things in common: they're less costly, their defensive values are notably higher than their offensive values, and they're short ranged. To me, this suggests that their primary utility is in Point Defense roles, where possible.
- The "Napoleon" 12 lbr is the best weapon for defense against Assaults.
- The weapon with the highest cohesion damage is the 20 lb Parrott, in both armies.
- A 12 lbr paired with a 20 lb Parrott create a very effective battery for damaging cohesion at all Field Artillery ranges.
- Siege Artillery has little value as an element of a battery engaged in any operations other than siege, because it has a ROF of 1, it has the lowest ranged and cohesion damage of any ordnance, and its discipline (6) and hits (6) are also the lowest of any ordnance in the game.
- All ordnace has a Police value of zero. Thus, no artillery can increase military control in a region, or take an objective.
- All artillery gain experience at the same rate. Furthermore, that rate is half the rate of Regular Infantry.
- Fort Batteries don't have horses, and consequently move with glacial slowness. If and when Fort Batteries move, it must be by rail or naval transport.
- The only ordnance which can share (and receive) supply with/from other units is the Federal Gatling Gun.
- All ordnance which is "out of supply" has the same hit penalty, except for Gatling Guns. Federal Gatling Guns don't take hits for being out of supply.
- The "out of supply" movement penalty for all ordnance except Gatling Guns is 35%. GG suffer only 25%.
- The combat penalty for all ordnance units out of supply is 75%.
- 6 pounders aren't as worthless as they seem.
- They are the cheapest artillery to use, when building forts.
- They can be used to fortify entrenchments, enabling higher entrenchment levels, until you have "something better" to replace them with.
- Three Federal six pounders have the same siege bonus (+2) as three 12 lbrs, three 10 lb Parrotts, or any combination of the two, given competent command. (This is not true for CSA 6 pounders.)
- Confederate Horse Artillery must be massed in multi-unit batteries to have any hope of meaningful effect. Consequently, all HA should work in pairs, at minimum. The same is true for six pounders of both sides.
- There is only one Confederate field artillery unit which has enough power to have a siege bonus, by itself: the Columbiad. For the USA, there are three: Rodmans, 20 lb Parrotts, and (surprisingly) Horse Artillery.