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Battleground Series-Napoleonic: Artillery Tactics

Article written by Club Shadow Player [Frid Nov 13, 2009 5:51 pm]


Move your artillery as close to the enemy as possible, especially if that enemy is in static defensive positions. Remember to go no closer than three hexes, leaving you the ability to shoot at the target but leaving you (with very few exceptions) out of range. Close range greatly increases the results on a massed infantry target.

When manoeuvring stay out of your guns' line of fire to the target. It is easy to site two batteries with enfilade shots on a good target only to move an infantry unit in the way.

It is a good idea to plan the artillery positions for your attacks in advance. There are a number of good positions offering elevation and field of fire advantages at crucial stages of the battles, including Utitsa village and the rises to its north and south, the area on the Eastern side of the wood just to the south of the Fleches, Semyonovskoe village and the rise north of the river west of Borodino (for supporting attacks on the Redoubt). Don't clog these areas with infantry - allow your guns to get there, get set up and start firing.

Try to keep at least one battalion with your guns where possible, especially if close to the enemy. A full battery usually has a melee strength of about 200 to 300, leaving it very vulnerable, especially to cavalry, who can close the distance after the defensive fire round that would decimate an adjacent infantry unit. This is not so important when playing against the AI, which normally prefers to remain in the defensive positions and counterattack (often too late) with reserves hidden in dead ground to the rear. However against a human opponent mounting an "aggressive defence" your attacking artillery can be easily lost.

Artillery is one of the biggest killers of your men and large hits will likely cause routing. It is therefore worth making the enemy's guns a prime target, but melee is the only way that can be described as very effective in attacking an artillery position. Therefore if you can reach the enemy guns in a cavalry charge or a burst of movement it may be worth firing your artillery at infantry in the same hex as the problem guns. Good hits may significantly change the melee odds in your favour and a successful melee will remove all enemy cannon in the hex.

Artillery can be used to damage and destroy an empty bridge. This is unlikely to be of much practical benefit, especially to the French player. The Russian player may choose to destroy the Borodino bridge if pressed, allowing him to concentrate on defending the fords.

If you are faced with multiple infantry units in line formation in the same hex fire on them - artillery can attack ALL line formation infantry units if firing through the front unit's front facing.

If playing as the Russian commander you may wish to consider splitting your large batteries into extended line, effectively allowing you to fire at two different targets. This may be enough to kill, disorder or rout large numbers of advancing French infantry, especially if in column.


by  Ian Boys


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