Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only time I implement artillery in a group setting is for movement, either with other units, or as an independent artillery group. One reason being is: When artillery is grouped, it can be in the run mode vs walking (the run mode only works for artillery in group mode), maybe with the exception of 3 - 6 lb horse artillery, which can go into the run mode at any time (not sure about French 12(size?) lb. horse artillery (it could be 16 - 18 lb.)).
However, I would agree not to leave artillery in "fire at will" once unlimbered, and not have artillery in group mode once unlimbered. Otherwise, it creates a lot of confusion as to what the artillery will do and what it will not do. Even a friendly ai commanded artillery can be your worst enemy as noted in above posts.
Often I will direct fire to a specific target with a number of artillery batteries with the fire at will "off" with much success, but will go back and double-check that each battery is targeting units that I originally commanded it to target, for it is correct that some artillery seem to get a mind of it's own (as to the reason why, I am not sure).
Yes, "Cornwallis canons" can be a problem, that's where a commander has to make a decision as to if it is a disadvantage or not before changing a battery's command not to fire, or change to another designated target. Yes, micro-management is a must in my battles, especially with multiple batteries.
I disagree strongly. My artillery is grouped all the time - as in EVERY SINGLE TIME, for over 4,000 hours. I don't see the problems you describe, provided:
Grouping (nearly) all my units in pairs results in having only 10 to 12 distinct "units" to micromanage instead of 20, with:
Everyone has their own play style - but for anyone getting overwhelmed by the micromanagement of performing well on higher Battle difficulty, I recommend giving this a try.
------------------------------------------------------------------------------------
Interesting - I never noticed that. I had noticed that with my grouped artillery as above, only Howitzers have Run Mode enabled, and not long guns.
Personally, I like to examine post battle results as to kills and damage attributed to each unit, to learn from my mistakes, or gains in experience.