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infantry, trenches, emplacements and siege.
On the siege tab you use the 'plus' button to adds days of siege artillery, e.g. will cost a lot of supply and will have a chance (displayed) to destroy trenches etc. IT then happens as the battle starts, you will see some flashes on the enemy lines and messages for what has been destroyed.
during the battle itself, the siege tab gun tab is still there, you can a pile of supply for an in game strike, that also has a massive recycle delay.
You really need quite a few siege batteries for it to be really good, and the extra techs that follow it in the economy group. If you have those techs, a few siege batteries and a fair bit of supply then it is pretty good.
Isnt easier to just enjoy the big trench network so you only have to fight in melee and never go out of trenchs once you get a foothold in the first line ?
However, as per above, pretty much everything in the game is irrelevant to actually winning battles, standard infantry and 3 or so light batteries will beat anything on attack or defence (at soldier difficulty anyway). On defence you don't even need the artillery, though it helps if you take out the enemy artillery with it.
there are really only 3 or 4 useful techs - first level depot, and the infantry health and firepower, and maybe hospitals. After that nothing else is really needed IMO, it is just how many toys you want to play with.
Which is a shame, as you should want and need to use all the other bits.
I've now started playing on Veteran for a full campaign to see if it is better - it seems slightly harder, but at least so far (not very far in yet) it is still just infantry and artillery to win, and for defence I'm not even bothering with the artillery.