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So I wind up with a sizable group of medium-range arty...not up front with the howitzers & Napoleons, but not back with the 20lb Parrotts and Whitworths either.
(It's amazing how much more capable artillery units are in the final version, compared to when I started playing in late 2016. Back then the 20# Parrotts were so weak I stopped using them until the 1.09 version.)
As far as whether to put it with infantry or in the arty reserve, I'd mix some in with the infantry, personally. The way I do artillery is 24 pders get priority for infantry support, with napoleans filling in the gaps in the close support role until I have tons of 24 pders. 20 pd parrots for long range, and 10 pd ordnance for that versatility factor. They may be a "master of none", but the average of their abilities at different ranges is pretty high in my book. Especially with how long it takes to maneuver artillery, it can be nice to have guns that can do it all in a particular area, even if they do it all a little bit worse than the more specialized guns would. But that could just be my experiences and opinion.
The level 3 perk...I've been debating this one, STILL, within myself. Currently mine have the ranged perk, but arguments could easily be made for the canister perk. I've kept it on the ranged one mainly because I don't use any pure ranged arty besides 20 pd parrots. I have a lot of 24 pders and a decent amount of napoleans and feel like my close range ability is mostly covered, so at the moment I feel like the close ranged ability of the ordnance guns is more of a backup...but idk. Ask me again in an hour, I'll probably have disbanded and reformed them with the canister perk :)
Do you find the 10 pd parrot to be effective?
Also, do you always take the same, balanced set-up for all your corps? Or do you modify it based on the battle?
I use the same setup for my corps for all battles. 3 infantry divisions with 4 infantry, 1 skirmisher, and 1 artillery, and a corps reserve with 2 cavalry and 4 artillery.
That's interesting. I always tailor each corps to the battle that's being fought.
The 10pdr Ordnance Rifle is not good at long range. In fact, it's probably the worst rifled gun to use at long range - treat it like a mid-range Napoleon. At ranges just outside of canister range, shell shot rips brigades apart. As a side note, the 10pdr Tredegar is, in mechanics and gameplay, a much-buffed 10pdr Ordnance Rifle.
Do you always keep an open slot for switching units around?