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One thing to consider in this game is animation. If the animation doesn't look like your cannons can make the shot without blowing heads off the units in front of them, they simply won't fire. On this note; Carronades suck before they're so low on the ground that you'd need them in the front row or else they'll hardly fire at all. Empire Cannons the same deal. Dwarf Cannons are good because the cannon barrel is mounted above the heads of any Dwarf ground unit, as they're short.
But you really should be using cannons to pull enemies to you, they won't sit around and let you empty your cannonball ammo at them, they'll come charging once they realize they're taking damage and not in range to retaliate.
carronades are cheaper and weaker compared to there imperial and dwarf counterparts but there also in a roster with acess to invocation of nehek and "if you go that route" spiteful shot making them land basically 100% of there hits + you also have gunnery wights
cannons have longer range meaning they will win a artilery duel against most other artilery pieces in the game so they can snipe artilery
they also force the enemy to come to you something that for example for dwarfs is invaluable
cannons cant be ignored as they will provide steady dps against whatever there shooting at over long periods of time but they also cant be focused hard as cannons are rarely the biggest threat on the battlefield
but there good to for example just have em shoot at say malekith on a dragon and then he is forced to constantly be moving cant land either or else he will take damage
overall one of the better artilery pieces in the game and a staple unit for 2/3 of the races that can field them there damage output is nothing spectacular but thats not the reason you bring a cannon
cannons are there as a versatile artilery piece that can force the enemy to act differently just by existing while being relatively cheap and available that alone is far more valuable than most equivalent artilery pieces can do
Cannons are "Anti-Large" but don't get any bonuses against Large as seen in the unit Stats (Spearmen and Halberdiers get flat dmg bonuses vs. Large).
It's more like small attack/splash, High Accuracy and High Armor Piercing so this unit is "considered" Anti-Large but in reality they are just here for the AP.
As example the two early Art. Units for Empire Mortar and Cannon:
Big chunks of Infantry, low Armor/High Model Count (Swordmen, Orc Boyz, Clan Rats) the Mortar will shine.
High Armor/Small Model Count (Chosen, Greatword, Heavy Cav.) Cannons will shine.
If you ever find yourself in a situation where a group of chosen is charging towards you, 3 cannon volleys will bring them down to around 15-20% HP while Mortars are nearly useless.
But agreed with the Handgunner Part, they are bae for focusing monsters and large units before they even reach your army and even then they are versatile.
I never really can find a way to justify their use, with the possible exception of Vampire Coast armies that aren't Necrofex doomstacks because their only other option for attacking walls/towers/gates that's not limited to 1 per faction are mortars. Every other faction just has other options that vastly outperform them.
There are two reasons for this:
- Cannons are good at destroying towers and walls during sieges, and towers are sometimes a bigger threat to your forces than the actual garrison/armies within. Once you have dealt with the towers, you can Mortar the enemy force to oblivion at your leisure.
- Cannons make for good counter-batteries.
I have also found them to be good for targeting enemy cavalry and high armor elite infantry, but the main purpose to keep a Cannon unit in your army is to have an efficient solution for dealing with towers during sieges. A single unit of Cannons is the equivalent of 3-4 necrofex colossi when it comes to destroying towers, and are therefore a good budget option.
I kinda like quad empire cannons sometimes just for some good saturation, but if I'm playing empire and want maximum single target damage I'm just gonna get a luminark or two and watch as each shot rips off a huge portion of the health bar.
Yup. Very rarely use corronades and empire cannon. The very los issue with them is a deal breaker for me. There are always other more versatile units that fits my playstyle. Sure they might have less firepower. But it's a good trade off for me.
Only time they are useful is when you are at that particular stage of the campaign. Coz the alternatives for these are mostly higher tiered ranged units which might not be available as early.
Cannons start picking your elite cavalry out when that cavalry 's still in its deployment zone if you're not super careful about line of sights.
Despite having firing modes I find that it's sub-par all around. I also find that generally the scattershot is still better than the focused shots against large targets despite the idea that the single shot is supposed to have better penetration and thus damage on tougher foes. Instead, it has less accuracy and does less DPS, especially when scattershot can hit the same target more than once.
Otherwise Artillery is great. Empire has a really good, rounded roster of Artillery. Some have wide explosions that are best used when you can get the enemy to blob up, and you can possibly hit multiple units per shot. Others are meant for targeting monsters, maybe cavalry, the direct cannonballs can also be good on infantry if you line it up right and have the shots bowl through them from front to back (but generally still not as good as the wider AoE cannons, unless maybe they are super heavy in armor.)
All artillery need the enemy approaching directly at them or preferably standing still tho, especially large targets. they ar nly good at killing large if the large unit is pinned and the artillery pieces arent attacked...