Weapon | Max | Effective | Cannister |
---|---|---|---|
6-pdr | 1350 | 725 | 410 |
8-pdr | 1350 | 725 | 500 |
12-pdr | 1600 | 825 | 550 |
6 Howitzer | 1100 | 550 | 550 |
Small Arms | Opens new page |
Artillery pieces are scaled at 1:3 as opposed to all other units 1:24. Casualities in terms of pieces removed reflect this.
At the present time the gunners are treated as 1:24 and so there is an advantage in terms of casualties.
Accuracy up to effective range is 50% and over is 25% (other than cannister).
Grazing isn't taken into account in these rules at the present time.
Columns and squares take the most casualties but oblique or flanking fire on a line has same effect.
Cavalry will tend to take higher casualties than infantry
4 & 6 pdr cannon 2 shots per minute. Anything else 1 shot per minute.
After the third round of fire, visibility and accuracy are reduced by 50%.
Artillery will always respond ( by returning fire) to counter battery bombardment regardless of their orders unless routed.
Horse artillery maximum is 6-pdr or 6 inch howitzer.
1.Select Firing Unit
2.Select Target Unit
3.Click Artillery Modifiers
4.Select Ordinance
You select the unit firing and then the target unit. Then click any of the modifiers ( some are mutually exclusive). Finally select the formation of the unit firing. A modal dialog appears giving the results of the event and the impact on the target unit. Firing is not deemed to be simultaneous and so the advantage in a firefight is with the unit whose turn it is.
The rules engine takes into account the number of shooters; the formation that they are in; and, the calibre of the unit ( Veteran/ Experienced/ Raw). It also calculates the small arms default weapon of the unit and the accuracy where applicable ( short range smoothbore and rifles fired as rifles).
The rules also report the result on the target unit where this can be determined in the phase. The unit status and current strength is updated in system storage for subsequent moves