The high airbursts are mistakes, they aren't supose to do it, but it happed all the time...
Would it therefore be fair to say that the only difference between a British "Shrapnel" round and a French or Austrian "Shell" is that the former includes musket balls packed inside for additional anti-personnel effect, whereas the latter does not?Yes that would be the only difference really. The difference in actual use would be that the Spherical Case Shot (Shrapnel) achieved most of its effect if exploding in front of its target. A common shell worked better if exploding within the target.
...Having said that, I find it is almost impossible to mount a successful attack against an enemy position in the game without first suppressing their guns with counter-battery fire. Is this ahistorical?Artillery in LG produces higher losses than they did historically (seems to be a bug) at least at long ranges. Combined with units routing after just taking 4-7% casualties, makes attacking very difficult before enemy guns have been near or completely destroyed. So there are some issues with history yes.
Artillery in LG produces higher losses than they did historically (seems to be a bug) at least at long ranges.
Really? I never knew that. I have seen lots of films like "Waterloo" and "Gettysburg" which showed explosions going off high in the air but had always assumed that's what they were supposed to do!
Thanks for correcting my mistake. It just goes to show JMM's attention to detail to include stuff which has no effect on the enemy but is historically accurate.
How do the artillery casualties in HWLG compare with those in the Kriegsspiel rules? I have a copy, but don't understand them well enough to say for sure.If we look at the 1828* rules and assume best case scenario (good effect) then the two turns (4 minutes) a 12pdr battery gets to fire at an advancing 3 rank formation (from 2000 down to 1500 paces range) it will produce an average of 28 casualties total. In LG it is more like 6 times that.
Hook
To simplify the calculation for losses the results are given in terms of points. For infantry in three ranks one point equals five men, whereas for infantry in two ranks three points equals ten men.
Adjustments to the Basic Artillery Fire Results
There are, of course, a multitude of circumstances that will affect this basic result and need to be considered by the umpire. Some general guidelines are as follows:
Artillery Fire Against Columns & Second Lines
Add 25% to the effect for any of following
a) Cannon fire against columns of two battalions or more, squadrons or batteries.
Using the Artillery Fire Table
To calculate fire from artillery battery, roll a die and cross reference the result with the type of battery firing and the range. This will indicate the losses, expressed in points, inflicted on the target unit. For larger or smaller units than those specified, adjust the casualties inflicted on a pro rata basis. For example, for a half battery firing halve the casualties that would have been inflicted by a full battery
RATE OF FIRE ASSUMED
CANISTER 3 rounds per minute
HIGH ELEVATION 2 rounds per minute
RANDOM SHOT 3 rounds per minute
12lbs BATTERY Good Effect Meters Avg Cas Cas
DICE (Column) 1 2 3 4 5 6 Points 3-rank Column
1500-2000 Random 6 6 8 9 9 12 1125-1500 8.33 42 52
1000-1500 Elevation 8 8 10 13 13 22 750-1125 12.33 62 77
0500-1000 Large Canister 13 19 25 31 31 50 375- 750 28.17 141 176
0000-0500 Small Canister 25 25 38 50 50 75 0- 375 43.83 219 274
If we look at the 1828* rules...
*longe range artillery effect were adjusted down to about 1/3 compared to the 1824 rules.
Just proves that nerfing artillery has a long tradition.yes and their 1862 rules then increased it again :? but then seems to have made artillery a harder target by needing twice the damage to take out one gun.
I set up a quick and dirty test this evening, just to get some idea of just how powerful artillery is against infantry. Using the Montebello map and OBs, I set up the following four contests...
(iii) In the first three examples I had the infantry form line in order to minimise casualties due to penetrating roundshot.
1. Bavarian battery (6 x 12lb, 2 x hw) vs. Russian line infantry regiment (1920 bayonets/3 battalions).
1. Artillery opened fire at +/- 1000 metres. By the time the range was 840 metres, the infantry had taken 30 losses, and at range 600 metres the infantry had taken 100 losses in total. Then there was a large jump in losses to 235 (cannister?), at which point the infantry turned and ran. Total losses: 235 (12%)
2. French battery (6 x 12lb, 2 x hw) vs. Austrian line infantry regiment (2460 bayonets/3 battalions)
2. Artillery opened fire at +/- 1250 metres. By the time the range was 680 metres, the infantry had taken 100 losses Losses rose as far as 210 , at which point the infantry turned and ran. Total casualties: 210 (9%)
3. Polish battery (8 x 12lb) vs. Prussian line infantry regiment (1965 bayonets/3 battalions)
3. Artillery opened fire at +/- 1500 metres, and the infantry were on the run by the time they were 1300 metres from the battery at which point they had suffered 155 losses (8%).
Let's see if this attachment thingie works...
Interesting, thanks. Quite a bit of difference. Lemme massage the numbers.Oh don't worry about the year. The tables are actually from the 1824 ruleset I got. It just has an appendix with the 1828 supplement and that is where I copied the tables from.
Those say "1824"... is this the 1828 rules or the original 1824 rules?
Hook
If anyone else has tests similar to Holdit's, post the results so we can analyze them.I tested with Polish 12pdr battery and got similar results in all 4-5 tests I did. The enemy unit went from 2055 men down to 1880, give or take a few.
The tables are actually from the 1824 ruleset I got. It just has an appendix with the 1828 supplement and that is where I copied the tables from.
I tested with Polish 12pdr battery and got similar results in all 4-5 tests I did. The enemy unit went from 2055 men down to 1880, give or take a few.
I'm wondering if artillery casualties over the entire battle would actually *increase* due to units standing under fire longer.Kriegsspiel only has actual morale effect from artillery when within canister/low elevation range. It is fair to say that artillery would have enough ammo to produce considerable casualties because there is no easy routing as in LG.
I read about your test, but you didn't give casualties at ranges. Do you have those handy?I did provide a number. The infantry routed at about 1200 meters distance in all the tests. And the battery expended 7 rounds of ammo. The the bug appeared and delivered canister fire and produced extra losses. But if the ammo counter is correct then all casualties up to the routing point were coming from round shot
I did provide a number. The infantry routed at about 1200 meters distance in all the tests. And the battery expended 7 rounds of ammo. The the bug appeared and delivered canister fire and produced extra losses. But if the ammo counter is correct then all casualties up to the routing point were coming from round shot
I doubt my earlier tests really produced 160-170 casualties as the F2 map simply did not update properly, and might have added something from the canister even though the ammo counter did not show it.
If we compare the firepower from a 12pdr battery in Kriegsspiel for the 1500-2000 paces range band against an advancing infantry unit (we have to add one if not two salvoes in LG but I'll be nice and add just one)
LG: 144 casualties
1824: 83
1828: 28
Information is set to precise. It might have something to do with running it at 1:10 speed, at least I remember seeing fewer or delayed updates when running at higher speed in my earlier tests.
I just tried a mixed battery like you suggested and got same result of 4 hits per salvo. Did Holdit not test all 4 batteries at the same time? Then there might be LOS or elevation issues.
I have tried both attack and move command and I see no difference.
The dice gives artillery 60% chance of forcing a battalion back.
That won't help me much, as I'm looking for specific casualties at specific ranges, not the number of casualties produced by one salvo. With a mixed battery of guns and howitzers, it's going to be hard to figure out which guns did what, and calculate how many casualties one shot from one cannon would produce.There was no difference. Distance were the same, casualties per salvo/minute were the same (16) and a total of 8 salvoes(minutes) of fire.
If a unit advances on artillery, if it takes one turn of canister, it has a 40% chance of reaching the artillery. Two in five will make it.Yes. Of course that is for one battalion. A failed check means it is forced to pull back 250 paces so it does not rout as seen in LG. Now throw in 3 or 4 battalions and it is no longer that difficult for infantry to close in for an attack. Also the artillery can only do it as long as its not under canister fire. So an attacker can cancel out the effect by using artillery in support.
If it takes 2 turns of canister, it has (0.4*0.4) or a 16% chance of reaching the artillery. One is six will make it.
If it takes 3 turns of canister, the chance is (0.4*0.4*0.4) or about a 6.5% chance of reaching the artillery. One in 15 or 16 will make it. Not a lot of chance there.
It's odd to see in the 7pdr Howitzers table "Rollschuss", "Full Charge" and "Smaller Charge (Shell)" as if the howitzers were firing roundshot.AFAIK Rollschuss were used with the shells.
There was no difference. Distance were the same, casualties per salvo/minute were the same (16) and a total of 8 salvoes(minutes) of fire.
Yes. Of course that is for one battalion. A failed check means it is forced to pull back 250 paces so it does not rout as seen in LG. Now throw in 3 or 4 battalions and it is no longer that difficult for infantry to close in for an attack. Also the artillery can only do it as long as its not under canister fire. So an attacker can cancel out the effect by using artillery in support.
It cannot be assumed that the troops will remain still for long under effective canister fire or low elevation range fire without either going forwards or back. There can be very few exceptions to this.
If, therefore, a half battery is firing against 1 battalion or two squadrons in canister range, under conditions which will give good effect, and without itself coming under canister fire from an enemy battery, Die 2 is rolled after each move to the advantage of the battery to decide whether they troops can remain in position or retire.
I'm not interested in the number of casualties per shot, and in any case the casualties per shot will be much higher for a battery defending itself against a frontal assault than for all shots fired during a battle.Maybe you should be interested:
All these scenarios produce the same rate of 4 hits (16 casualties) every minute.