MeG

Mortem et Gloriam Players forum => Player Discussion => Topic started by: lionheartrjc on April 03, 2023, 01:16:41 PM

Title: Tips on using and facing Light Artillery (Guns)
Post by: lionheartrjc on April 03, 2023, 01:16:41 PM
At Roll Call (a Magna competition) I took Later French Ordonnance with 3 TuGs of 2 Lt Artillery, Average, Unprotected, Experienced, Guns, Combat Shy.
I had previously taken a very similar army (but a Maximus competition) at Beachhead.

Light artillery has a range of 8 BW.  It can move on a RED card (cannot double move), 2 BW in good going, 1BW in rough going.  It gets a colour upgrade against BWg, Elephants and Chariots.  It gets a colour downgrade against skirmishers.  It ignores the downgrades for ArmHrs and FArm foot. It also ignores the downgrade for colour.  S results on shooting cause an additional slowing effect as well as the normal effect.  They have to deploy (along with expendables and troops behind barricades/obstacles) before other troops.

If the target is over 4BW away, then the arc of fire is 2BW.

In Magna, each SuG costs 180 pts.  The SuG breaks if it receives 2 wounds.
Guns or Cannons can claim a KAB per base firing (on the chargers) on any UG charging them in addition to their normal firing effect.
As SuGs they can be pushed back by enemy TuGs.

My tactic was usually to spread the artillery across my front, supported by my Pikemen (2 TuGs of 6, Average with Shove) and dismounted men-at-arms (2 TuGs of 4, Average, Fully Armoured, 2HCC, Melee Expert).  Once I deployed I placed a general with each artillery UG.  This meant I could move the guns on a YELLOW if my opponent showed no inclination to advance.

If I could I tried to put skirmishers in the gap between the gaps.  Alternatively, I would put a longbow or crossbow TuG on the flank.  This was to try and counter enemy skirmishers (I think all my opponents tried to screen their TuGs with SuGs).  This makes sense, as if you are facing guns and can shoot at them you have the opportunity to break them.  In one game I had to charge Malcolm's Tarentine light horse to avoid them shooting my guns.

Clearly if you are facing Guns, then you may want to avoid charging them or charge them with superior troops, even though contacting them with a charging TuG will destroy them.  Pushing them back through their own troops is a good way to neutralise them.

Simon nearly broke my army by charging with his superior Alammani warbard (Short Spear, Dev Chargers).  He screened these well with his skirmishers and the one artillery SuG they charged with only one file able to shoot at them. The KaB test did no additional effect.  Fortunately for me he made a rookie mistake and exposed the flank of one warband to my pike.  This (plus some good dice rolling), turned the result of the battle.

Would I take an army with 3 TuGs of 2 guns again?  Probably not.  The 8000 pt Magna competition helped because the tables were quite full.  I was relying on my opponents being aggressive.  If they didn't take the bait I was going to have to attack myself or settle for a low score.  Fortunately for me, all my opponents took the bait.

Richard