Difference between revisions of "3-lber Horse Artillery (ETW Unit)"
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{{Unit|image=[[File:3_horse.jpg]]|Class=Horse Artillery|Men=12|Weaponry=3 pdr cannon|Minimum Building Requirement=Military Governor's Barracks|Region=Worldwide|Recruitment Cost=850|Upkeep Cost=210|Technology Needed=Explosive Shells}} | {{Unit|image=[[File:3_horse.jpg]]|Class=Horse Artillery|Men=12|Weaponry=3 pdr cannon|Minimum Building Requirement=Military Governor's Barracks|Region=Worldwide|Recruitment Cost=850|Upkeep Cost=210|Technology Needed=Explosive Shells}} | ||
− | Horse artillery are a form of light, mobile artillery | + | Horse artillery are a form of light, mobile artillery unique to almost every faction in Empire: Total War. |
==Overview== | ==Overview== |
Revision as of 13:41, 5 October 2011
Horse artillery are a form of light, mobile artillery unique to almost every faction in Empire: Total War.
Overview
Horse artillery units are distinguished from other types of artillery forces because everyone rides into battle: drivers ride the horses, while gun crews are often given seats on the gun limbers. The cannons assigned to horse artillery units usually fire relatively small calibre rounds although, as always, the weight of shot is used to designate different horse artillery types. The weight of fire is considered to be less important than the speed with which it can be moved to a firing position, deployed, and then removed to a new site. This is what gives horse artillery its appeal to generals: the ability to rapidly give fire from almost anywhere on the battlefield. Horse artillery can be used as a flexible reserve, or to exploit a weakness in an enemy line.
Historically, in many countries horse artillery developed a cavalry-like air of being an elite force. This attitude is entirely understandable. Dragging heavy artillery pieces across country at the gallop is an inherently dangerous thing to do, even without people shooting at you!
Details
Horse artillery share many similarities with foot artillery: their ammunition types, their fire trajectories, etc. However, they possess far less firepower than their foot artillery counterparts in exchange for much better mobility: while foot artillery are easily the slowest unit type in the game, horse artillery can move almost as quickly as light cavalry. With their high speed, horse artillery can deploy firepower on crucial points of the battlefield much more quickly than foot artillery. Their lack of stopping power compared to their larger caliber cousins, however, mean that they are less suitable for direct engagements. These attributes mean that horse artillery are more suitable in an aggressive, mobile army makeup than a stationary one. In the early game, horse artillery can make for poor, but speedy, substitutes for the 12-pounder foot artilleries, allowing mobile support for line infantry for canister shot. In the late game, horse artillery becomes much more useful with the invention of shrapnel, which allows them to inflict severe casualties on enemy armies despite being a lighter calibre.
Perhaps the largest advantage of horse artillery lies in their ability to take advantage of good terrain quickly, something that might be considered risky for the cumbersome foot artillery.
While horse artillery are very mobile when on the move, they do take several seconds to unlimber owing to the animation of the artillerymen dismounting and the horses moving in place. Therefore, it is important to always use horse artillery at a safe distance to prevent them from being decimated by enemy fire before they can unleash their ordnance on the enemy.
Factions
- Great Britain
- United Provinces
- Austria
- Bavaria
- Gran Colombia
- Courland
- Denmark
- France
- Genoa
- Georgia
- Greece
- Hannover
- Hessen
- Hungary
- Ireland
- Knights of St. John
- Louisiana
- Mexico
- Naples & Sicily
- New Spain
- Norway
- Italian States
- Savoy
- Poland-Lithuania
- Portugal
- Prussia
- Quebec
- Russia
- Saxony
- Scotland
- Spain
- Sweden
- Thirteen Colonies
- United States
- Venice
- Westphalia
- Württemberg