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12-lber Foot Artillery (ETW Unit)

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Revision as of 11:14, 6 January 2013 by Shackleton (talk | contribs)
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12-lber Foot Artillery (ETW Unit)
12 foot.jpg
Class Artillery
Unit Size 24 men
Weaponry 12 pdr cannon
Morale
Melee Attack
Ranged Attack
Defence
Charge Bonus
Accuracy
Range
Ammunition
Region Global
Recruitment Cost 840
Upkeep Cost 210
Turns to Build
Unit Limit
Building Requirements Military Governor's Encampment
Technology Requirements Canister Shot
Attributes
  • Slow Moving
  • Can Hide in Woodland
  • File:12 pdr foot.pngFoot artillery batteries are the core or an army on campaign: the weapons that win battles and batter down walls.

    Overview

    Despite the name, foot artillery batteries are towed by horses, not men. The artillerymen march alongside their pieces. All guns are smooth-bore, and rated by the size or weight of solid projectile that they fire: a 12-pounder is so called because it hurls a cannonball weighing 12 pounds towards the enemy! It may not do so very accurately, as the casting of barrels and balls means that there is inevitably a gap (wind-age) between a shot and the barrel sides. This means that a cannonball rattles down the barrel when fired, leading to an inherent inaccuracy. As technology advances, other types of ammunition can be fired.

    Historically, there was limited standardization between guns, even in the same battery. Parts from one gun would not always fit a sister piece. A gunner would know the quirks of his own weapon intimately. Cunningly, the French attempted to develop a system of interchangeable components for all their guns and field equipment. Jean Baptiste Vaquette de Gribeauval (1715-1789), the inspector of artillery, tried but he wasn’t entirely successful. Even after he had finished there were still more than 20 different types of wheel in use!

    Details

    12-pounders are the first mobile artillery available to almost every faction and are, for some time, the heaviest piece of cannon artillery available. Despite the fact that they can move, re-positioning should be done as little as possible, as it takes time to limber and unlimber the cannons and their movement speed is among some of the slowest in the game. In the early game, they are the best artillery to use in the front lines, delivering the heaviest payloads.

    As with all artillery, they have an unusually high resistance to musket fire, usually only suffering three or four deaths per volley. However, given that each regiment has a small unit number and each man fills important roles in moving and loading the artillery, it is prudent to keep them away from enemy line infantry. Cavalry are devastating against artillery, who in turn should prepare canister shot and fire as soon as the maximum range is breached for the best effect.

    24-pounders are an improvement with no additional weaknesses. Therefore, 12-pounders should be replaced completely once larger guns become available.

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