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Empire: Total War - Game Mechanics - Land Battles - Artillery - game guide, walkthrough, secrets, game tips & strategies

Empire: Total War Game Guide
Game Mechanics - Land Battles - Artillery
by Maciej „Sandro” Jalowiec,
Translated by: Jakub Kuchnio
(guides.gamepressure.com)
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Game Mechanics - Land Battles - Artillery  (6/56)

 

Artillery, more than ever before, have been very important on the eighteenth-century battlefields . Always try to have it in your army (2 or even 3 units).

 

Demolition of buildings

The destruction of buildings occupied by the enemy troops can be very effective – you can kill many hostile units without any looses in your army. Not always, however, it depends on accuracy of your cannons.

Try, as soon as possible, to change Sakers and Demi-Cannons to artillery that can move on the battlefield using a horse-drown cart. With mobile artillery, it is possible to drive up to the occupied building. And the closer you are to the target, the more accurate are your shots.

 

 

Defending against attack

After inventing the technology called Cannister Shot some of your cannons will be able to use ammunition that is perfect to eliminate the enemy infantry. When the opponent is attacking, load the Cannister Shots. However the missile range will be shorter now, but you can kill up to a dozen enemy soldiers for just one shot.

 

If the Austrian artillerists would began to fire Cannister Shot on Poles, then toll in Polish army would be substantial.

 

Frightening the enemy

Some units, such as all types of Howitzers, Mortars, and rocket troops (Troop Rocket, Rocket Band) have a powerful range. This means that before the battle, artillery can fire at the enemy for a long time. At a long range it is difficult to have a good accuracy, so cannot eliminate to many enemy soldiers. However you can fear them by a ordinary (not accurate) bombardment.

 

Before the enemy will come to you his willingness to fight will be rather questionable.

 

For this type of bombardment you can use ammunition that is designed to be effective against infantry such as Explosive Shells, Carcass Shot, Quicklime Shells and Shrapnel Shot.

 

 

Protection of the artillery

Sometimes, artillery is left without any protection - all infantry and cavalry is focused on the fight, and cannons are left alone. I recommend to keep 1 or 2 infantry units armed with bayonets near your artillery. It is in case your opponent will come up with an idea to attack your artillerists with his cavalry. In the case of the horsemen attack it makes no sense to use Cannister Shots - you do not have time to turn cannons and load them with proper ammunition.

 

Deployment of cannons

For some types of artillery there is no difference from which position it is shooting (for example Puckle guns). Sometimes, however, your army can refuse to fire. This can happen when some obstacles (nearby trees, etc.) are between your troops and the enemy army (this is often a problem for the rocket troops). You can help your artillery by deploying it on a hill.

 

Game Mechanics - Land Battles - Artillery  (6/56)
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Introduction
Game Mechanics
Land Battles
Infantry - p. 1
Infantry - p. 2
Cavalry - p. 1
Cavalry - p. 2
Sieges
Sieges (attacker)
Sieges (defender)
Naval Battles
Line Astern Formation
Crossing the T
Side volley
What to attack?
Boarding operation
Importance of wind
Campaign Map
Land troops
Fleets
Country and the Government
Types of countries
Countries attributes
Country prestige
Region management
Building
Taxes
Riots and revolutions
Diplomacy
International relations
Concluding agreements
Wars and peaces
Alliances and patronages
Technological progress
General hints
Research centers
Secret Service
Gentlemen
Rakes
Priests
Units
Basics
Infantry units - p. 1
Infantry units - p. 2
Infantry units - p. 3
Cavalry units - p. 1
Cavalry units - p. 2
Artillery units
Fleet units
Campaign Guide
Great Campaign
Briefing
Austria
France
Spain
Ottoman Empire
The Marat Confederation
Netherlands
Prussia
Russia
Republic of Poland
Sweden
Great Britain
Road to independence
Act I
Act II
Battle of Boston
Act III
Act IV
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