Did a quick test with the Arty Tutorial.
In this tutorial CSA has a battery of 4 guns 2 of which are 12lb Hwtz and 2 are 3". This battle was fought in pretty close range as the farthest I shot to was at about 500yds (beginning of the engagement) and then as USA gets close to my obj (left of Archer's Bde) the battery gradually had to shot targets that were getting closer and closer, at this point I rolled back on recoil.
The fall back on recoil is too long a distance, I fear and another thing I noticed (but this is about the BDE tutorial) is that when you set a RGT in skirmish formation it goes ALL OVER THE PLACE (the formation is too spread out in too wide area imo). This is about spacing but the fall back on recoil isn't. Perhaps there's a gaming reason to allow such a long fall back I don't know about... anyway it's minor.
The CSA battery gave me 2 indicators: 1) They are militia so their accuracy MUST be low and they tired very very quickly. 2)In a matter of 20 minutes they all were totally exhausted (which ALSO affects accuracy).
I also noticed a few more things: 3) The accuracy of the 12lb Hwtz is totally nihil and the score proves it. One of the 2 howitzers scored 3, the other scored 0 and the whole battle lasted about 30 minutes. 4) One of the 3' scored a clean hit at 450yds with a solid shot killing 38 in a single instant.
5) At the bde courier level, a battery away from you needs a courier to switch to manual targeting. This is correct, however, you only get the mouse pointer change to the arrow (select tgt) once the courier is there. This is inappropriate because by the time the courier arrives to the gun, you will have moved other troops and clicked that moouse button many times. You know what it means... it means you'll have to send the courier again and this thing should be fixed. When you send the courier with orders you must immediately select the tgt and once you do the courier leaves.
6) There's problems with dealing with AI managed guns. At 180yds distance I saw I was switching to cannister and the gun insisted on using shrapnel (which I deem STILL totally ineffective). The AI seems to switch ammo on its own accord and, furthenmore, if you select your captain and issue the order to the whole battery to target a specific or use a specific ammo, the icons in the bar don't light so you have no indication on whether or not the orders were taken. I mean you click something with your captain but then no icon lights up and you've got to look for individual battery settings. In the fray of battle, this means the best thing to do is to give orders to guns one by one individually but that can prove really nasty with restricted camera view. Do mind each of these orders needs a courier at bde level so it's an important fix I think we need here. I do agree that the AI can switch to what IT thinks is best (thats why we got the TC button) but if the captain gives an order, at least the lights of that order should light up otherwise you won't know whether the order was taken or not (i.e. the courier arrived or not).
So the total score here was 145.7 for CSA (militia). One 3' shooting cannister which is also the one that did the solid hit did 105, the other 37. One of the 12lb had 0 and the other had 3. All guns shot constantly from the beginning to the end since I made sure to keep them with clear sight to the enemy. I shot on infantry only, manual targeting on the closest regiments (the USA ART scored 118).
Personally I think this is too low. If you consider I was enfilade firing on very close USA RGT engaged with CSA infantry at ranges between 200 and 300 this is really very low. Mind that one of the 2 3' used cannister so this close was the range but again as soon as you get beyond the cannister range, you can fire for 30 minutes on a stationary target without any effect (excluding the sporadic lucky shot with solid).
Alas, the solid works, cannister works, shrapnel definitely doesn't.
How many shots can you take on a stationary target 300yds away, which is regiment sized, before you can score a hit? Mind that shrapnel or shell would take a near miss as a quasi hit because they are area weapons. Can all the fuses be bad? I don't think so. Is it a matter of accuracy (and fatigue)? I do think they affected things pretty heavily. Will need more tests, many more tests but perhaps modding can help us here.
The 3' that scored 105 had a lucky shot at 450yds and then used cannister. 105 kills in 30 minutes at such close range looks a bit too low. The other 3 guns in 30 minutes scored in total 40 hits and I think this says it all. Need more time and tests to say something definitive here but I do remember the pre-patch way of things and I can tell things have improved by a lot (it was 0 kills without cannister before).
