Affect of Waterloo muddy ground on effectiveness of Artillery.

Let's talk about the issues in converting the SOW engine to handle Waterloo. Ideas, suggestions, feature requests, comments.
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Jean Lafitte
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Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Jean Lafitte »

In the game, artillery effectiveness is probably reduced a bit due to the muddy ground present at the in real life battle of Waterloo.

To what extent is arty "nerfed" in the game?

Is there an easy method to "un-nerf" artillery so that battles on dry ground may be simulated?

Thanks.
Marching Thru Georgia
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Marching Thru Georgia »

The KS Nappy mod has artillery properly modded. You could use the appropriate files as a basis for modding the stock OOBs as the KS mod doesn't use these.

I read somewhere that an estimated 70% of the British army casualties at Waterloo were caused by artillery.
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IronBMike
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by IronBMike »

The KS Nappy mod has artillery properly modded. You could use the appropriate files as a basis for modding the stock OOBs as the KS mod doesn't use these.

I read somewhere that an estimated 70% of the British army casualties at Waterloo were caused by artillery.
I remember reading that contrary to what a lot of people think, French artillery was extremely effective in the battle and really decimated the British center, despite the muddy ground (dry ground would have made it even more effective and more importantly allowed the battle to start sooner).
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Jim
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Jim »

The Anglo-Dutch casualties are given as ~17,000 for June 18th in Adkins. This amounts to 11,900 casualties attributed to artillery at 70%. These casualties were accumulated over about ~8 hours of bombardment or about 1487 casualties per hour. The Grand Battery is usually listed as being 80 guns or so. This means that each gun accounted for 18.6 casualties per hour of firing. Assuming a firing rate of 1 round every 2 minutes this works out to 30 rounds per hour or 0.6 casualties per round fired. Interesting to work these number out, but there are a number of assumptions here that can be debated.

-Jim
"My God, if we've not got a cool brain and a big one too, to manage this affair, the nation is ruined forever." Unknown private, 14th Vermont, 2 July 1863
Marching Thru Georgia
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Marching Thru Georgia »

Assuming a firing rate of 1 round every 2 minutes this works out to 30 rounds per hour or 0.6 casualties per round fired. Interesting to work these number out, but there are a number of assumptions here that can be debated.
That assumes continuous fire. However, much of the time, French artillery was silent. During the afternoon cavalry attack, and of course d'Erlon's assault and probably during the Guard's advance, the guns would fall silent when friendly troops approached the enemy lines. It was remarked by English troops that they felt a sense of relief when the cavalry would approach. They were harmless and it prevented the French artillery from firing.
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Saddletank
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Saddletank »

In the game, artillery effectiveness is probably reduced a bit due to the muddy ground present at the in real life battle of Waterloo.

To what extent is arty "nerfed" in the game?

Is there an easy method to "un-nerf" artillery so that battles on dry ground may be simulated?

Thanks.
There's a csv file for each map and I understand the terrain effects for the morning map are different to the afternoon map. I do not know though if this affects artillery fire and mud.

The later pounding the Anglo-Allied centre received was during the afternoon when the ground had dried out somewhat and when the French gunners had accurately got the range and elevation to the crest of the ridge. On the other hand, by then, most of the artillery crews would have been exhausted.
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Gunfreak
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Gunfreak »

Most of those allied artillery casualties were from those few hours the were in square. So much much higher rate of casualites.
Saddletank
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Saddletank »

Yup, shooting at squares in dry conditions is much more effective than shooting at lines laying down in muddy conditions. The game definitely reflects this.
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Gunfreak
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Gunfreak »

I don't think it does, my artillery does not do any more damage at 500 yards if the enemy is in square or line. It still does like zero damage
Pawsy_bear
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Re: Affect of Waterloo muddy ground on effectiveness of Artillery.

Post by Pawsy_bear »

Not sure thats correct, my arty has the biggest number of kills in scenarios. You might try repositioning them.

Once positioned take TC off. The arty commander will then reposition some guns for better affect.
Last edited by Pawsy_bear on Wed Jun 24, 2015 11:45 pm, edited 1 time in total.
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