RFCM

Rules => Conquerors and Kings => Topic started by: martin goddard on July 02, 2023, 03:49:26 PM

Title: Artillery in CK
Post by: martin goddard on July 02, 2023, 03:49:26 PM
I think CK artillery is about right (?).

A piece kills about 1  half base per game.
This is good value against expensive troops (armoured cavalry, elephants)but a bit of a waste against cheap troops (unarmoured close order or auxiliary).

I usually lose about half of my artillery to fall backs each game.

Artillery does complicate the game but the complexity is not too bad.


martin ???
Title: Re: Artillery in CK
Post by: Colonel Kilgore on July 02, 2023, 04:48:36 PM
Artillery is a bit hit or miss (literally).

I don't think it's a game-changer, but can sometimes get lucky or provide the opponent with food for thought. Which is pretty much as it should be?

Simon
Title: Re: Artillery in CK
Post by: martin goddard on July 02, 2023, 09:32:01 PM
I find the lucky shot might cause an opponent to rethink his battle plan and hesitate.
If not no worries.


martin :)
Title: Re: Artillery in CK
Post by: sukhe_bator (Neil) on August 13, 2023, 09:58:29 AM
From these comments on the game play I'd say artillery is about right. It had roughly the same battlefield effect right up until the C18.
The conundrum for most players of ancient Asian armies is do I place my CiC on an elephant where more troops can see him and be heartened by his divine presence OR risk getting shot at by some 'firangi' with a bolt shooter.

Neil