The Art of ArtilleryBy
David Kuijt
Artillery in DBA represents a battery of very long-range
battlefield missile shooters -- anything from onagers and catapults to
bombards, organ guns, and ribaulds. It covers the ballistae that
were used from the Greeks until the broad use of gunpowder, and the
cannons that ended the Hundred Year's War at the battle of Castillion
in 1453.
On paper, artillery is the most effective long-range attack
available in DBA. In practice, however, artillery is perhaps the
hardest element type to use effectively.
Artillery have strong combat factors; +4 against everything. This, and their
500 pace range, make them seem to be a dominating troop type. In battles
it never seems to work that way, because artillery has as many restrictions
and disadvantages as advantages.
Their ranged fire is admittedly quite
effective.
But artillery can only fire in the opponent's turn, so you
lose half your potential opportunities to pound stuff. Worse still, it can
only fire if it did not move in its previous turn. This means that no
matter what wonderful firing position
you create for your artillery, your opponent will get to move
twice before the first time you can fire. Because you cannot fire through
or over enemy screening units, your precious firing opportunities may be
wasted on skirmishers that artillery cannot kill, or on tough heavy foot
who can largely ignore it. Even experienced players may find it
tremendously difficult to bring their artillery to bear.
Artillery cannot move into contact with
enemy elements. Not a tremendous problem, with strong ranged combat factors
and long range.
On the other side of the coin, artillery get quick-killed by everything
in close combat. Their combat factors are high enough that they can often
survive a few rounds of assault by enemy light troops, but sooner or later
the guns (ballistae, onagers, whatever) are going to be overrun, and when
that happens the gunners surrender or scatter to the hillsides.
Rock, Scissors, PaperOne interesting aspect of DBA is the interaction between different troop
types. For example, elephants are devastating against knights; knights in
the open will
slaughter psiloi; and psiloi are among the most effective troops against
elephants. Some element types often contended with another particular type
in historical battles -- a classic matchup.
Blades against warbands, for example, or knights against light horse.
Artillery has no such classic matchup. There are troop types
which it can entirely dominate -- elephants, war wagons, and bows, for
example. It also has troop types that it must dread and avoid: blades
and spear, or any fast mounted. For most of the rest, success with
artillery isn't so much related to who you fight, as to how
you fight.
Before looking at how, here is a survey of who; a survey
of what affect artillery has on different target types.
Who Artillery Should FightArtillery vs. Spear or Blades -- Even with its high
combat factor and long range, artillery just isn't going to make much
impression on large bodies of formed armoured foot. If your enemy can
get into position to advance a force of Spear or Blades towards your
artillery, things are not going to go well. You will push them back
once or twice, but the artillery aren't going to be happy with the end
result. Once the heavy foot get into contact, the battle is usually
brief.
The only thing that can make this sort of attack more palatable for
an artilleryman is when the enemy spear or blades must force their way
through rough going. Artillery has a 25% chance of destroying a unit of
spear in rough going in a single shot, and a 47% chance of
recoiling them (11% destruction chance on blades in rough; 31% of recoil).
The recoils will come often enough to give artillery a number of
additional firing
chances. Heavy foot should avoid approaching artillery through rough
going.
Artillery vs. Warband, Pike, or Auxilia --
These are reasonably good targets for artillery. There is a moderate
chance of killing the target element (11%) and a good chance of forcing
a recoil (31%). If they get into contact and close combat, the artillery
still might drive off its foes several times or even kill them.
The pure math hides as much truth as it reveals -- pike and warband are
even more vulnerable to artillery than they seem. They both move slowly
and often fight in deep formations; they avoid rough terrain and their
systematic, slow movement is fairly easy for the artillery commander to
predict. This makes it much easier for the artillery commander to create
the long firing lanes that allow artillery to play for as long as possible,
and give them the maximum number of firing opportunities.
Auxilia are more dangerous to artillery than warband or pike. Their
greater speed allows them to close faster, and be effected less by any
recoil results coming in. They can also approach through bad going without
danger, whereas warband or pike must avoid bad going if under fire from
artillery.
Artillery vs. Knights or Cavalry --
These are also fairly good targets for artillery. There is a moderate
chance of killing the target element (11%) and a good chance of forcing
a recoil (31%). If they get into contact and close combat, the artillery
still might drive off its foes several times or even kill them.
The speed advantage of knights, or even more so with cavalry, means
that you won't get a lot of shots. If you can put your opponent into a
position where he must delay while in range, or rush to attack before
he is ready, you will have a big advantage. If the terrain or tactical
situation is such that he can come straight in without delay in a line
wide enough to prevent overlap disadvantages, you've got problems.
Artillery vs. Bow -- This is one of the best target
choices
for an artillery element. Artillery has a 25% chance of destroying a bow
unit in ranged fire and a 47% chance of getting a recoil. Even if enemy
bow manage to close, their chances are still not good in close combat:
the bow only kills the Artillery 17% of the time, and stands the same 25%
chance of being destroyed and 47% of recoiling.
Artillery vs. Psiloi -- Artillery can drive off psiloi
with a good roll, but cannot kill them. The fight is largely futile on
both sides -- Psiloi will not usually be able to fight their way close
enough to
engage, and if they do will be overlapped, so they are unlikely to kill
the artillery. But on the other side, the artillery will be wasting its
shots for many turns on a target it cannot hurt.
On the artillery side of this equation, try to shoot at other targets
if possible, or have mounted ready to move forward and sweep skirmishers
away. Shooting at skirmishers is a waste of time.
Artillery vs. Light Horse -- For the artillery this
matchup is similar to fighting psiloi, but slightly more dangerous. The
light horse cannot be killed, and they can move into contact (or recover
from a flee result) much quicker. Make sure to have elements on both
flanks of the artillery to provide overlaps in case the light horse make
a mad rush. Without that support the mad rush is an effective technique
for the horse commander -- a poor result can be recovered quickly, and
it only takes one lucky roll and the artillery is gone.
Artillery vs. Camps -- If you could ever get your
artillery into range of the enemy camp, artillery fire would quickly drive
off the defenders. Similarly, if you can get your artillery forward far
enough that the enemy light horse or psiloi you fire at are within 600 paces
of their board edge, you have a huge advantage. Suddenly a "flee" result
on enemy skirmishers drives the victim off the board, the same in tactical
terms as destroying it.
Needless to say, this doesn't happen very often. But if your opponent
wants to play defensive on his half of the board and lets you advance
your artillery, by all means, do so.
Artillery vs. Elephants, War Wagons, or Scythed Chariots
-- Artillery can quick-kill elephants and war wagons. Both of these troop
types create large, relatively immobile targets; concentrations of force
where a couple of good shots can be devastating. The ideal target, in
other words. Elephants and war wagons are afraid of artillery, and with
good reason. Just one element of artillery placed well can dominate the
whole battle against an elephant or war-wagon heavy army. In armies that
contain them, the elephant or war wagon elements often are the pivotal
element in deciding the enemy's strategy, so your artillery
will also force the enemy to totally modify his grand tactical plan --
another big plus, even if you never get to blast Jumbo to smithereens.
Scythed chariots are quick-killed by everything, so similarly
vulnerable to a ranged attack by artillery.
How Artillery Should FightAs mentioned earlier, the most important aspect of effective use of
artillery is how you use it. Playing with artillery you always
need to be thinking two turns ahead. If you change your mind, play by
the seat of your pants, and prefer to react to your enemy's moves rather
than having a plan and sticking to it, then you probably will have problems
using artillery.
On the other hand, if you can plan in advance, use your elements in
concert in accord with your plan, and predict or channel the enemy, then
artillery might work very well for you. Cautious players like artillery.
Reckless players can never seem to make it work right.
Firing Lanes -- The most important aspect of using
artillery is creating a good firing lane. Artillery can fire through a
zone one element in width on either side of its front, 500 paces deep.
But the setup
time for artillery means that you've got to pick a place for your artillery,
get it there, and then convince the enemy to move through that zone and
attack you. Needless to say, that isn't easy.
The perfect placement for artillery depends, naturally enough, upon the
position of the enemy army two turns in advance. The enemy army will move
in reaction to your army. This means that creating a good firing
lane isn't just an issue of positioning your artillery element; it
involves putting your whole army into positions so that the enemy must
advance into your firing lane. There are two general strategies for this:
channelling or enticement.
Channelling -- terrain can be very important.
Bad going covered by artillery is very dangerous to enemy heavy foot
and is death to enemy mounted. Since your enemy will likely avoid placing
troops in bad going near your artillery, such terrain can be an effective
way to limit your opponent's movement into predefined zones. You can
place your artillery to cover these zones and your army in front of them,
giving you a good field of fire.
However, if the enemy has the advantage in rough-terrain troops then
attempting to place your artillery in front of bad going can backfire.
You will be giving his auxilia and psiloi a zone where they can advance
towards your artillery without worrying about interference by your mounted
or heavy foot.
Impassable terrain is even more useful for channelling -- not even the
enemy auxilia or psiloi will be able to approach your artillery through it.
It is also more obvious, however. Even the most dull-witted enemy will
see what you are doing, and may decide to avoid the whole problem by refusing
to advance into the jaws of your formation.
Enticement is the answer to that dilemma, and also
the way to create good firing lanes when you have no good blocking terrain
in position to channel the enemy. How do you get the enemy to move into
the zone where your artillery is set up to fire? You give him some bait.
The best bait depends upon your army, and your opponent. Some opponents
cannot stand to wait, and can't leave a single pip unused -- all you need do
against them is just be patient, and they will come. Most players won't put
their heads into a vise without a reason to enter, however. This usually
means making your army seem vulnerable. It goes without saying that if you
take an unassailable position, most players with any brain won't assail it.
As with any trap, it must smell sweet. Your enemy has to think he'll get
an advantage by attacking, and hopefully must not think of the trap as
being a trap. This is difficult to do, and varies according to the makeup of
the two armies involved and the psychology of your foe, so an example
will have to suffice to describe one possible such trap.
Facing an enemy with Knights, a Blade/Psiloi army could start with three
Psiloi (quick-killed by Knights) in front of the blade, rather than behind.
Even with an artillery emplaced on the flank angled in to fire on the
oncoming troops, the lure
of two or more elements quick-killed could bring the enemy knights to advance
into your firing zone. Then hope for at least three pips on your turn, so
you can retreat the psiloi through your line (into a supporting position
behind your blades) before the knight line makes contact. If the
enemy takes the bait he will be in the firing zone, and any of his knight
elements that recoil from combat with the blades will be at risk from more
fire.
Where Artillery Should FightThe other major component of setting up a good firing lane is finding
a good position from which to fire. This doesn't just mean relative to
terrain, as mentioned above in the section on channelling; it also means
a good position relative to your army, and to your plan for using the
army. There are three general possibilities: defensively on the flanks,
defensively in the center of the line, and offensively.
Flanking positions are the most common and useful
places for artillery. As mentioned above in the section on channelling,
you can use bad going or impassable going to secure the front of a
position, which allows you to turn your artillery inward to fire at
an angle across your front line. This is wonderful if you can work it.
Without such convenient terrain, artillery is often positioned firing
straight out on one flank of a formation. This is still useful if you
pin the flank of the artillery on the board edge, a river, or terrain.
You will have less likelihood of getting good targets, but it is still
a good position. If your enemy does not contest that flank you can advance
into an even better angled firing position across your front as described
above.
Artillery is not so good at holding an open flank. If you can't block
enemy movement with terrain, anything but the slowest foot will stay out
of the firing arc of your artillery and sweep to bypass you. Enemy mounted
are particularly effective in this role. If you pivot the artillery element
you will have lost your chance to fire on the next turn, which means
the first shot the artillery will get may be their last, as they are
locked in close combat by enemy mounted.
Terrain to focus the enemy movement can be crucial in this situation.
Mounted are quick-killed by being beaten when in bad going, and they move
slowly there, and the range of artillery is such that enemy mounted will
rarely dare go off the good going nearby. Proper use of terrain will
channel the enemy in awkward clumps which will require reorganization
before they can assault your line. That can give your artillery a
number of very good firing opportunities.
Centered in the line of battle is a less common
position for artillery. It has some advantages -- for one thing, the
artillery can keep up with the heavy foot that often make up such a
line. For another,
you are guaranteed at least some firing chance, as the center of
your line will almost certainly get within 500 paces of the enemy line
at some point in the battle.
There are a bunch of disadvantages to a central position, however.
For one thing, you can't stop your artillery for firing without stopping
your whole line. Pinning the center of your army in one place may be
a very bad idea. And although you have put your artillery where it will
get some shots, it will most likely get them against the toughest troops
your enemy has to offer -- the heavy foot that usually make up the center
of your line will likewise usually make up the center of his line.
If your artillery is killed in the center of the line this can be
a much worse result than if it dies on a flank. Losing a unit in the
center can cause your whole line to fail in a turn or two as the units
beside it get flanked and cannot recoil, whereas on the flank you can
often pull back and delay, hoping to win elsewhere.
Worst of all, the center is usually where the heaviest engagement comes.
Since missile fire in DBA cannot occur if the firer or the target is in
close combat or providing an overlap, you will quickly find that a
center position for your artillery means that you get only one or two
shots as the enemy comes in, and then find yourself in the middle of a
melee where you cannot fire and cannot move to contact the enemy.
There are cases where a center position can be useful, but most of
them revolve around forcing enemy units vulnerable to artillery to fight
where you wish them to. Where you place your artillery will determine
where your opponent puts his bows, elephants, and war wagons, and there
will be times when you want to force them out on the flanks.
Offensive use of artillery is a matter of timing.
As you become more effective in placing your artillery and using it
well in concert with your defensive line, you will often find
times where your opponent will not attack, and where you must advance
to engage him.
If your opponent steadfastly refuses to destroy himself on your
wonderful defensive position, attacking with artillery is not impossible.
If your enemy has any prime targets for artillery (war wagons,
bows, or elephants; double-ranked pikes or warband), you can treat this
as the opportunity to gain the
matchups you want. The important thing is not to get ahead of yourself,
and to remember that artillery is vulnerable for a few turns after moving,
and that you must move it as part of a plan that involves your other troops,
not by itself.
One of the most effective (and rare) uses of artillery is to bombard
a strong defensive position of the enemy. Although it takes time, there
is no place he can hide. If you move your army forward carefully you may
soon have the joy of watching your artillery bombard his units while he
stands in place. Although it won't be quick, eventually artillery can
shatter any shieldwall.
Many DBA battles are determined by a fight over control of a single
important patch of bad going. These fights are much looser and less
organized than fights in good going, often leaving single elements
unengaged. Artillery can be quite useful in such fights, assisting your
rough-going troops in beating the enemy troops for control of the crucial
town or woods. Even a flee result on enemy psiloi (normally not much use
for your artillery) can be useful in this case, giving your troops the
crucial two or three turns to consolidate their advantage and eliminate
other opposition.
Armies with ArtilleryThe earliest army to allow an artillery element is the Syracusans (#34),
starting in 410 BC. I suspect that the inclusion of artillery in the
Syracusan army has to do with battles against the Romans, where the war
engines designed by Archimedes held off and frustrated a more powerful
Roman army for many years.
24 armies have an option of at least one artillery element; one of them
(Sung Chinese, #116) can have two, and two of them must have two
(Later Ottoman (#160b) and Hussite (#176)).
A very wide range of army types have artillery possibilities.
The Early Imperial Romans (#64) are a heavy foot army; the Hundred Year's
War English (#168) are built around longbows; there are
pike armies like the Later Swiss (#161b) and Low Countries (#163)
and a war-wagon army in the Hussites (#176).
A large number of combined-arms armies may have artillery, including the
Syracusan (#34), the two armies of Alexander the Great(#36 and #37),
Later Macedonian (#49), Late Roman West
(#77a), Later Medieval Scandinavians (#131b), and Knights of Saint John on
Rhodes (#162b).
Foot armies have no corner on the artillery market. Light horse armies
like the Cumans (#130), Mongols (#154), and Ilkhanid (#159a) have
artillery; also cavalry armies like the Timurid (#159b) and knight armies
like the Medieval French (#170). Even an elephant army in the Khmer or
Cham (#110) has artillery.
As the Renaissance foreshadows the first glimmerings of
modern warfare in Europe artillery becomes commonplace: French
Ordonnance (#178),
War of the Roses English (#179), and Burgundian Ordonnance (#180) all
have artillery.
Oriental armies with artillery include the Sung Chinese (#116), who are
conquered by the Mongols (#154), and eventually
succeeded by the Ming Chinese (#174). So every army based in China from
979 AD on has an artillery option.
The author may be contacted at
kuijt@umiacs.umd.edu.
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