Army of Liberty: a Fantasy Revolutionary Warfare Quest

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thinking about this, are we confident enough in Wachenheim retreating to shoot with the 45st for xp this turn instead of hiding?
I'm pretty confident, though I don't put a particularly high value on one XP with the 45th. They will be professional anyways after this battle due to +2XP from battle, and one XP doesn't matter that much with elven infantry. Also, they are out of munitions, so they can't shoot.
 
That would give up 3 turns of attacks(2 times moving, 1 turn setting up
Rearranging the artillery takes a considerable amount of time and would make us miss out on making attacks. You need 1 turn of set-up after every move,
Oh no, I was remembering that there was a setup phase for artillery, checked out the rules under Informational, found noting of the sort, went "oh right, must have misremembered" and assumed there was no such thing. :p

So to confirm, there is a 1 turn setup phase after movement before artillery can fire? Is this written anywhere in the rules?

If I may offer some constructive criticism on this quest, I feel like the lack of a centralized place for all the rules makes it quite difficult to get into the quest as a newcomer. Sure, in the informational section there are rules, but as mentioned I could not find the artillery setup rule anywhere. The rules have also been amended a few times, for example there is the "half-movement rule" where units can end their turn between two hexes, which I do not fully understand either...
 
I'm pretty confident, though I don't put a particularly high value on one XP with the 45th. They will be professional anyways after this battle due to +2XP from battle, and one XP doesn't matter that much with elven infantry. Also, they are out of munitions, so they can't shoot.

oh yeah, true.

Do you think we can shoot the nymphs with the 5th then?

They are experienced troops and one of the small races, so replacing them is going to be very hard, unlike normal trained humans in the 177th who have a teacher as CO too

So to confirm, there is a 1 turn setup phase after movement before artillery can fire? Is this written anywhere in the rules?

yes, its in the artillery trait
 
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So to confirm, there is a 1 turn setup phase after movement before artillery can fire? Is this written anywhere in the rules?
It's in the rules screen, though navigating that one isn't immediately obvious. Mechanics-> Traits:
ArtilleryUnitArtillery requires 1 turn of Set-Up after moving. Some types of Artillery may destroy terrain and buildings.
Artillery can fire over Units, though not over Terrain that blocks line of sight.
Also
If I may offer some constructive criticism on this quest, I feel like the lack of a centralized place for all the rules makes it quite difficult to get into the quest as a newcomer. Sure, in the informational section there are rules, but as mentioned I could not find the artillery setup rule anywhere. The rules have also been amended a few times, for example there is the "half-movement rule" where units can end their turn between two hexes, which I do not fully understand either...
Yeah, I get that. We're also pretty early in the quest, where the rules were revised a number of times due to not really fitting. With respect to our QM, it's also though to write everything down in a succinct way before it solidified. The rules on half-movement where only introduced on this map IIRC, due to the mud slowing everybody down. Give it some time, and if you're in doubt about the rules, ask one of the more experienced players.
Do you think we can shoot the nymphs with the 5th then?
You have a point there, I will amend that order. The nymphs are less replacable due to being a minority race, plus the professional xp. Killing them will hurt more, plus the 177th isn't exactly in a position to do much.
 
yes, its in the artillery trait
Oh right, and that section is actually in the rules. Disregard the former, I am just stupid then. :D
Do you think we can shoot the nymphs with the 5th then?

They are experienced troops and one of the small races, so replacing them is going to be very hard, unlike normal trained humans in the 177th who have a teacher as CO too
This sounds reasonable to me, if we expect him to retreat this may be our last chance to hit the nymphs. We can still hit the 177th on their way out, should he pull back.
 
Yeah, I get that. We're also pretty early in the quest, where the rules were revised a number of times due to not really fitting. With respect to our QM, it's also though to write everything down in a succinct way before it solidified. The rules on half-movement where only introduced on this map IIRC, due to the mud slowing everybody down. Give it some time, and if you're in doubt about the rules, ask one of the more experienced players.
Fair enough, and thank you. On the QM's part, its of course completely understandable that it's challenging to keep track of and succinctly write down all the rules for a relatively mechanistically complicated quest, especially in a newbie friendly way.

-[X] Shooting Them In The Back
 
If I may offer some constructive criticism on this quest, I feel like the lack of a centralized place for all the rules makes it quite difficult to get into the quest as a newcomer. Sure, in the informational section there are rules, but as mentioned I could not find the artillery setup rule anywhere. The rules have also been amended a few times, for example there is the "half-movement rule" where units can end their turn between two hexes, which I do not fully understand either...

That's very fair. I should redo the mechanics section. My only excuse is that I'm very lazy and when I take time to work on this, it's to update. I'll get around to that next time.
 
-[X] 10th Hum Art: Fire at 77th Hum
I assume that you want the 10th Hum Artillery to shoot at the 177th Hum since there is no 77th Hum to shoot at.

Other thoughts.
This whole battle reminds me of a saying that beginners and the most experienced are dangerous in a fight due to their unpredictability while foes of average experience and ability are more predictable. Von Wachenheim is a beginner to this level of command and some of his choices have certainly surprised us. This battle also has shown the limits and potential pitfalls of the technique of asking what you would do in the enemy's position. It is a useful technique, but it is less effective when the enemy thinks and views things quite differently than you would.

I don't think Von Wachenheim has completely abandoned the hope that we will make a big enough mistake that he can exploit to pull out a victory, but I do think he is preparing to a way to retreat soon. He was probably torn between deciding on fighting on and retreating in the last two rounds, but he is probably leading toward retreat now.
 
This whole battle reminds me of a saying that beginners and the most experienced are dangerous in a fight due to their unpredictability while foes of average experience and ability are more predictable. Von Wachenheim is a beginner to this level of command and some of his choices have certainly surprised us. This battle also has shown the limits and potential pitfalls of the technique of asking what you would do in the enemy's position. It is a useful technique, but it is less effective when the enemy thinks and views things quite differently than you would.
That, and doctrinal differences. Nornish tactics emphasize strong discipline and resiliant units much more than Arne, leading to a defensively minded outset that anticipates countering the great charge. Only this great charge never came, due to us enjoying very comfortable artillery superiority. Some of this may be Wachenheim specifically being very defensive, but it has to be noted that our opponents operate on the idea of a great offensive of ours coming eventually rather than skirmishes and an artillery duel.
I don't think Von Wachenheim has completely abandoned the hope that we will make a big enough mistake that he can exploit to pull out a victory, but I do think he is preparing to a way to retreat soon. He was probably torn between deciding on fighting on and retreating in the last two rounds, but he is probably leading toward retreat now.
Prolonging the battle is good for us. We can inflict more casualties with artillery fire, plus train our artillery more for future battles.
 
That, and doctrinal differences. Nornish tactics emphasize strong discipline and resiliant units much more than Arne, leading to a defensively minded outset that anticipates countering the great charge. Only this great charge never came, due to us enjoying very comfortable artillery superiority. Some of this may be Wachenheim specifically being very defensive, but it has to be noted that our opponents operate on the idea of a great offensive of ours coming eventually rather than skirmishes and an artillery duel.
Honestly, I have been given doctrine a great deal of thought recently. I think a longer term goal for us should be to completely overhaul Arnese doctrine, first for our army and later for the whole country. The issue is that for obvious reasons, neither Arnish or Nornish armies appear to take full advantage of Elvish units and their immortality. The optimal thing from a military perspective would be to treat our Elvish units as expendable, compared to units comprised of all the other races. Due to their unique ability to reincarnate, Elvish units should be thrown in the worst meat grinders, should be set to charge first and absorb artillery fire and should be used as expendable skirmisher to damage enemy elite units. Since elves come back to life after the battle, having most our losses be elves would make a massive difference on a campaign level, since we would replenish our troops much faster than our opponents.

Other nations obviously won't do this, since Elves are the aristocracy and treat the other races as their lessers. Thus, Arne is in a unique position to take advantage of this and change the game. For our army, I suggest recruiting a few more Elvish infantry and cavalry units, that we can use as our first line of defense and that we can have charge into enemy defenses first, absorbing enemy Ready Fire actions instead of our other units.

As an aside, it would be nice to be able to designate a low-level unit as "Expendable", to have them not cause Cohesion loss for our other units when they rout. Or maybe those effects should be based on the unit experience level. Historically I think there is precedent for this: having your barely trained militia rout does not necessarily affect the more experienced troops, while having a elite unit break can cause a substantial shock to morale.
 
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Honestly, I have been given doctrine a great deal of thought recently. I think a longer term goal for us should be to completely overhaul Arnese doctrine, first for our army and later for the whole country.
While discussing our thoughts on doctrine is a fine idea, I would caution people that we haven't really seen "proper" Arnese doctrine against an equivalent army. Our battles, including the ongoing one, have hardly been fought under usual conditions or with conventional army compositions. There are likely plenty of dumb ideas, but we also need to understand what we are overhauling before suggesting a fundamental overhaul.
The issue is that for obvious reasons, neither Arnish or Nornish armies appear to take full advantage of Elvish units and their immortality. The optimal thing from a military perspective would be to treat our Elvish units as expendable, compared to units comprised of all the other races. Due to their unique ability to reincarnate, Elvish units should be thrown in the worst meat grinders, should be set to charge first and absorb artillery fire and should be used as expendable skirmisher to damage enemy elite units.
Elves are in the awkard position where they are really good at maintaining a high-skill floor, but have great issues getting there. This makes them a very valueable long-term resource, but in any individual battle they are unappealing. I agree with your conclusion here though, I think Elves are best used for high-risk skirmishes or pincer movements, due to their good operational ability. It might also be a good idea to anchor elves in the front of our infantry line, letting them absorb the initial shock and scout for ambushers. More of a defense in depth rather than unbreakable front strategy.



My own thoughts on lessons to be learned from the current battle:
  • We need more horse artillery. Mobile firepower is the key for actual manevoure, especially with harsh terrain. If we ever get the influence, I would strongly suggest retraining the 10th into horse artillery, they would be an absolute monster against enemies. Twice the mobile firepower could have enabled a meaningful offensive here. We ned a good balance between statically defending artillery and mobile firepower, but this is something other armies have yet to adopt as well.
  • Cavalry needs to be conserved far more than we have, with coordinated charges being a requirement for the sake of overcoming enemy artillery fire. Less skirmishes and more concentration of cavalry attacks. Any cavalry charge should be made in such a way that the target is unclear, in order to reduce enemy effectiveness in preparing the line for our charge. Under the muddy conditions, we should probably not have used them until very late in the battle. Also, ready charges are a very good option if you don't want to ram into prepared positions.
  • Consider options that are bad for winning the battle and if they could be dangerous. As @BoredStudent1414 reminded us, nothing is as dangerous as an amateur. Sometimes the enemy doesn't know what they are doing, and assuming a clear strategic enemy vision for victory can make us blind to counterplay options. If you get your arm broken by somebody flailing ineffectually, you still have a broken arm after the battle.
  • Mud makes for miserable offensive conditions that strongly favour defensive play. Future battles in this campaign will much more be about controlling the battlespace and key roads than the actual offensive of one side, as the threat of fire superiority can very effectively deter manoeuvre.
  • Successful offensive and defensive relies more on deep infantry formations rather than long ones, especially in hard terrain. We should consider greater concentration, keeping most of our units in reserve and branch out into a line if the need arises, rather than expecting the entire line to charge from the outset. Long line combat isn't actually desirable if a break-trough doesn't get results.
  • Woods and Hills are a very effective protection against inexperienced enemy artillery fire. Also, enemies will be more willing to traverse difficult terrain than anticipated. Maybe we should have considered putting our cavalry into the forests, since that would have kept them mobile and mostly immune to enemy fire. Expect skirmisher to pop up in unexpected places.
 
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While discussing our thoughts on doctrine is a fine idea, I would caution people that we haven't really seen "proper" Arnese doctrine against an equivalent army. Our battles, including the ongoing one, have hardly been fought under usual conditions or with conventional army compositions. There are likely plenty of dumb ideas, but we also need to understand what we are overhauling before suggesting a fundamental overhaul.
True, although that absolutely is something Durand should know due to being military trained in Arne. Thus I feel confident asking the QM would not be metagaming in any sense.

Therefore: @Photomajig , can you tell us what Durand knows about conventional Arnese military doctrine? For example, I think there was a mention of Hobgoblins conventionally being used as expendable assault troops, which Durand was not too happy with.
 
For the Revolution. For the Republic.

You feel a nervous, giddy energy that compels you to pace
Durand probably has a reputation as restless and energetic; a person who cannot keep still.

the crumbling environs of the old manor
What do rich/powerful hobgoblins build for themselves?

High doors for the elven gentry who owned the place
Never underestimate elves. They ruled much of the world for a reason after all, and they are still a very dangerous and formidable enemy.

not that elven art is especially your area of expertise
"To defeat an enemy, you must know them. Not simply their battle tactics, but their history. Philosophy. Art."

An enemy commander who is likely to face Durand in battle reading a book about hobgoblin history and culture, and studying what may or may not be artwork made by a hobgoblin.

A decaying wyvern's head on the wall...when such beasts still had free rein of Arne
Photomajig, thanks for writing it as a wyvern instead of a dragon. In my opinion, in any and all fantasy settings, just the mere word 'dragon' should cause fear and disquiet.
The appearance of a single dragon should cause two fighting armies to panic and to flee. (yes, I consider the 'dragons' in A Song of Ice and Fire to be wyverns. You cannot tame a true dragon)

For me, the best dragons are the ones in Forgotten Realms.

A group of adventurers burst into a manor belonging to a dragon (in FR, dragons can shapeshift and wield magic) and when they declare that they are here to 'slay the dragon and take its treasure', the outraged dragon yells at them to get out of his house and calls the city guard who promptly arrest and throw the adventuring party into a holding cell. The dragon is a law-abiding and tax-paying citizen, and if the guard-captain hears one more time of them harassing any of his people again, he will have them driven out of the city.

If a dragon shows up in this story, I say Durand should abandon everything and order her army to cut and run. Or stop and listen to what the dragon has to say...assuming the dragon would bother to waste words with 'lesser beings'.
Fire a cannonball at a dragon and it'd just be mildly annoyed by it.

Caught and killed by their faithful hobs
Durand's got racial pride. Nothing wrong with that, I say. It's if she starts speaking ill of other races that it'd become a problem. Though I wouldn't mind if Durand is written to have at least some level of prejudice. Still, she of course would have to set all that aside to prevent it from impeding her in her military career.

They shall be your eyes
The Beriev A-50.
Attacking one of those is like attacking the commander/player themselves in an RTS game.

In the setting of this story, it is cavalry who are the eyes and ears of any army. Train your cavalry units well, and be careful of who you pick to be their commander. Durand is an artillery specialist, not one in cavalry.

She has never felt so alive
People who choose to become pilots. I also thought of Lyanna Stark, who was never happier than when she was on horseback (I do not like Rhaegar Targaryen by the way. I see him as just like his father, only he was much better at hiding what he was, from others and from himself)

just another wandering beggar with a title
A hedge knight?

If Durand is watching this fiasco from the manor
She has pride and an ego, and does not wish to make herself look bad in front of her superior.

elven sight is not so easily deterred
Durand may use the excellent eyesight of elves against them, to deceive them into seeing something that she wants them to.

Do not be afraid to make mistakes; this is a tutorial and the start of your career
Napoleon lost at least one battle in his campaign in Northern Italy. He still won in the end. He also won most of the battles in Russia in 1812, but by the end of that campaign...
 
@Photomajig : I would also be interested in conventional Arnese doctrine, like @Pinniped . It would gives us a lot more information regarding the Arnesé military and allow for a lot of subtle world-building regarding the military history.
I don't know how much you fleshed out that part of the world-building, but if I could make a suggestion: Perhaps you could add an excerpt of a textbook for Arnesé officers to the world tab, describing how battles should be fought. The charge, the unique role of elves, how to operate cavalry, how to coordinate artillery and so on. I think this would play to our your strengths regarding prose and allow us to immerse ourselves further in our role without requiring a very large effort. It could also help the players get a baseline for how other generals think about battle, thus allowing more interesting discussions about battle planning that don't just boil down to number-crunching. This would also be information Durand has good reason to know, since her previous position presumably included a lot of reading up on higher-level tactics.
 
Vote closed
Scheduled vote count started by Photomajig on Feb 23, 2024 at 5:29 AM, finished with 72 posts and 5 votes.

  • -[X] Shooting Them In The Back
    [X] Shooting Them In The Back
    -[X] Shooting Them In The Back
    -[X] 251st: Disorganized
    -[X] 10th Hum Art: Fire at 177th Hum
    -[X] 200th Hob: Fire At 177th Hum
    -[X] 72nd Hum: Fire At 177th Hum
    -[X] 148th: Disorganized
    -[X] 42nd Elv: Resupply 45th
    -[X] 45th Elv: Hide [10 Conc., prevents revealing them baring shooting this tile]
    -[X] 16th Half: Rest [->5/13]
    -[X] 28th Half: Routed
    -[X] 19th Half Pfd: Rapid Move E, Rest [->4/13]
    -[X] 28th Half Pfd: Routed
    -[X] 55th Elv. Hsr: Rest [->6/13]
    -[X] 108th Elv. Hsr: Disorganized
    -[X] 13th Hob Lanc. Move W
    -[X] 84th Elv. Art: Fire at 14th Half Jäg
    -[X] 31st Elv. Art: Fire at 14th Half Jäg
    -[X] 5th Hob H. Art: Fire at Nym Rng [Yes, I checked for LoS]
    -[X] HQ: Resupply 84th
 
The optimal thing from a military perspective would be to treat our Elvish units as expendable
it would be nice to be able to designate a low-level unit as "Expendable"

The problem is that these expendable elves are still people, who don't want to die even if the chance is lower and I am not sure if creating dedicated cannon fodder regiments will be accepted without problems.

Though I would be delighted to throw more elves into the cannons of course


Elves are in the awkard position where they are really good at maintaining a high-skill floor,

I am actually not fully sure whether they are better than humans at that job, it depends on the specifics.

If elves lose 3 xp from reinforcements during the battle while humans lose 6, but the battle also gave them 5 xp the humans will end up with more effective xp at the end (what I am saying is that humans are really great)

We need more horse artillery.

But it's incredible expensive :/

We can get more artillery for cheap because ewe have the looted cannons, but each horse artillery equipment costs 350 influence, which is like the profit from an entire campaign

Cavalry needs to be conserved far more than we have, with coordinated charges being a requirement for the sake of overcoming enemy artillery fire.

Definitely yes, unless we believe that we will lose if we don't use the cavalry, keeping it in reserve will allow us to capture more enemies at the end of the battle.

If we had more intact cavalry, that may be the difference between catching 1000 Jaegers or not, which would be a giant bonus to the KD ratio

If a dragon shows up in this story, I say Durand should abandon everything and order her army to cut and run.

And bow before a foreign ruler? All are equal!
 
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I am actually not fully sure whether they are better than humans at that job, it depends on the specifics.

If elves lose 3 xp from reinforcements during the battle while humans lose 6, but the battle also gave them 5 xp the humans will end up with more effective xp at the end (what I am saying is that humans are really great)
I agree humans are great infantry, but I don't know they are actually better at maintaining high levels of experience despite casualties. The XP lost scales with the current level of experience to, since you generally have few veterans or professionals in reserve. Also, having a lot casualties doesn't equate to getting high levels of experience, if a unit faces multiple attacks a turn they still just get one xp a turn. I can see a situation where infantry faces 3-4 damaging attacks a turn (like the 148th did in this battle), resulting in a higher net xp loss for the humans due to getting only two effective xp from that turn.
But it's incredible expensive :/

We can get more artillery for cheap because ewe have the looted cannons, but each horse artillery equipment costs 350 influence, which is like the profit from an entire campaign
Small correction, it's only 250 influence. It's quite expensive, but also a really great investment. With this, we could do a lot more manoeuvre, which enables far better wins. If we want to spend our influence, nothing trumps the tactical usefulness of more mobile artillery. Not protection for our units, siege artillery or veterans. If you want to invest in a decisive advantage, this is it.
Definitely yes, unless we believe that we will lose if we don't use the cavalry, keeping it in reserve will allow us to capture more enemies at the end of the battle.
The mistake comes from misreading enemy priorities regarding offense, plus a mistake about the placement of artillery. But yeah, with reserved cavalry we might have really mauled the Jägers now, which opens options up.
 
I agree humans are great infantry, but I don't know they are actually better at maintaining high levels of experience despite casualties. The XP lost scales with the current level of experience to, since you generally have few veterans or professionals in reserve. Also, having a lot casualties doesn't equate to getting high levels of experience, if a unit faces multiple attacks a turn they still just get one xp a turn. I can see a situation where infantry faces 3-4 damaging attacks a turn (like the 148th did in this battle), resulting in a higher net xp loss for the humans due to getting only two effective xp from that turn.

Hmm, I didn't think about high xp troops losing more xp with death. I guess to accurately judge this would require us to know about how casualties work(how much is restored normally and how much with elves)


If we want to spend our influence, nothing trumps the tactical usefulness of more mobile artillery. Not protection for our units, siege artillery or veterans. If you want to invest in a decisive advantage, this is it.

I agree that horse artillery is good, but I am not convinced it is that army changing.

For example, in this battle a second horse artillery wouldn't be that relevant, there's no second good artillery spot in the north so the second hartilley would be less efficient.

And of course a large part of the 5th strength is that +30 it has.

250 influence could be 5 sets of rifles too, which would change the way we approach battle too
 
I agree that horse artillery is good, but I am not convinced it is that army changing.

For example, in this battle a second horse artillery wouldn't be that relevant, there's no second good artillery spot in the north so the second hartilley would be less efficient.
I disagree. For one, I would be very happy with a horse artillery unit where the 16th is currently, which would have controlled the battlefield up to the eastern stretch of road. Or put it 2 west of the hill, we could slaughter so much of the enemy army. The central point here isn't even about positioning itself, it's the ability to move artillery around as needed. If we were trying to actually push the enemy, we could use 2 cannons to fire on targets out of range instead of one.
Mobile artillery changes our options from having to wait until the enemy goes into range for our guns and cursing when they withdraw out of range into being able to push forward and secure our gains via fire parity. A large part of our units not moving forward is the lack of fire parity if we tried to charge, something mobile artillery would change. With that, we could have actually moved forward incrementally rather than waiting it out. We could have made moves to secure the hill and position horse artillery in the long term, something that would have changed the battle fundamentally.

Also, even IF the current battle and positioning offers little meaningful potential for mobile firepower, that doesn't make it applicable to battles in general. A second unit of mobile art. would have changed our fundamental force deployment strategy, very likely for the better.
 
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The problem is that these expendable elves are still people, who don't want to die even if the chance is lower and I am not sure if creating dedicated cannon fodder regiments will be accepted without problems.
Given that elves, in the lore as written, actually have a very good chance to come back from lethal injuries, I think it should be possible to convince them to do it. Like really, they can literally come back from death. I'd imagine elves don't really view death the same way the other races do.

Convincing elves to take the most dangerous positions in our battles would actually be a long-term goal for me, and would be part of changing Arnese doctrine. In my view, it would be a completely natural consequence of Arne's new revolutionary and egalitarian philosophy.

Think about it: if you truly believe all life is equally valuable, and you happen to be an elf who can survive injuries that are deadly for most of your fellow citizens, don't you have a moral duty to take upon you all the dangerous jobs so that others don't have to? In a collectivist society where all life is equally valued, I'd imagine there would be a strong stigma against elves who choose to not do dangerous work, since every dangerous task not done by an elf must be done by someone else, who is putting themselves in vastly more danger.
 
If we were to take inspiration from RL formations of the time, then we're about on par in terms of artillery.

Doing some more research and realizing what I initially thought were artillery regiments or battalions were actually companies, here's a decent comparison to us. Bernadotte's (and later Perin's) I Corps' order of battle for the 1808 campaign (since that's around the scale we're operating under):
  • Two foot artillery regiments (companies spread out among the divisions and corpse reserve)
  • One horse artillery regiment (assigned to corps reserve and cavalry brigade)
  • Eleven infantry regiments (organized in six brigades and three divisions)
  • Two cavalry regiments (one hussar and one chasseurs in one brigade and division)
Standard formation seems to be:

Around twelve infantry, between two to four cavalry, and between three to four artillery regiments (atleast one of them horse artillery).

Keep in mind that artillery is expensive. The entire Grand Armee's entire artillery branch consisted of between nine and twenty foot artillery regiments, and six to seven horse artillery regiments at a time. This includes the Guard artillery.

For good measure. Have an awesome quote:

In conclusion and to sum up, the artillery arm of the Grande Armée was gradually built up and carefully developed to become a 'combat arm of decision' on the battlefields of the Empire. It was skillfully employed by combat tested commanders, the like of which probably will not be seen again. Senarmont, leading the I Corps artillery forward 'at the gallop' to within slingshot range of the Russian center at Friedland, knocking over 4,000 grenadiers in twenty minutes, blowing away a counterattack by the Russian Guard cavalry for good measure, half his gunners down and the Russian center in tatters; caught in a defile with his guns in by guerrillas in Spain, he ordered action front, flank, and rear, cutting down the astonished Spaniards and saving his artillery. Druout, the 'honest, awkward gunner' leading the artillery assault at Lützen, that rolled into point-blank range of the allied center, unlimbered and open fire, shattering the allied line and paving the way for the Guard's attack that turned a nasty surprise into a victory. Eblé, artilleryman and pontonnier, who built the bridges across the ice-choked Berezina 'out of a will colder than nature', accompanying the relays of his pontonniers and sailors into the river each and every time for construction or repair, dying of exhaustion at the end of the retreat. Lauriston, one of Napoleon's expert Generals Aides-de-Camp, who formed and led the great battery at Wagram, suffering heavy casualties supporting Macdonald's attack that shattered the Austrian line 'at first impact.' Finally, the artillerymen, commanded again by Druout, that manhandled their pieces to within point-blank range of the allied line at Mont St. Jean, demolishing English regiments that had to stand in square and take it, the French artillerymen being supported by aggressive French infantrymen deployed as tirailleurs en grandes bandes, and surviving French cuirassiers that forced the allied infantry to remain in square or be ridden down. The battery commander at the Berezina, his wooden leg being shot off by a Russian artillery round, calmly told one of his gunners to get a replacement out of the battery wagon, and continued giving his fire orders. At the bitter end, fittingly it was an Old Guard foot company attempting to stem the allied pursuit from Wellington's ridge at Waterloo, when, out of ammunition, they went through the motions, pretending to load and fire, again at point-blank range. The allied pursuit momentarily halted, convinced by their bluff. The veteran gunners bought their comrades a few more minutes to get away by their gallantry and sacrifice.
Edit:

Also. Consider that arty doesn't need to be placed on hills. In fact, doing so can leave them more vulnerable due to them having more dead ground around them. Slight elevation was often best, which also helped to facilitate richocet fire with round shot, increasing the range of the guns.
 
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If we were to take inspiration from RL formations of the time, then we're about on par in terms of artillery.

Doing some more research and realizing what I initially thought were artillery regiments or battalions were actually companies, here's a decent comparison to us. Bernadotte's (and later Perin's) I Corps' order of battle for the 1808 campaign (since that's around the scale we're operating under):
Sure, but we seem to be understrength compared to our current enemy. Wachenheim had far more infantry regiments than us, while Trotha enjoys a considerable artillery superiority, alongside a pretty experienced artillery corps. The force disparity does need to be addressed. Additionally, I would like the ability for the fifth army to carry out limited offensives during mud seasons, rather than being stuck against superior fire power.
Also. Consider that arty doesn't need to be placed on hills. In fact, doing so can leave them more vulnerable due to them having more dead ground around them. Slight elevation was often best, which also helped to facilitate richocet fire with round shot, increasing the range of the guns.
That's accurate in real life, but not really reflected in in-game mechanics. The ability to shoot over forests and woods is pretty valuable, all things considered. Maybe we could say that hills with a high elevation are represented at hill tiles surrounded by other hills, since that actually reflects the dead zones for the relevant artillery.
 
Sure, but we seem to be understrength compared to our current enemy. Wachenheim had far more infantry regiments than us, while Trotha enjoys a considerable artillery superiority, alongside a pretty experienced artillery corps
Honestly, with the losses we have taken and will still take during this battle, especially if we have to engage Wahhenheim again to finish him off, I am not confident in our ability to beat Trotha with our current troops. At least not without good prep. We may have to come up with some clever plan on the campaign map in order to migitate his artillery superiority.
 
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