I don't, sorry. I work on the simplified assumption that every hit with an artillery translates into a casualty, which seems close enough to true. Field artillery in particular has +3 to wounding, so almost all of their hits are going to be casualties. You would need to ask the GM for the exact probability for hits to translate into casualties.
I don't think infantry can charge through the mud, it requires 4 movement. Unless, you're referring to the cavalry. In that case halflings are more vulnerable, but I think this can be negated through the fact that in this weather we wouldn't see the halfings, and the opponent cavalry could counter our cavalry if they weren't put in the back. The halfings also have longer range rifles which is more useful in the mud when moving into melee is more difficult for infantry.
Halflings behind the enemy line would need to advance alongside the rest of the line in order for the line to function. That means moving westward, probably up 200m distance [since that is the medium range of muskets]. You would get one turn of firing, and then the melee begins as our infantry pushes forward. It's just a very odd strategy, considering that you really want our toughest unit in the centre of the advancing infantry line, and halflings aren't that.
The infantry is also likely going to be in medium range of each other after this turn. With us moving the 19th Pathfinders up, they are going to get their first shot in soon. The woods and village are definitively going to be in range for enemy units. So the fight is probably going to start, if not with the whole line.
When a regiment attacks, it rolls a d100 with all the modifiers of the attacks. The result of that roll are the amount of hits and for every hit a d10 is rolled. If the d10 is equal to ot under the wounding treshold its a casualty, otherwise it doesn't kill.
A 10 is always a survival, no matter the wounding modifiers. The default treshold is 7, which can get modified by different things
When a regiment attacks, it rolls a d100 with all the modifiers of the attacks. The result of that roll are the amount of hits and for every hit a d10 is rolled. If the d10 is equal to ot under the wounding treshold its a casualty, otherwise it doesn't kill.
A 10 is always a survival, no matter the wounding modifiers. The default treshold is 7, which can get modified by different things
Well, thank you for the information. So field artillery has a 90% chance for inflicting casualties with each hit against ordinary units [Wound Threshold of 7+3 = 10, but a nat 10 is survival], whereas normal melee and ranged attacks inflict 70% casualties. Good to know.
Well, thank you for the information. So field artillery has a 90% chance for inflicting casualties with each hit against ordinary units [Wound Threshold of 7+3 = 10, but a nat 10 is survival], whereas normal melee and ranged attacks inflict 70% casualties. Good to know.
Yeah, I can see that. Field artillery has the same wounding chance, while horse artillery still has a respectable 80% chance compared to the ordinary 60% chance of wounding. Well, fortunately we aren't lacking in artillery in the plains, so the dwarves aren't going to have an easy time there.
Scheduled vote count started by Photomajig on Jan 25, 2024 at 11:09 AM, finished with 102 posts and 9 votes.
[X] Plan: Cavalry Reserve
-[X] Corrected Visualization
-[X] 251st Hob.: MOVE E, SE
-[X] 10th Hum. Art.: Fire 90th Elv
-[X] 200th Hob.: MOVE NW
-[X] 72nd Hum. Move E
-[X] 148th Hum.: MOVE NE
-[X] 42nd Elv.: BRACE
-[X] 45th Elv.: MOVE NE
-[X] 16th Half.: MOVE NE
-[X] 19th Half. Pfd.: FREE MOVE NE, then READY FIRE NE, 200m
-[X] 28th Half. Pfd. Move NE
-[X] 55th Elv. Hsr.: CHARGE NE, E, NE, then MOVE to nearest hill
-[X] 108th Elv. Hsr.: MOVE SW
-[X] 13th Hob. Lan.: MOVE SE
-[X] 84th Elv. Art. READY FIRE E, NE 700m
-[X] 31st Elv. Art.: READY FIRE E, NE 700m
-[X] 5th Hob. H. Art. Set Up
-[X] HQ: SUPPLY 10th Hum Art. (Munitions)
[X] Plan: Less Aggressive Maneuvering
-[X] 251st Hob.: SE
-[X] 10th Hum. Art.: Fire 90th Elv
-[X] 200th Hob.: NW
-[X] 72nd Hum.: E
-[X] 148th Hum.: NE
-[X] 42nd Elv.: Hide
-[X] 45th Elv.: E (Move after 108th Elv. Hsr and 13th Hob. Lan finished moving)
-[X] 16th Half.: E (Move after 108th Elv. Hsr and 13th Hob. Lan finished moving)
-[X] 19th Half. Pfd.: FREE MOVE E, then READY FIRE NE, 200m
-[X] 28th Half. Pfd.: MOVE E,E (Move Last)
-[X] 55th Elv. Hsr.: CHARGE (NE), and then charge into the 102nd Dwa, then MOVE to nearest hill
-[X] 108th Elv. Hsr.: SW,SE
-[X] 13th Hob. Lan.: SE,SE
-[X] 84th Elv. Art. READY FIRE E, NE 700m
-[X] 31st Elv. Art.: READY FIRE E, NE 700m (Don't fire on 90th Elv or 14th Hum, but if 20th Dwa or doesn't move W, fire on whatever is in 700m range)
-[X] 5th Hob. H. Art. Set Up
-[X] HQ: SUPPLY 10th Hum Art. (Munitions)
[X] Plan: Cavalry Reserve
-[X] Corrected Visualization
-[X] 251st Hob.: MOVE E, SE
-[X] 10th Hum. Art.: Fire 90th Elv
-[X] 200th Hob.: MOVE NW
-[X] 72nd Hum. Move E
-[X] 148th Hum.: MOVE NE
-[X] 42nd Elv.: BRACE
-[X] 45th Elv.: MOVE NE
-[X] 16th Half.: MOVE NE
-[X] 19th Half. Pfd.: FREE MOVE NE, then READY FIRE NE, 200m
-[X] 28th Half. Pfd. Move NE
-[X] 55th Elv. Hsr.: CHARGE NE, E, NE, then MOVE to nearest hill
-[X] 108th Elv. Hsr.: MOVE SW
-[X] 13th Hob. Lan.: MOVE SE
-[X] 84th Elv. Art. READY FIRE E, NE 700m
-[X] 31st Elv. Art.: READY FIRE E, NE 700m
-[X] 5th Hob. H. Art. Set Up
-[X] HQ: SUPPLY 10th Hum Art. (Munitions)
"Do you ever wonder how it came to this?" Paul von Sommerbach asks as the first cannonballs begin to land among the enemy cavalry. It's hell seeing anything through the rain, but he can hear the Arnése riders and see flashes of them as the guns roar. Elven hussars, of course. Angling either to charge his humans of the 14th or the dwarven 102nd along the line.
His men are nervous, untested. They see even less of the enemy, with their inferior human senses.
"Sir?" Taube asks. His human adjutant shows none of the tenseness afflicting their charges, though. Good Nornish iron in that backbone. The rest will grow to it just the same. This is a rotten place to have one's trial by fire, but at least it'll be a memorable one.
"This business of standing about in lines on an open field, inviting barrage after barrage from enemy cannons," Paul clarifies. The screams coming from up the line speak of the 90th Elven being mauled to a breaking point by the enemy guns. "You'd think we'd have thought of something better by now."
With a cry, the enemy hussars surge out fully from behind their hill and break into their charge. More of the Nornish guns tear into them, but the enemy commander's an able one. He has his riders dispersed, a loose formation, avoiding the worst of the rolling and bouncing cannonballs. A kindred spirit, perhaps? Paul glances at his lines, formed at his command behind a small slope in the terrain - a measure to rob the strength of enemy attacks and the momentum of their cannonballs, if it comes to that.
"Like what, sir?" Taube replies, squinting through the rain. Even human eyes can make them out at this distance; two hundred metres or so, and closing fast.
"One moment, Mr Taube," Paul says, estimating the distance. He clears his throat and roars over the noise at his men. "Fourteenth! Fire at one hundred, if you will! At my signal!"
The 14th are ready, muskets held level at the horizon. He expected this attack. When they've near closed the distance, Paul slams down his arm. Hundreds of muskets thunder at once, but as if sensing his intent, the enemy ranks veer hard right at the last second. Most of the volley finds only air, though he sees several horses topple and hears pained cries from struck riders. The enemy continues their charge right past the 14th, into the ranks of the 102nd instead.
The dwarves are ready with their bayonets. They receive the charge in fine form and entangle their foes in a rough melee. Paul returns his attention to his subordinate.
"What would the alternative be, you ask?" he asks, straining his voice to be heard over the din. "God help me, I do not know. Perhaps we should go back to duel by champion. Let the best knight win and so forth. This is hardly civilized."
"That could be, sir," Taube replies. "Though if I were asked, I'd rather settle these matters with a round of cards."
"Good God! The fates of realms and fortunes, decided by a gambler's hand? Well, it could hardly be worse. And if we sent you as our champion, Mr Taube - if we should go by our last round of Devil's Primero - we'd have won the whole of Arné before the night's end."
"Very good, sir."
On their right, the enemy hussars break, pushed back by dwarven stubborness. A long trail of dead horses and elves clutter the muddy field in their wake as they flee back towards their lines. Let them come again, if they dare. They'll break on the steel of Nornish discipline in the end.
***
The artillery battle is picking up in earnest, you note. Should the enemy march forward just a little more, you'll gladly answer with your own guns in earnest. Von Wachenheim appears to be in no hurry to move into close quarters. You'll happily punish him for his tardiness. The 90th Elven are broken under your assault, disappearing into the gloom of the rain. The 55th's charge is a pleasure to watch, from what little you can see, but it's clear that it suffers terribly as enemy guns and infantry fire scythe into its ranks on the approach.
War is a game of give and take. All you need to ensure is that you'll take far more than you'll give.
***
Enemy Actions underlined.
19th Half Pfd Free Moves NE
19th Half Pfd Ready Fires
84th Elv Art Ready Fires
31st Elv Art Ready Fires
90th Elv Braces (Disengage) 102nd Dwa Braces 20th Dwa Braces
42nd Elv Braces
10th Hum Art Fires on 90th Elv!
>Hits: 6, 95-20+10=85; 75 Casualties 90th Elv Routed! (+1 Cohesion to 10th Hum Art and -1 Cohesion to ???, ??? and 20th Dwa)
90th Elv Moves E, E (Routing)
61st Elv Art Fires on 108th Elv Hsr!
>Hits: 52-20+10=42; 38 Casualties
200th Hob Moves NW
148th Hum Moves NE
72nd Hum Moves E
251st Hob Moves E, SE
45th Elv Moves NE
108th Elv Hsr Moves SW
13th Hob Lan Moves SE
16th Half Moves NE
28th Half Pfd Moves NE
55th Elv Hsr Charges NE, E, NE at 102nd Dwa! 75th Elv Art Ready Fire triggered! (W-NW, 700m; 55th Elv Hsr)
Dwa Vol Art Ready Fire triggered! (W-NW, 700m; 55th Elv Hsr) 75th Elv Art Fires on 55th Elv Hsr!
>Hits: 75-20+10=65; 60 Casualties Dwa Vol Art Fires on 55th Elv Hsr! >Hits: 83, 71-20=51; 47 Casualties
14th Hum Ready Fire triggered! (W, 100m; 55th Elv Hsr) 14th Hum Fires on 55th Elv Hsr! >CO Trait revealed!
>>14th Hum CO: [18], Defensive Genius (Attacks against this Unit are made with Disadvantage.)
>Hits: 98, 24; 16 Casualties
55th Elv Hsr Charges 102nd Dwa! (Cavalry Shock)
>CO Trait revealed!
>>102nd Dwa CO: [11], Watchful (Unit's Spotting is increased by +2.)
>Hits: 58; 38 Casualties 102nd Dwa counter-attacks!
>Hits: 78, 30; 25 Casualties 55th Elv Routed! (+1 Cohesion to 102nd Dwa and 14th Hum)
55th Elv Moves W, halfway SW (Routing)
5th Hob H Art Sets Up
HQ resupplies 10th Hum Art
10th Hum Art gained +1 XP.
108th Elv Hsr gained +1 XP.
55th Elv Hsr gained +1 XP.
90th Elv lost -7 Cohesion from Casualties. ROUTED! 20th Dwa lost -1 Cohesion from adjacent ally Routing.
108th Elv Hsr lost -3 Cohesion from Casualties.
55th Elv Hsr lost -13 Cohesion from Casualties. ROUTED! 102nd Dwa lost -3 Cohesion from Casualties, -1 Cohesion from Cavalry Shock, and gained +1 Cohesion from Routing enemy. 14th Hum gained +1 Cohesion from adjacent enemy Routing.
***
BATTLE OF BRUTET, ROUND 3
+Primary Objective: Defeat the Army of the West.
*Affected by Casualties Bayonets, Sabres: Wounding +0 Lances: Wounding +1, Concealment -1, Movement -2, additional Charge Advantage, Cabot Musket: Wounding +0, Range 100m/200m/400m Field Artillery: Wounding 3, Range 200m/700m/1400m Canard Rifle: Wounding +0, Range 200m/300m/500m Horse Artillery: Wounding +2, Movement +4, Range 200m/600m/1200m
***
Enemy Units
Unit
XP
Str.
Coh.
Att.
Mun.
Spl.
Con.
Spt.
Mov.
Equipment
Traits
CO
Lie 1st Hum Hsr
Trained
500/500
?/15
+0
?
3?
3?
9
Sabres
Human
Cavalry
?
Lie 2nd Hum Hsr
Trained
500/500
?/15
+0
?
3?
3?
9
Sabres
Human
Cavalry
?
Gal 14th Half Jäg
Regular
1000/1000
?/12
+10
?
?
5?
3?
3
Falke Rifle
Bayonets
Halfling
?
Gal 20th Half Jäg
Regular
1000/1000
?/12
+10
?
?
5?
3?
3
Falke Rifle
Bayonets
Halfling
?
Dau 86th Elv
Trained
1000/1000
?/11
+0
?
?
3?
5?
3
Erlkönig Musket
Bayonets
Elven
?
Dau 90th Elv
Trained
859/1000
0/11
-10
?
?
3
5
3
Erlkönig Musket
Bayonets
Elven
Careless
Dau 93th Elv
Trained
1000/1000
?/11
+0
?
?
3?
5?
3
Erlkönig Musket
Bayonets
Elven
?
Bil 15th Dwa
Trained
1000/1000
?/18
+0
?
?
3?
3?
3
Erlkönig Musket
Bayonets
Dwarven
?
Bil 20th Dwa
Trained
990/1000
?/18
+0
?
?
3
3
3
Erlkönig Musket
Bayonets
Dwarven
Maverick
Daur 14th Hum
Trained
1000/1000
?/15
+0
?
?
3
3
3
Erlkönig Musket
Bayonets
Human
Defensive Genius
Eng 177th Hum
Trained
1000/1000
?/15
+0
?
?
3?
3?
3
Erlkönig Musket
Bayonets
Human
?
Eng 100th Dwa
Trained
1000/1000
?/18
+0
?
?
3?
3?
3
Erlkönig Musket
Bayonets
Dwarven
?
Eng 102nd Dwa
Trained
962/1000
?/18
+0
?
?
3
5
3
Erlkönig Musket
Bayonets
Dwarven
Watchful
Mrk Nym Rng
Professional
988/1000
?/13
+20
?
?
3
3
3
Erlkönig Musket
Bayonets
Nymph
Feared
61st Elv Art
Regular
50/50
?/12
+10
?
?
3
5
1
Field Artillery
Elven
Artillery
Careless
75th Elv Art
Regular
50/50
?/12
+10
?
?
3
5
1
Field Artillery
Elven
Artillery
Offensive Genius
Dwa Vol Art
Trained
50/50
?/18
+0
?
?
3
3
1
Field Artillery
Dwarven
Artillery
Maverick
Bayonets, Sabres: Wounding +0 Erlkönig Musket: Wounding +0, Range 100m/200m/400m Falke Rifle: Wounding +1, Range 100m/300m/500m Field Artillery: Wounding 3, Range 200m/700m/1400m
The revision to the artillery ambush exploit is now in effect: Hidden artillery will only receive Ambush Advantage on the first time it fires. It will have to move to a different Hex to receive it again. Big guns are big loud. This was to your benefit this turn, as none of the enemy artys received the Advantage.
I've now underlined enemy actions in the Combat Summary, which may help in tracking whose side each unit is on?
We have an interesting situation in which almost everyone on both sides is Hidden from their enemy. If someone fancies this unrealistic, I invite them to go stare at points several hundred metres away in pouring rain while surrounded by deafening noise, clouds of gunpowder smoke and the constant prospect of impending death.
Do remember that you can still fire on Hexes you suspect enemies to be in and that adjacent Units get revealed no matter their Concealment.
Well, the charge could have gone better. It did slow the enemy down at least, so that is something. I hope the Hussars pick a decent spot to rest and don't land on top of our units.
In regards to spotting, I think we can get LoS on most of the line if we move the 108th Hussar 2 tiles South East.
@Photomajig Quick Question: How did the 20th Dwarves become hidden? Based on the combat log they didn't move. I thought spotted units remained spotted until they break LoS with the enemy, but that doesn't seem to be the case. Is the hidden status reapplied at the end of the turn if no unit with LoS has spotting higher than concealment?
@Photomajig Quick Question: How did the 20th Dwarves become hidden? Based on the combat log they didn't move. I thought spotted units remained spotted until they break LoS with the enemy, but that doesn't seem to be the case. Is the hidden status reapplied at the end of the turn if no unit with LoS has spotting higher than concealment?
Come to think of it, this sort of depletion of our cavalry feels like it ought to have notable strategic consequences. During the French Revolution, one of the biggest issues the French army had was their cavalry wing because of how hard it was to replace good cavalrymen and horses, especially since a good chunk went over to the Royalists.
But as things stand, cavalry units are easier to replenish than infantry, since they use less manpower. When it should by far be the reverse.
To some extent the assumptions were at fault. I thought the enemy line would prioritize moving forward over defending against the cavalry, but this was a mistake. Still, we bought ourselves a turn of time for positioning because the enemy line didn't move, which is valueable in it's own right.
That turn of time would have been bought regardless of whether we threw a unit of Hussars directly into the teeth of the enemy guns or not though, because the enemy orders were already locked in. Likely as a response to the 90th getting so heavily hit by our first cavalry charge.
I think we need to have a far less cavalier (pardon the pun) attitude towards expending our cavalry in future battles as well as this one.
I imagine future campaign changes will make replacing good cavalrymen harder than it is now, and right now it's looking like if we want to mount a pursuit, we'd better pray that Von Wachenheim does something stupid with his cavalry and leaves it in the open to be shot for a bit, otherwise we'll have to fight past a completely intact cavalry screen with a badly mauled one.
I don't disagree, though remember that only a portion are actually permanent. Elves are especially resilient, so the current outcomes looks worse than it is. Still, you're right that we should probably only attempt a charge against one artillery on ready fire this turn, and we should think more if the infantry is trying to defend against the charge. So yeah, cavalry probably needs to hit line from the flanks rather than the centre.
I imagine future battles will make replacing good cavalrymen harder than it is now, and right now it's looking like if we want to mount a pursuit, we'd better pray that Von Wachemheim does something stupid with his cavalry and leaves it in the open to be shot for a bit, otherwise we'll have to fight past a completely intact cavalry screen with a mauled one.
You have my express permission to remind us of this turn anytime we want to do a reckless cavalry charge. Though I don't think the enemy cavalry screen is going to accomplish much when we have a lot of artillery in the area.
If the enemy is pulling back and our cavalry pursue though, most of our artillery will be firing at Long Range. Plus the enemy artillery will be able to get its shots off from a much closer range, and we already saw how devastating that can be.
Last battles we were able to collapse upon the enemy guns with cavalry, but I don't think that'll happen this time, which means we should expect the enemy to be able to conduct a better fighting retreat rather than a total rout like happened last time.
Plus, all the enemy cavalry needs to be is a temporary roadblock for a turn or two that prevents our own cavalry from hunting down their infantry. A task that becomes much easier if our cavalry is facing them while already depleted.
If a hidden unit moves in front of a revealed unit, breaking LOS, would both units be hidden, despite the enemy not knowing what broke LOS?
Yeah, there is no way that we will be able to chase down much, with our cavalry mauled and both the enemy cavalry and artillery ready to screen their retreat
I assume hidden units don't block LoS, since that would be a deeply weird interaction. I can't see the halflings crouching in the field, but the crouching halflings also make it impossible to view the loud hobs behind them is a very strange result of the mechanics.
Yeah, there is no way that we will be able to chase down much, with our cavalry mauled and both the enemy cavalry and artillery ready to screen their retreat
IMO, we've basically already failed our unofficial secondary objective of being able to so totally defeat the Army of the West that they're combat-ineffective. With the enemy cavalry a much better match for what's left of our cavalry arm (especialy with artilley support, they'll likely be ble to withdraw in good order with at most a few of the more unlucky infantry frontline units being lost.
Which means our own army will need to remain stuck here preparing for a Round 2 against them instead of returning to face the Army of the Centre. Our only hope is the enemy commander doing something reckless with his own cavalry because he thinks he has the advantage there with the losses ours have taken and blunders them into easy artillery range.
From what it looks like the enemy prefers sitting where they are, where 2 of our artillery pieces cant reach them and i cant blame them, so i assume we are going to get a long, drawn out artillery exchange, but with the +30 of the 5th we should be winning
IMO, we've basically already failed our unofficial secondary objective of being able to so totally defeat the Army of the West that they're combat-ineffective. With the enemy cavalry a much better match for what's left of our cavalry arm (especialy with artilley support, they'll likely be ble to withdraw in good order with at most a few of the more unlucky infantry frontline units being lost.
Which means our own army will need to remain stuck here preparing for a Round 2 against them instead of returning to face the Army of the Centre. Our only hope is the enemy commander doing something reckless with his own cavalry because he thinks he has the advantage there with the losses ours have taken and blunders them into easy artillery range.
Hmm, that could be a good change strategically. Make there another manpower reserve for "Warhorses" that's expensive to replace. Would make it necessary to be a lot more frugal with cavalry if they need both their own manpower pool and a specific action to get more replacements.
Our cavalry is being chewed up at an alarming rate. We need to be more careful and luckier with our cavalry or we will not have the forces to counter the enemy cavalry or to chase the enemy army if it is defeated. Our remaining cavalry units have reduced cohesion and manpower thanks to the enemy artillery.
At least, we have infantry control over the Lazaret and are in position to punish an infantry advance into the Lazaret by the enemy while Von Wachenheim can't see most of our units. We have also routed the Dau 90th Elv.
Von Wachenheim not moving his infantry forward tripped up our planning leading to the unnecessary routing of 55th Elv. Hsr. Of course, giving us more time to position our units and fire on his troops is arguably a mistake. However, Von Wachenheim can only see our cavalry and artillery from his point of view while he can guess that there will be a meatgrinder of an infantry fight over the Lazaret. Remember, Von Wachenheim believes that a Hobgoblin led army will be hyperaggressive and we have done nothing to change that belief of his. It may make sense for a cautious new commander to focus on defending against and beating back the visible and apparently overly aggressive enemy cavalry before committing the infantry for the meatgrinder fight in the Lazaret. That way, Von Wachenheim can be sure that there will be no sudden cavalry flank attack against his infantry as they move against the Lazaret and his own cavalry will be free to support the infantry advance. Additionally, this course of action would preserve a line of retreat for the army if needed. I would consider myself relatively inexperienced and perhaps overly cautious as a commander while playing strategy games and that is what I would be doing in Von Wachenheim's position.
need to be more careful and luckier with our cavalry or we will not have the forces to counter the enemy cavalry or to chase the enemy army if it is defeated. Our remaining cavalry units have reduced cohesion and manpower thanks to the enemy artillery.
We already don't have the forces to chase the enemy army if it's defeated. Or at least we don't so long as the enemy cavalry remain uncommitted and the enemy artillery still has ammo left. We can fight off offensive actions from the enemy cavalry, but we're wholly incapable of punching past an enemy cavalry screen backed by that artillery cover in our current state.
Remember, Von Wachenheim believes that a Hobgoblin led army will be hyperaggressive and we have done nothing to change that belief of his. It may make sense for a cautious new commander to focus on defending against and beating back the visible and apparently overly aggressive enemy cavalry before committing the infantry for the meatgrinder fight in the Lazaret.
Yeah, in hindsight this round was basically us playing right into von Wachenheim's stereotype of us as "Attack, Attack, Attack" and we paid for it. We did exactly what he expected us to do from that stereotype, and so we ended up trading 4 cavalryelves for an infantrydwarf, and the only reason the losses weren't worse is because our CO rolled being a Defensive Genius.
Without that, we'd be looking at 200+ casualties and probably not a single enemy one in that charge, rather than the Hussars dodging that high Hum Infantry roll and forcing a much lower reroll and so managing to actually get into melee.
I would consider myself relatively inexperienced and perhaps overly cautious as a commander while playing strategy games and that is what I would be doing in Von Wachenheim's position.
It was the correct thing to do too, which is annoying.
But with no more charges that strategy is going to stop being as useful, which leaves him trapped between two options:
Engage into a strong enemy position, charging into the unknown, which has been shown to destroy the charging units or stay where he is and allow his artillery to continue freely shooting.
I expect him to just repeat his orders from last turn again this turn, because it worked and there's no info showing that it's a problem, the question is just what he will do when there's a advantage, +30 artillery shooting at his dwarven units on the plains