Dogs of War

Full Version: Galloper Guns
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I am trying to figure out a way to make pikes a viable force in my army. I have considered a combined arms approach with pikes and duellists supported by galloper guns and cavalry on the flanks.

The mobility of the galloper gun appeals to me as it seems like it could keep pace with the infantry and still offer decent support to the advance. A secondary use would be to deploy the guns on a flank and move them to threaten an enemy infantry advance.

Has anyone used the galloper guns in this capacity? What were your results and experiences?

I may try this out today in a battle against Dark Elves. I know them well and should be able to counter most of their nasty tricks.
Support units like warmachines do not need to be deployed close to the units they are supporting though.

Keeping pace with the infantry is useful in a strategic game, but not as useful in the tactical game that is WFB. The use of the galloper gun's mobility is to move to better firing positions if necessary, not necessarily to advance with the army towards the enemy. If you do decide to advance your guns towards the enemy, then you need to be cognisant of their need for local defence. Galloper guns are less vulnerable to being charged than other artillery due to their ability to move, but in the end you have three guys with improvised weapons and dirty shirts to protect the piece. Detached guns need a protection force, such as crossbowmen or light cavalry to deal with the threats.
Well, that didn't turn out very well. Chillwind ruined me. He managed to kill one complete crew with one spell and then killed all but one on the other gun over the span of two turns.

My crossbows and duellists did a great job and took out his Dark Riders, three of his Cold One Knights and put some wounds on the War Hydra but it wasn't enough. Once his Black Guard got into contact with the War Hydra as support it was pretty much over.

I think I'll continue to experiment with the GGs but used as a flanking artillery rather than a close in support piece.
Oh and I forgot about magic as a form of counterbattery - mainly cause I don't have to worry about that in real life. Other gunners, yes. Infantry, definitely, Tanks/cavalry - thank heavens they make lots of noise
I had better success today against the Dark Elves. I used only one GG this time and was able to place it on a flank and guarded by light cav and duellists. One turn one I was moved the gun up to the corner of a building and had an excellent field of fire into the Druchii flank. The GG did pretty well and managed to kill a level 2 sorceress, several spearmen and finished off the war hydra before it was taken out by RBTs. The battle was a bloody mess and ended up as a draw in my favor. Both sides were battered and bruised with less than 20 models remaining between the two armies!
I never figured out how to use them efficiently. Light cavalry--or Pistoliers, if you can get them--seem to work better for me.
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