I've been spending some more time looking at the rules and have a question about artillery counter-battery fire. Unless I'm missing something it doesn't look like there is a modifier for firing roundshot at unlimbered artillery. It normally takes 3 hits at 4+ to force an unlimbered battery to limber up and move, and it takes 5 to break it and remove it from the table.
I usually play Russians and the Czar's brigades are well-stocked with 5-stand batteries. It appears to me that if I can use proper sighting of my batteries to work inside the targeting priority rules or use the bouncethrough rules, I can outduel the damned Frenchies and have good success driving their guns off the field. With a single 4-stand battery, counter-battery fire doesn't look like the greatest use of artillery. If I spend a turn concentrating the two 5-stand Russian batteries in a given infantry brigade against a French battery, all I need is 50% success rate at throwing a 4,5 or 6 to blow the target off the field. Those seem like pretty good odds.
From my reading long-range artillery duels were not the norm. In the rules it appears that it can be a fairly high-probability gambit. Am I missing something?
I've not had a chance to actually play the rules yet so I would be happy to be corrected.
Bart