I was wondering if other players were finding artillery to be too mobile.
In most of my games so far I have noticed that artillery batteries seem more like armoured cars in their ability to zip all over the battlefield. This is due to their relatively big movement rates compared to infantry and cavalry. These movement rates might be reasonable for roads but seem very high for movement across open ground which by it's very nature tends to be quite uneven even if cultivated.
I find rules in general seem to make movement far too easy. When visiting battlefields in Europe I often look at the ground and think about how infantry, cavalry and artillery would negotiate it. It can clearly often be seen to be very difficult and disruptive to maintaining formation. Most rules seem to treat ground as if it were a sports field - bulldozed flat and nicely manicured.
I have several times seen artillery used almost as assault troops, being the first to penetrate the enemy line. This happens particularly when using artillery against columns. The artillery can swiftly move past the flank of the column and deploy on it's flank. As columns are very difficult to move through 90 degrees it is hard for the column to react effectively to this threat.
Another aspect of the rules that often unintentionally aids the artillery in moving quickly is the limber up result from firing. The artillery effectively get a free limber up that enables them them to move a full move and unlimber again in the next turn. If they wanted to move normally it would usually take 2 moves to do this - one to limber up and a second to unlimber. It would be better to have a battery silenced result that made the artillery miss a turn firing but that didn't give a 'free' limber up.