It is difficult to tell from aerial camera views whether there is an elevation difference or not between the units. You need to get down to sprite level. It is also difficult to tell what unit they are targeting without checking the unit status box, they may have had a clear LOS around the unit to another enemy on the flank. We also have howitzers which fire shells high, although to be honest I am not sure exactly how those are modeled. Artillery and infantry LOS does get blocked by units passing in front of you so you have to be very careful, you can render an entire artillery line useless by planting a big infantry unit in front of it. The toolbar will tell you whether line of sight is blocked or whether that unit has enough elevation to shoot over a friendly unit on lower ground and still hit the enemy.
Fatigue is accumulated by marching, moving at the double, firing, meleeing. The rate of fatigue is influenced by a number of variables such as the stats of the units, i.e. high calisthenics means they are fitter than others. Terrain type increases fatigue too, stick to roads wherever possible. Fatigue can be recouped by standing stationary or even faster by ordering the troops to lay down. This has the added benefit of minimising damage from artillery fire.
< Message edited by con20or -- 6/1/2015 11:09:44 AM >
QA Lead on Scourge of War: Waterloo - out now!!