Seems to me that's it's very hard to break artillery in melee. The example we had today was a deployed artillery unit, hit in the flank by a standard infantry unit. The artillery had one support, and the dice was relatively even. But it took three moves. Am I missing something?
Presumably canister takes a minus 1 if firing at more than half range?
Also, canister ranges seem very long, particularly for medium and heavy guns. Given the average board width of 4' (and even with the max width of 6'), and allowing for normal deployment, you can end up being in canister range for most of the game. Thoughts?