Repeat Bombardments are devastating in 4th Edition. It forces your opponent to re-roll any successful infantry and gun saves against hits taken from artillery that ranged in during a previous turn. This, along with the improved firepower ratings, means that artillery is one of the best ways to clear out dug-in defences.
In game terms, the improved Firepower and the new Repeat Bombardments rules mean keeping your infantry in their foxholes is not as safe as it used to be. Players will now have to think about how they will react to artillery; either by re-deploying their troops defending the objective, forcing the artillery to re-range in each turn, or by silencing the artillery with counter-battery fire or with a direct attack of their own.
Starting Ranged In Markers
Each artillery battery starting the game with a Ranged In marker means, if you plan carefully, your artillery can be effective from turn one. I remember games in 3rd Edition where my artillery failed to range in turn after turn, rendering them next to useless for the entire game. The Range In marker is great, as you can place them on objectives or use them to prevent your opponent from deploying in areas you wish him to avoid – making it probably one of the most valuable tools in 4th Edition in terms of the effect it can have on your opponent’s decision-making.
As a result, artillery tactics have become more interesting in 4th Edition. Artillery can now be used to control your enemy’s movements; ranging in on locations in front of advancing infantry may force them to take an alternate route, perhaps into an ambush, rather than risk taking the brunt of a repeat bombardment.