Gameplay-wise, yes. Either have the guns behind your lines, or stack them with infantry. Artillery in the HPS games simply cannot defend itself effectively against infantry melee.
Historically speaking of course, the game got it wrong. Artillery was very capable of defending itself against infantry (think of the Reb gunner captured at Shiloh who was asked by a Union officer for the best way to attack a particularly unpleasant Reb battery and replied (quoting from memory) "there ain't no good way to attack a battery", meaning it was always slaughter even if it succeeded), so much so that artillery, not infantry, was habitually used as a rearguard on retreat (and of course because it could always quickly get out of there). Also, artillery as a rule did not fire over the heads of their own infantry--especially not Reb artillery. The authority here is E. P. Alexander, chief of artillery of First Corps ANV:
"[...] it must be borne in mind that our Confederate artillery could only sparingly, & in great emergency, be allowed to fire over the heads of our infantry. We were always liable to premature explosions of shell & shrapnel, & our infantry knew it by sad experience, & I have known of their threatening to fire back at our guns if we opened over their heads. Of course, solid shot could be safely so used, but that is the least effective ammunition, & the infantry would not know the difference & would be demoralized & angry all the same. Of course, also, the infantry would not fire over the heads of the artillery. Hence it results that each arm must have its own fighting front free, & they do not mix well in a fighting charge. ("Fighting for the Confederacy" (Chapel Hill, NC, 1989), p. 248, my emphasis.)
True, there were often individual infantry units detailed to support a battery, which meant tactically they would wait nearby to assist if the guns were actually overrun by infantry. You may consider stacking infantry with the guns as a crude representation of that habit. In any case it's more historical than the more convenient placement of guns behind the infantry line. But at the core artillery in the HPS games is simply too weak, and if the BG games may have erred on the side of making guns too strong, they came at least closer to representing that arm properly.
And before we get again into those old statistics that seem to prove that artillery was not a great killer of men in the ACW--true, but these are global figures representing above all the fact that much of the deadliest combat in the war was fought in terrain where artillery was hard to move and hence hard to bring into action (think Wilderness), and that, as a result of that fact, armies were extremely infantry-heavy and had comparatively few guns. These figures say little, however, about the fighting effectiveness of artillery when it was in fact present on the field in numbers. Read Confederate accounts of Malvern Hill and you'll get some idea of what well-served massed artillery could do. Admittedly part of the effect was psychological, and maybe this might better be represented in the game by additional morale checks with negative modifiers, by a higher chance for artillery hits to cause disruption, or by some sort of a "pinning" result for artillery fire than by actual casualties. But in the end it comes down to the fact that in the ACW you simply did not try to frontally charge a battery unless you wanted to have 1st Minnesota at Gettysburg by other means.
_________________ Gen. Walter, USA The Blue Blitz 3/2/VIII Army of the Shenandoah "... and keep moving on."
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