Kiley forgets that the Prussians had regular howitzer batteries. They were given a unique number and were put into use for special purposes or to add in their firepower to break up troop concentrations.
I like to group the howitzers into special sections in some of the titles for several reasons:
1. Gives them visibility and recognition as a weapon.
2. Follows what Kiley was getting at: special tasks - you can use them to lob shells behind the lines for unexpected results.
3. Allows the battery to be broken down to help with stacking but doesn't greatly diminish its impact (e.g. I dont use 2 gun sections for the French ... I usually stick with 4 as the least amount of guns for a unit). Jena was the only game where I used 2 gun sections a lot and I regret it ...
In miniature games we had the old "Plow Through" calculation for ball shot. Units behind and along the path of the ball were also fired on - usually it was a 10% chance of taking out a casting. There is no "Plow Through" for a howitzer shell of course. The density rules take care of extra losses.
Reminder to new players - skirmishers have a special target class but if you stack 250+ skirmishers in one hex they lose their status ...
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Generalfeldmarschall Wilhelm Prinz Peters von Dennewitz
3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps
Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie
NWC Founding Member
For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options
OFF:
MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)