Also infantry field gun is susceptible against counter battery. That's why armored howitzer is a thing in our era.
And, if you want to threaten the enemy armor with artillery, you better consider Thumper or Arrow IV Copperhead/Homing round/missile. HE rounds can scatter and you can't make sure the opponents are move toward what your shells are land next turn exactly. But you may guess where to shoot copperhead/Homing much easier for it can hit any enemy/hex with TAGged within 8 hexes.
Arrow IV missile cause massive 20 damage per hit, so shoot six Arrow IV and successfully TAGging the enemy means the enemy may hit around five AC/20 rounds(consider its 4+ to hit), before the weapon attack phase. Although you need more than three TAGs to ensure that it hits, but if you hit the target it is surely crippled at worst.
Copperhead of Thumper is weak, sure, but there is a glitch on Thumper's Copperhead rounds. If Homing/Copperhead miss by failed to roll 4+, it hits the hex instead and cause 5 damage to all the units on the hex. If Homing/Copperhead hits the target, it cause the full damage to the target hit and cause 5 damage to the all other units on the hex. The point is, that 5 damage is fixed and all types of Copperhead/Homing rounds/missiles are cause 5 damage to the hex, and Copperhead round on Thumper cause 5 damage on a hit. Thus, you may shoot your TAG to the hex of the enemy, NOT the enemy itself, and enjoy -4 to skill roll for shoot the hex as well as 5 auto damage per one Thumper. Only block the line of sight to not allow shooting TAG to the hex prevents it. Also it happens before the weapon attack phase as well, so the enemy may fall before they had a chance to shoot.