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Community Guides/Artillery Guide

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This article may contain outdated information that is inaccurate for the current version (0.38) of the game. It was last updated for 0.37.

Mortar (45–65m)[edit | edit source]

To use a mortar: crouch, switch shell type with F, reload with R, aim with RMB, adjust distance with Mouse Wheel, and fire with LMB. Use binoculars to watch shells land.

Although you can use a mortar all on your own, it's recommended to have a mortar team of 2 or 3 people. One player with binoculars is the spotter, they send coordinates, check for the hit, and send coordinates adjustment for next shell if needed. They also scan for enemy infantry approaching them. Using a microphone is very much recommended for faster coordination. The third player is there to defend the mortar team with a rifle or SMG. Having more than one player allows the team to carry more shells. The group must always try to stay behind the front line for its own safety. Mortar teams almost always use standard shells and prioritize enemy defensive structures like foxholes, gun turrets, bunker garrisons, howitzers, as well as Bases.

Shrapnel shells are only useful to target high value infantry targets like enemy Mortars, RPGs, or MGs.

Flare shells are only used in small quantities during the night to assist an infantry push.

Large Mortar Teams can be used defensively to disable and destroy armored vehicle targets. A single spotter surrounded by 5+ players with mortars can be extremely dangerous to enemy armor, but they require a very safe concealed spot, and players to defend the group. Note that this tactic is far less successful since the introduction of Tank Armor which makes most mortar shells bounce on armored vehicles.

Every standard mortar shell costs 1 Heavy Explosive Material and the mortar tube itself costs 5 Refined Materials, so make each shell count and always try to save the tube.


Note:

  • Because the mortar has a specific firing sound and a short range, it is possible for you to hear enemy mortars firing. Since mortars take a few seconds to land you can use the precious seconds to take cover or run away if you suspect the mortar shell is headed for you.

Howitzer (75–150m)[edit | edit source]

To use a howitzer: enter it by pressing Q, reload with R, rotate the cannon and aim with RMB, adjust distance with Mouse Wheel, and fire with LMB. You can spot with binoculars from the howitzer's little platform after exiting the howitzer.

Since building howitzers requires a CV, 150 Basic Materials, and 2 minutes of construction, it is only safe to build it well within your defenses (preferably with AI active) and hidden behind walls. Sandbag walls can be built around it so that if an enemy howitzer fires at yours the sandbag walls will block the splash damages from reaching the howitzers. It can also protect it from enemy infantry rushing it.

Howitzers are used to advance pushes, especially when the push encounters a heavily fortified area. With its long range and large AoE, the howitzer can clear dense defense networks, especially at choke points like bridges. It is effective against Garrisoned Houses when attacking an enemy town.

The howitzer can also be used to kill the enemy base from afar so your team doesn't have to push against the enemy's AI activated defenses. However, destroying most bases require loads of standard 120mm shells that must be fired quickly to prevent the enemies from repairing their FOB or Town hall. 3+ howitzers are often necessary to hope to kill Tier 2 or 3 Bases. Assembling and loading the shells in the howitzers requires serious manpower so such an operation can only be achieved by large coordinated groups.

Howitzers are also used to counter enemy howitzers. To prevent the enemy team from slowly wiping your defenses or base, you can build your own howitzer, in range of the enemy's howitzer (150m) but hidden behind a wall or other structure so as to not be spotted by the enemy howitzer spotter. Use binoculars to search for the enemy howitzer or for its distinctive smoke puff when it fires, the smoke is visible even when the howitzer is hidden and at night.

The howitzer can be used to scare enemy armored vehicles, even if you can't hope to realistically disable or destroy the heavier ones.

Howitzer 120mm Smoke Shells have very niche uses. They can be used as shrapnel at choke points during an infantry fight. They can be used to smoke areas around an enemy Safe House that has the Artillery Shelter (can only be damaged from the inside once their health is below 30%) allowing your infantry to rush inside.

Using a howitzer works best with one player firing it, one player spotting, and one or more player loading new shells with a truck.

To use the howitzer to its maximum range accurately, the spotter (max binoculars range is 100m, unless on an elevated position) will have to move further ahead than the gun and will have to do a little bit of guess work on the gun's direction and range to the target or they can use a calculator.

Note:

  • You will need to compensate for the elevation if you're trying to hit a target up-hill, so if the range on your binoculars says 75 meters, try to aim at 80 or 85, the compensation here being 5 or 10 meters, depending on the hill's elevation.
  • Howitzer shells have a specific hissing noise before landing, making it easy to identify when you're shelled by a howitzer.

Gunboat (50–100m)[edit | edit source]

To use the gunboat cannon: enter the gunboat, switch to the gunner seat, reload with R, aim with RMB, adjust distance with Mouse Wheel, and fire with LMB. Use binoculars while in the commander seat to watch shells land.

The gunboat is a relatively weak ship, at the mercy of enemy APC sticky crews. Speed and coordination is therefore essential to use the gunboat effectively. Its 55mm light artillery cannon has a high fire rate for a cannon (25+ shells per minute) and can be used to destroy enemy World Structures close to the coast in hit and run tactics. Make sure to avoid areas guarded by the enemy's deadly Coastal Guns though. A full crew is recommended for the ship (driver, spotter, main gunner, machine gunner).

The gunboat's main targets are enemy bases, to assist a land push, and bridges, to prevent enemies from reinforcing a front. The ship can also be used to take out Gun Turrets before a beach landing. Finally, it can destroy enemy Observation Towers in preparation for an invasion or to help friendly partisans not be detected.

Always try to stay 65+ meters away from the coast, as a mortar or RPG crew can kill you with just a few shells.

When you're done using the gunboat, make sure to store it inside the nearest Seaport so that enemy partisans in your back lines cannot steal or destroy it.

Note:

  • You will need to compensate for the elevation if you're trying to hit a target up-hill, so if the range on your binoculars says 75 meters, try to aim at 80 or 85, the compensation here being 5 or 10 meters, depending on the hill's elevation.


Field Artillery (75–150m)[edit | edit source]

To use the Field Artillery: enter the vehicle with Q in the gunner seat, reload with R, adjust distance with Mouse Wheel, and fire with LMB. The vehicle can only be moved when there's both a gunner and a driver. The driver adjusts the angle by rotating the vehicle as the gunner cannot aim.

Communication and coordination will be vital to use a Field Artillery (FA), so voice chat is highly recommended as the game and gun itself are built around teamwork.

The Field Artillery is expensive and pretty fragile and a highly sought target by flanking enemies and road partisans. Make sure it's always safe by equipping a radio and checking radio intel on the roads you'll use to transport the FA. On the front line, make sure it's always well defended by infantry and defenses with active AI, covering the FA in a 65m radius to avoid enemy mortars. The players using the FA should be equipped with Gas Masks.

After loading the necessary amount of 150mm shells in the FA's inventory, package it, use a crane to load it onto a flatbed and drive it to the front, make sure the road and the Base you're going to are clear of enemies. If you'll need additional shells on the front bring new crates of shells by truck and submit them to the front line base. Make sure the base has a crane (or a Storage Depot, or a Refinery) to unload the FA from the flatbed, otherwise bring 125 bmats with you and build a crane at the Static Base closest to the front.

After you get to the front lines, your target priority should be heavy fortifications such as Gun Turrets, Garrisoned Houses, Tier 3 Gates and Walls, that is, if other important buildings such as Forward or Static Bases aren't in range. Do not waste shells on Watch Towers and Foxholes, they are not worth it and you will probably lose more shells and time trying to take them out than they are worth. These all can be taken out by more cost effective weapons such as the Machine Gun, mortar and grenades.

To get more accurate coordinates, sit in front of the gun's barrel with binoculars. To hit targets accurately beyond binoculars range (100m) the spotter has to move further ahead than the gun and do a little bit more guess work on the gun's direction and range to the target or use a calculator.

150mm Armour Piercing Shells are to be used only against armored vehicles, as they are extremely expensive.

150mm High Explosive Shells must be used only against the strongest structures (Garrisoned Houses, Bases, large World Structures), as they are extremely expensive.


And remember, always try to save the gun, it's worth more than the crew's lives and will cost you dearly if you let it be captured and used by the enemy, if all hope is lost destroy the gun and fall back, sometimes discretion is the better part of Valor.

Note:

  • You will need to compensate for the elevation if you're trying to hit a target up-hill, so if the range on your binoculars says 75 meters, try to aim at 80 or 85, the compensation here being 5 or 10 meters, depending on the hill's elevation.
  • Once the Field Artillery has received any damage, its armor is not intact anymore and the vehicle cannot be packaged to be evacuated by flatbed even if the FA is repair with a hammer. It needs to be repaired at a Garage before it can be packaged again.

Storm Cannon[edit | edit source]

See Storm Cannon

External Tools[edit | edit source]

Recommended calculators:

Video[edit | edit source]