See also: Commanders

Artillery

As a review, keep in mind that "artillery" here refers to all indirect-fire weapons except the Mini-Rocket Array (MRA) and Seraph Missile Array, namely:

  • Mortars (mortar, bombard, pepperpot, incendiary mortar)
  • Howitzers (howitzer, ground shaker, hellstorm, incendiary howitzer)
  • Ripple rockets
  • Archangel missiles

Although the MRA and Seraph are indirect-fire weapons, they should be used like one would use direct-fire weapons, since their range is low enough that sensors won't increase their range, rendering sensors unnecessary.

Sensors

Regular sensors can be used for scouting and surveillance, but they have a more important usage: to spot for artillery.

Using sensors with artillery

Artillery weapons, by themselves, cannot fire more than their sensor range (8 tiles without upgrades). However, even the lowly mortar has an 18-tile weapon range. To use it, players need to use sensors.

Artillery structures are the easiest. Simply build a sensor tower, and if the sensor tower is targeting something within your artillery structures' weapon range, they will fire at it.

An artillery tank, however, needs to be explicitly assigned to a sensor to function. Select the artillery tanks, then click on a sensor to assign the tank to the sensor.

Hellstorms assigned to Wide Spectrum Sensor
Artillery assigned to a sensor. Notice the * next to them, which indicates that they are assigned.

Once the artillery is assigned, if it is assigned to a sensor tower, that tower will target enemies that come in range automatically.

If it is assigned to a sensor tank, the sensor can be used to attack enemies by selecting the sensor and targeting an enemy. All artillery assigned to the sensor will attack its target.

Hellstorms seiging an enemy hardpoint
Notice that the artillery can be very far away—only the sensor turret needs to get within range.

To unassign a unit from a sensor, the easiest way is to right-click it, then tell it to move somewhere. Multiple units can be selected with ctrl+click, and moving them all.

CB sensors

A CB (Counter-Battery) tower or turret is used similarly to a standard sensor; however, it serves a specialized purpose: To counter-attack enemy artillery.

Normal sensor towers will direct your artillery to attack whatever is nearby, but CB towers will direct your artillery to attack any artillery attacking you, even if they are further away from you than other targets. If you have both a CB tower and a sensor tower, artillery structures will attack CB targets first, and only other targets once you are no longer being bombarded by enemy artillery.

A VTOL CB sensor does the same thing, except to VTOLs assigned to it.

Sensor towers

Sensor towers and sensor units have several major differences:

  • A standard sensor turret has a range of 12; a standard sensor tower has a range of 16 (all other sensor turrets have the same range as their corresponding tower).
  • A sensor tower cannot be ordered to target something specific; they automatically target enemies.

What counts as a sensor

Command Center = Sensor Tower

Satellite Uplink Center = Wide Spectrum Sensor Tower

The Command Center (HQ) is also considered a standard sensor tower, while the Satellite Uplink Center is also considered a Wide Spectrum sensor tower. In addition to their usual functionality, they can also be used as the corresponding sensor tower (for instance, you can assign artillery to them).

Note that while the Uplink Center reveals the entire map, it does not provide sensor attack coverage over the entire map, but only within a 26-tile radius.

Commentary

sharkbite wrote on Feb 13, 2011:

if u use scouts and mortal hovers like example u can easely clear enemy base if u know what to target and when to get away
attacing other indirect weapons u have to hit and run or it will destroy ur scout

Anonymous wrote on Mar 1, 2011:

I found that having hidden artillery emplacements with sensor towers placed at every base is a good defense. With everything upgraded I put at least 3 types of artillery in a protected spot and place sensor towers in critical locations, having almost 10 of theses emplacements works well for any type of map, tho do keep them guarded with towers and mobile units.

Anonymous wrote on Jun 26, 2011:

Archangel missiles or ripple rockets are awesome if you can find a choke point on the enemy approach to the base. If you set up some sort of obstacle (tanks traps work well) and you overwatch the point with a sensor, then the rockets or missiles will destroy most of the oncoming enemy forces before they hit you primary defenses. Also, the incredible range of those artillery allow them to assist you for most of your attack, especially if you use a sensor creep (slowly building sensors closer and closer to the enemy base, just out of their range). Most artillery is useless without sensors to paint their targets.

Anonymous wrote on Aug 1, 2011:

a sensor tank can't call for artillery structures suport like a commander do
question: is there a reason for this?

Anonymous wrote on Aug 22, 2011:

Artillery turrels can be assignet to comand turrels. Olso, you can do some feature in a command turrel menu: assign ALL artillery emplasements to one above

Anonymous wrote on Aug 22, 2011:

Best works with Howitzers and rocket batteries =)

Anonymous wrote on Oct 9, 2011:

sensors are very complex to use,but best strategy(for me,dunno about you) to use(note:it takes lotta energy)(note²:time is essential) :sensor towers only around base and defense structures ,and cb tanks roaming on the map with mortars only(pepperpots is the best for this,but a bonbard for reinforcements is a good option).why only mortars?well,they are good in hitting enemies from different heighs and through terrain obstacles.missiles and howitzers should be build in front-line outposts along with anti air guns,and lots of assault mgs and cannons(they need to be fast shooters,since the missiles will kill then after they reload,so they are there to hold the enemy until they are killed),and normal sensors.some sensor tanks with those front-line enplacements can help in the work of the assaul turrets.the cb towers don`t really need to be in front-line outposts since any truck there will die onsight.building labyrints with the walls and tank traps are great for slowing enemy advance.NEVER take howitzer tanks along with your army unless you are sure you have a high and far place for then to move on.they are slow aiming turrets,so don`t take them along your main party.and make sure you have sensor towers in high places safe,but far from the howitzers and misiles.since height don`t affect the sensor`s range,it keeps your artillery from destroying your sensors(archangels are good in destroying your own structures),and mortars are the best for defense of these sensors since they have advantage on high places.the rest is up to one`s own logic,intelligence,skill and analyzing abilities.sorry,i know it is a huge thing i wrote,but i`m just trying to help.hope i did it.

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