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Guide to Artillery

Artillery is one of the best units in Call of War. I would say they are the tactical bombers of the ground, in terms of damage dealt to damage received. Properly used, they can turn the tide of the battle in your favor, with you losing less/none troops. It is important to be able to use artillery, and also defeat it.

There are three types of artillery.

1. Regular artillery- Cheap beginning units, regular artillery is a staple early game. Opening fire from an initial distance of 60km, this unit usually fire for two hours before units reach it. While good at long range, artillery is very poor at defense and requires protection from ground forces and air attack.

2. SP (Self Propelled) Artillery - Doubling the health, speed and power of regular artillery, this speedy unit is probably the best artillery unit in the game. While costing more than regular artillery, the benefits are more than worth the extra cost. Especially powerful in plains, this mechanized artillery is a beauty to behold.

3. Railroadgun- The longest and strongest artillery unit in the game, firing at 150km away; it is not surprisingly the most expensive. While taking only 1 research level to build, it requires high level buildings and a lot of resources to produce. While the slowest unit in the game, it is more powerful than regular infantry for a long time. This unit almost always requires careful protection, and a spotting unit ahead of it. However, this unit does have a special place in attacking ships and landing naval convoys.

Build Requirements

ArtilleryIndustrial Complex Level 1Infrastructure Level 1
SP ArtilleryIndustrial Complex Level 1Infrastructure Level 1
RailroadgunIndustrial Complex Level 1Infrastructure Level 3

Build Costs

GoodsMetalManpowerOilMoney
Artillery7505001000-1500
SP Artillery100012505005002000
Railroad Gun200035001500-5000

Protection

Your artillery is highly important. Unprotected, defending artillery is very easy to defeat and kill, and is like giving free kills to your enemies. Keeping artillery attacking is vital to their survival.

1. Putting troops in front of artillery

⦁ Place several units in front of the artillery, so they can be roadblocks. These can be militia for example; cheap, disposable roadblocks that will buy you a little time. You can also place large stacks in front of your artillery, and let them attack safely from behind.

2. Protecting the units themselves

⦁ Artillery are vulnerable to every unit in the game. Air attacks can wipe out unescorted artillery 5 at a whack. A fast light tank can roar in and destroy 10 units easily.

⦁ To counter this eventuality, one should place anti-tanks and anti-air with artillery. While you will almost certainly loose units if your artillery are fighting hand to hand, this may save some units and will most definitely make the enemy pay for his attack. This also helps with attacking other artillery, but I will touch on that further down.

Attacking with Artillery

Using artillery to attack units helps preserve you army for future battles. See the protection on how to guard your units.

1. Holding the enemy in place- One of the key points to using artillery is holding your enemies in place. With them unable to escape, your artillery will have a field day. There are two ways to do this.

⦁ Attack the enemy with troops. Then bring your artillery to attack while your enemies are stuck for hours.

⦁ Attack with artillery- A direct assault is not always bad, and is sometimes unavoidable. During these assults, it is best to have troops stacked with artillery, especially if there are artillery in the enemy target. This will spread the damage across all the units, and keep you firing for hours to come

⦁ Use of terrain. Sometimes it is not necessary to put troops in front of artillery. Mountainous terrain can slow units down extremely, allowing for strategically placed artillery to fire for long periods of time without being hit.

Attacking Artillery

1. Attack without being in range of artillery. - Being able to attack artillery without it being able to reach you can be highly valuable.

⦁ Tactical Bombers- Attacking artillery from the air is often a quick way to get rid of artillery. With such low health, they are easy pickings from the air.

⦁ Outranged Artillery- Use artillery that has longer range then their artillery to fire without them being able to respond. Make sure they don't move though!

2. Quick units - Sometimes it is not possible to attack at a distance. In these cases, you must make the best of things and get to the artillery ASAP.

⦁ Light Tanks or Armored Cars- Quick units, these can easily reach artillery quickly and put an end to their long range firing. Consider using forced march, the quicker you arrive, the better.

⦁ Any unit available- Simply put, once you reach the artillery they cannot fire. While the faster units are better, use whatever you have to silence the arty.

Range

Artillery has four ranges. 60km, 70km but 80km and 150km are specialty ranges. Standard artillery starts off at 60km, but can be upgraded to 70km at day 16. This gives a special strategic advantage, especially if your opponent has artillery. While your artillery fires away, his cannot respond unless he travels the extra 10km to fire.

80km for regular artillery can only be achieve at lvl 7 with blueprints. Very special, almost none have all those blueprints. Having that long a range almost guarantees enemy artillery cannot respond.

150km is the fixed point for railroadgun, which the whole reason to build a railroadgun.

I hope you all have found this guide useful, if I have made some mistakes, please let me know.

-General Nightman, intelligence

General Nightman

Retired Hero
"War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

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General Nightman wrote:

I have used them to success, but rarely. It's a big commitment to build, move and get them ready for fights.

One of the best uses, oddly enough, is controlling the Strait of Gibraltar and the mountainous region between France and Spain.

Also the English straits, or Bosporus, or Suez.

For some reason, it seems that the 22 map gives some opportunities to use them.

The travel time is longest there; for crossing over the mountains.

I've also used them on the World at War maps, but with less success.

Chokepoints seem to be a good way to use them

General Nightman

Retired Hero
"War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

atreas1 wrote:

General Nightman wrote:

I have used them to success, but rarely. It's a big commitment to build, move and get them ready for fights.

One of the best uses, oddly enough, is controlling the Strait of Gibraltar and the mountainous region between France and Spain.

Also the English straits, or Bosporus, or Suez.

For some reason, it seems that the 22 map gives some opportunities to use them.

They have a lot of potential on any strait, also the panama canal in the homefront map, they are great in the pacific map or 100 player when you play with an island to protect your island against an invasion because no ship can get near a couple of RRG.
BMfox
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I'm fairly new to CoW (I'm on my fourth game now) ... I have a question: How do you make rail for the RR Gun?

Now admittedly, having infrastructure along your path that you use the railroad gun might help.

It is truly the slowest unit the game, at 12 k/m an hour.

General Nightman

Retired Hero
"War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

Forgive my ignorance, but ... What is IC Level 1?

Industrial Complex Level 1.

They are in all cities at the beginning of a map and the basic building block for building units.

General Nightman

Retired Hero
"War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

Thanks ... I was not familiar with the abbreviation ... Reminds me of when I worked DOD/Aerospace years ago ... (-:

RYANWEN wrote:

Who ever used railroad gun and regretted it.
All of my enemies that used railroadguns came to regret it ;)

Though in all fairness, they tend to over use them. Pooring all your manpower into railroadguns causes lots of problems.

I have the same problem.

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Hello everyone.

Any of you know about the artillery round?

I tried this sometimes but the game seems that he don't want to do it, it works slowly and i can't do artillery rounds.

Anyone else have this problem?

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Me odiareis, me temeréis, me amaréis, e incluso me querréis matar.
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It's not the game, it's probably your device. Enhanced graphics, which the artillery rounds are a part of, take some considerable CPU to run.

General Nightman

Retired Hero
"War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

RYANWEN wrote:

I have the same problem.
Troop count is a major factor in the game. As my calculation shows you get more SP arty for your resources spent then you get with rrg. With it comes more power and manouverability. Manpower wise you train 3 SP arty for 1 rrg. Meaning your over all power output is bigger, you have faster units and more of them. Thus you can keep a threatning presence in multiple places. Very important. Going for the option that gives you most units is usually best. Plenty of exceptions though.

Rrg have their place in the game, but it is a lot more of a niche type unit than most players realize.

Arty and SPArty are both excellent for the reasons stated above.

Having faced RRGs in battle, I consider them mostly an annoyance in a land campaign but a bit of a deterrent against shore landings.

I've never built a RRG but have captured ICs building them. They were too slow to keep up with the action in those situations.

Nooberium wrote:

Having faced RRGs in battle, I consider them mostly an annoyance in a land campaign but a bit of a deterrent against shore landings.
I totally agree! As I stated already above RRG are the perfect weapon to protect Islands and straits.
BMfox
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BMfox wrote:

Nooberium wrote:

Having faced RRGs in battle, I consider them mostly an annoyance in a land campaign but a bit of a deterrent against shore landings.
I totally agree! As I stated already above RRG are the perfect weapon to protect Islands and straits.
I would not consider them a perfect weapon to protect islands or straits. I also use SP arty for this if there is plains around.

I won an Antarctica map using a bunch of RRG. I was a huge plus shooting long distance.

I'm in the Pacific - Borneo - RRGs encased in Concrete bunkers with Naval Bombers. Molon Labe

Remember what the WWII Russian Generals said about 'Indirect Fire' - Quantity has a Quality all of its own.

"Es gibt keine verzweifelten Lagen, es gibt nur verzweifelte Menschen" - There are no desperate situations, there are only desperate people.
General Heinz Guderian (Schneller Heinz)
Kenny says - You've got to know when to hold 'em, Know when to fold 'em, Know when to walk away And know when to run

dw98 wrote:

I won an Antarctica map using a bunch of RRG. I was a huge plus shooting long distance.

I'm in the Pacific - Borneo - RRGs encased in Concrete bunkers with Naval Bombers. Molon Labe

Remember what the WWII Russian Generals said about 'Indirect Fire' - Quantity has a Quality all of its own.

That is very true, though in this game you need to be able to spend the manpower on RRG, and you usually spend manpower to defend them with AA and AT. So its never on my list regardless of the range.

I love it when an enemy makes tons of artillery. A single squad of about 20 tactical bombers will wipe them all out without taking any damage to the planes. If they don't protect them, they will all disappear very quickly.

If they have anti-tank and anti-air support, I send in a bunch of tanks to engage the anti-air units right before the bombers hit the artillery units.

- Ozzone
The object of war is not to die for your country but to make the other bastard die for his. - General George Patton

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