RR guns are great , but the down side is that it need an infrastructure level 3 to produce it
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
| Artillery | Industrial Complex Level 1 | Infrastructure Level 1 |
| SP Artillery | Industrial Complex Level 1 | Infrastructure Level 1 |
| Railroadgun | Industrial Complex Level 1 | Infrastructure Level 3 |
Build Costs
| Goods | Metal | Manpower | Oil | Money |
| Artillery | 750 | 500 | 1000 | - | 1500 |
| SP Artillery | 1000 | 1250 | 500 | 500 | 2000 |
| Railroad Gun | 2000 | 3500 | 1500 | - | 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
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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82 Replies
May be level 2 could be more reasonable ...Khabarovsk krai wrote:
RR guns are great , but the down side is that it need an infrastructure level 3 to produce it

Not really. They're good for intimidation and defensive purposes, but they're also kinda like the war elephants back in ancient times: more intimidation than practicality. I would use them as defense, if I were to ever use them, but once I'm attacking, I'll ditch the RRG for a much more faster advance.Khabarovsk krai wrote:
RR guns are great , but the down side is that it need an infrastructure level 3 to produce it
"Giving up is not an option in war, for it proves one's incapability and incompetence as a leader." - Me (Little Racoon)
I tried producing lots of it, it didn't work really well.Little Racoon wrote:
Not really. They're good for intimidation and defensive purposes, but they're also kinda like the war elephants back in ancient times: more intimidation than practicality. I would use them as defense, if I were to ever use them, but once I'm attacking, I'll ditch the RRG for a much more faster advance.Khabarovsk krai wrote:
RR guns are great , but the down side is that it need an infrastructure level 3 to produce it

Generally the artillery will switch targets to the closest unit depending on its orders.
A double attack is a good plan as it aircraft
It feels wrong whenever I attack without artillery or air support. Feels like I am not prepared
Same here ... And let's add naval firepower on coastal cities ...Ryan04px2025 wrote:
It feels wrong whenever I attack without artillery or air support. Feels like I am not prepared
Yup. Cruisers and Battleships do these too. But I can't get it beginning of the game. I looks like if you use artillery to bombard an AI unit, they will move the unit to attack your artillery. Although the AI unit will be be severely damaged at that time, they still do critical damage to your artillery. Then, I use a cruiser to attack a 17 unit coastal AI stack because I do not want to sacrifice my units and the AI didn't move!!! 
What you do is put defenders in front of your artillery and let the AI units come out of their fortresses to attack you.
I do it plainly sometimes. My bad. Lol
btw, I corrected some stuff in there, pls check. Your data is very out datedGeneral Nightman wrote:
Thanks for the replies! I will tweak a few things according to what I've heard so far.The next guide is on Nuclear Bombers and Rockets
is this for 1.0?
For support ticket click here
forum rank list(the better one)
join my discord server>discord.gg/nbydn7sEaS
Obviouslyjefin b wrote:
is this for 1.0?
is there any for 1.5?
For support ticket click here
forum rank list(the better one)
join my discord server>discord.gg/nbydn7sEaS
I've got the project to rewrite the best 1.0 guides on the forum for the 1.5 version. You could give me your wishlistjefin b wrote:
is there any for 1.5?

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I noticed a relatively new change in artillery fight.
So far a stack of ennemy troops with artillery that was engaged in melee fight had no choice than defending against the attackers.
Lastly I saw such a group switching for a ranged target and the damages were actually applied to the ranged target.
This is pretty bad and not accurate. An artillery unit engaged in melee fight would have to deal with the close combat attackers before keeping bombarding further.
It also totally mess up the basic strategy of bringing your tank/infantry stack to engage the ennemy arty first and then bring your own arty behind to safely bomb the already engaged enemy.
Actually not new - just unnoticed - not reality but I use it when I canMerlin Pin-Pin wrote:
I noticed a relatively new change in artillery fight.So far a stack of ennemy troops with artillery that was engaged in melee fight had no choice than defending against the attackers.
Lastly I saw such a group switching for a ranged target and the damaged were actually applied to the ranged target.
This is pretty bad and not accurate. An artillery unit engaged in melee fight would have to deal with the close combat attackers before keeping bombarding further.
It also totally mess up the basic strategy of bringing your tank/infantry stack to engage the ennemy arty first and then bring your own arty behind to safely bomb the already engaged enemy.
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
How new would you say ?
Cause I remember when you could switch your engaged arty to a ranged target. The info over the stack was showing this new target but at the end of the attack timer the damages were actually delt to the close combat opponent instead and the correct target was set back on it in the info.
You couldn't switch for a ranged target when already engaged in melee.
And that was a good point in my opinion.
dont know but I used this in COW 1.0
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
Ok I maybe be wrong and just did not noticed this possibility.
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