🪖 Ground unit

Artillery

Lobs shells 2–3 tiles away. Can't move and fire on the same turn, so guard it.

The Artillery, a toy unit from Tiny Tactics6,000 funds

Stats

Cost
6,000
Movement
5
Move type
Treads
Vision
1
Attack range
2–3
Fuel
50
Ammo
9
Hit as
Light vehicle
  • 🎇 Indirect fire: can’t move and fire in one turn, never counters

Weapons

  • 💥 Shell

    Range 2–3 · 9 shots before resupply

    Hits Infantry (90%), Mech (90%), Recon (80%), APC (80%), Anti-Air (80%) and Artillery (80%) and 8 more.

Strong and weak against

Base damage between two full-health units on open ground, before luck and commander bonuses. “Strong” means it deals at least 55% and more than it takes back.

💪 Strong vs

😬 Weak vs

Can’t damage: Transport Copter, Attack Copter, Fighter and Bomber.

Artillery damage table

AgainstArtillery dealsArtillery takes
Infantry90%14%
Mech90%85%
Recon80%40%
APC80%–
Anti-Air80%50%
Tank70%85%
Heavy Tank45%105%
Artillery80%80%
Rockets80%90%
Missiles80%–
Transport Copter––
Attack Copter–65%
Fighter––
Bomber–105%
Lander55%–
Gunboat55%45%
Cruiser40%–
Battleship40%90%

Terrain and movement

The Artillery uses the treads move type, like APC, Anti-Air, Tank and Heavy Tank. Each tile costs movement points; it has 5 per turn, and every point spent also burns 1 fuel.

  • 1 point: Plains, Road, Bridge, Shoal, City, Factory, HQ, Airport and Port.
  • Slower: Forest (2).
  • Can’t enter: Mountain, River, Sea and Reef.

Terrain gives defense stars: at full health each star cuts the damage it takes by 10%, and by less as it gets hurt (see the rules).

Building, repairs and transport

  • Built at: Factory.
  • Repaired and resupplied at: your own city, factory and HQ (2 HP per turn, paid at 10% of its cost per HP; fuel and ammo are free).
  • Can ride in: Lander.

Ready, set, roll out!

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