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Original work done by Willis of LoK

Artillery

Ripples and Hellstorms are not good for accuracy, ripples, though have long and effective attacking power, but are slow on reloading, if they can meet their target, ripples can do good damage to fortresses. Hellstorms though are short ranged and repetitive firepower that is only well effective if assisted by numerous other Hellstorms (5-10 min). Ground shakers with their explosive firepower and range, is devastating against other artillery, since not only does it destroy its target but can damage if not destroy its surrounding artillery. Howitzers are also effective but its better to upgrade them to Hellstorms because of the rapid firing. Upgrading Ripple Rockets to Arch Angles is a great advantage, they allow for extreme long range, so return-fire is very unlikely.

Do's and Dont's of artillery:

Always keep your artillery spaced out 1-2 squares, this way when attacked neighboring artillery will not be damaged as much let alone destroyed.

Never build artillery in groups, although identical to the rule above, building your artillery in groups is dangerous because even if the artillery would misfire (not hit what it was aiming for) it can still hit the artillery next to it likely destroying it, than causing damage to the artillery that was targeted.

Always when making artillery to not let up, continue making artillery no mater what. Its obvious that your artillery will be hit and destroyed also, so to replace/rebuild artillery is smart. Yet also it is common for an experienced player to have artillery back beyond what you can see, and it is obvious that if your artillery is out numbered 5-1 the chances of it succeeding are not good.

Never just attack a opponents defense. A CB Tower can detect the firing of an opponents artillery, and have that persons artillery then target the opponents artillery, so while the opponent had wasted his artillery firepower on defense, which left alone probably did little good, the other person just used his artillery firepower to thrash the opponents artillery, weakening him greatly if the counter-attack was successful.

Almost, Always, have a CB tower built. Mostly explained above, its wise to be able to counterstrike an artillery assault. But there is a lot of caution to take note of when using CB towers. Artillery will respond to the nearest CB tower, so building multiple towers will provide a better chance of destruction for the counterstrike, (your artillery wont just all fire into one place, it will take out numerous other targets). Also a CB tower has to be in range of the structure your opponent is shooting at, and yes the structure must belong to you. More so than all the other caution rules, a CB does act like a normal sensor, if your opponent is building stuff to get close to the cb and make it detect his material, your artillery will fire at it and then his CB will detect that and then shoot your artillery.

More importantly, Never mistake artillery for a type of defense, they are extremely weak and can be destroyed by tanks or defenses very easily.