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Warfare Guide - Land Units
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Warfare Guide - Land Units
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== Artillery == The Artillery class of Land Units is arguably the most important defensive Unit in the game. When accompanied by a sufficient number of supply units it can become a potent offensive force too. AU guns fire indirect-fire ballistic projectiles for great distances - 20-33 km. Unfortunately these guns have a voracious appetite for ammunition. When firing from your own supplied territory this is hardly a problem - AUs ammo supplies are magically replenished from the ambient supply system. But in enemy territory AU guns need external supply and plenty of it. This can be accomplished by either supply trucks or air-dropped supplies from circling transport planes. An exception is the French AMX-105 SPH Mk 61, which has a combat time of 24 hours, but a range of just 20 km. The TL 107 U.S. Stryker-G7 105mm SPG has a 25 hour CT and also has a 20 km range. Since AUs have long attack ranges, long-range Spotting is vital to their use. Prior to acquiring ETC gun technology, two of the longest-range guns are the TL 112 Chinese PLZ-85 185mm and the TL 111 U.S. M111A1 Templar 185mm. Both have a range of 33 km, just like the ETCs. The PLZ-85 is also amphibious. AUs also have Surface attack stats equivalent to their land stats, so they make good weapons for coastal protection. The smallest calibre AU guns are as big as the largest tank main guns - beginning at about 105mm with some AU gun types as large as 185mm. Mobile mechanized AUs start at 105mm but go as large as 200 mm. AUs are nearly all soft targets so it is important to stage them in pre-prepared protected positions. With their long range is is fairly easy to post protective armor between them and the battle-line. Artillery can be set to fire upon "targets of opportunity" in the ROE. When given a little initiative the artillery will automatically pick spotted targets and open fire on them. Prior to Update 6 Artillery lacked a "Bombard" command and the "Attack" command would cause AUs to go charging towards the target instead of standing off and shelling it. This has now been fixed and the "Bombard" order should make artillery do what it is suppose to. AU guns come in both towed and mobile mechanized types. Several of the light guns, such as the U.S. M777E1 (LW155) 155mm, are also air-droppable. Most AUs have 18 battalions with an average crew of about 6. Other types of AU are ETC guns, EM guns, Multiple-Launch Rocket Systems (MLRS), missile launchers and mortars. Laser and Phaser technologies do not come into play with AUs, since they are not line-of-sight weapons. However there are plenty of research technologies that can be used to increase the range and accuracy of your existing AUs and to design more powerful new ones: * TL Technology * --- ---------- * 75 - Artillery Locating Radar * 85 - Large Bore Artillery Rifles * 97 - ERFB-BB Ammunition * 101 - Smart Target Munitions * 104 - V-LAP Artillery * 107 - Anti Personnel Munitions * 108 - Advanced Ballistic Artillery * 109 - Fire Control Upgrades * 112 - Electro-Thermal Systems * 128 - Electro-Magnetic Ballistics There're 4 techs that exetend Ballistic Arityllery range. when You acquired these 4 techs you got +80% extended range. For MLRS, there're 2 techs and +60% extended range. === Towed === As with towed AT, towed AUs can move under their own power and have motorized towing units to move them around the battlefield. Some can slowly move up to 400 km. on one tank of fuel. Towed AUs are cheaper and quicker to fabricate than mobile mech AUs so large quantities can be built quickly. One of the best towed units is the tech level 113 U.S. M285A1 185mm Towed. === ETC === ETC artillery guns such as the TL 116 U.S. M111E1 Templar ETC begin to appear at tech level 116. Electro-Thermal-Chemical (ETC) technology is an attempt to increase accuracy and muzzle energy of artillery guns by improving the predictability and rate of expansion of propellants inside the barrel. These are the hardest-hitting artillery units and have a land range of 33 km and a combat time of 5 hours. These AUs uses a plasma cartridge to ignite and control the gun ammunition's propellant, using electrical energy as a catalyst to begin the process. ETC increases the performance of conventional solid propellants, reduces the effect of temperature on propellant expansion and allows for more advanced, higher density propellants to be used. It also reduces the pressure placed on the barrel since that helps spread the propellant's gas much more smoothly during ignition. Current guns fire advanced kinetic energy ammunition with a penetrator and Sabot type KE projectile, suitable for an anti-armor round. It is conceivable that HE artillery rounds could be developed later for soft targets. === EM === Electro-magnetic (EM) artillery, such as the TL 132 U.S. M116A1 Valkyrie EM Ballistics is the highest-tech artillery and starts at TL 122. EM artillery has a land range of 46 km and a combat time of 4 hours. === MLRS === MLRS are highly lethal area-effect weapons with long ground attack ranges and very high reaction times. Some types of MLRS AUs double as missile launchers too. The Chinese tech level 104, W-2 400mm MLRS is the longest range of any artillery in the game - 210 km. With technical improvements its range is extended even farther - 353 km for land targets and 387 for surface targets. The down side is that its combat time is just one hour. The level 110 Russian BM-31 combines 24 hour combat time with a decent 38 km land attack range. The Israeli LAR-160 Mk I has an incredible 8 hour combat time with a range of 30 km. The tech level 106 U.S. M280 MLRS is air-droppable. Early in the game the following long-range MLRS are well worth trading for: * TL * 87 - WM-80 273mm MLRS (China) * 92 - SS-80 Astros MLRS (Brazil) * 99 - M-1B 350mm MLRS (China) * 104 - W-2 400mm MLRS (China) === Missile Launchers === Missile launchers are special mobile Artillery units that launch Missile units. Some units are dedicated only to launching missile units. Some MLRS AUs like the M270-A1 can load ground-launched Missile units as well as generate barrages of MLRS rockets. The following launchers will all accomodate up to size 12 missiles: * MAZ-7910 SCUD Launcher (Russia, China, Other, Arab, Brazil/Argentina, Czech, Austria, Yugoslavia, Finnish, Poland, Romanian ) * Tatra Kolos (India) * BGM-109 Gryphon GLCM (U.S.) Most launcher units have a "Strength" of 12, so they contain 12 launchers or squads. If the "Max Missile Size" of the launcher unit is listed as "12" in its technical-readout, then this means that each launcher can carry 6 size 2 missiles and that the unit has a capacity of 6 X 12 = 72 size 2 missiles. === Mortars === Mortar type AUs are indirect-fire, ballistic weapons. The have shorter attack ranges (12-15 km) than AU guns but are more conservative of their ammunition supply. Most have combat times of 24 hours. The Russian 2S43B is a direct-fire weapon that can hit individual targets in a hex. The TL 106 U.S. M1064A4 MTVL Dragon Fire MLRS is air-droppable, as are several other types. The ones with the best ranges are: * TL * 102 - 2S43B (Russia) * 110 - ZBD-IIM 120mm SP Mortar (Russia. China) * 114 - M1211 125mm Mortar (U.S.)
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