- Artillery dominance: Learn to rain devastating fire on enemy positions from your team's Center HQ.
- Resource management: Each HE shell costs 3 Munitions and each smoke shell costs 5 Munitions.
- Solo vs. Crew: Running multiple guns separately is more effective than over-optimizing one gun's fire rate.
- Mil system: Convert target distance to mils using the in-game key or an artillery calculator app.
- Recon threat: Expect enemy recon units to hunt your position; build defenses and place AP mines.
Artillery Fundamentals & Setup
Artillery is one of the most impactful roles on the battlefield. Operating the three heavy guns located at your team's Center HQ allows you to deliver devastating barrages that can shatter enemy offensives, break defensive lines, and secure objectives. However, mastering artillery requires a solid understanding of resource management, team coordination, and gunnery mechanics.
Before you even step up to a cannon, you need to decide whether you are running a solo operation or coordinating with a dedicated crew. Each approach has distinct advantages and logistical requirements.
Artillery consumes team Munitions rapidly. HE shells cost 3 Munitions each, while smoke shells cost 5 Munitions. These resources are shared with your Commander for bombing runs and precision strikes. Always monitor your Munitions balance above the Tactical Map.
Solo vs. Crew Operations
| Setup Type | Pros | Cons | Recommended Strategy |
|---|---|---|---|
| Solo | Full control of targeting | Slower reload times | Join existing squad, play Engineer first to build resource nodes |
| Two-Gun Crew | Multiple targets hit simultaneously | Requires coordination | Create locked squad, designate as artillery unit |
| Single-Gun Crew | Faster rate of fire | Vulnerable to single grenade | Not recommended; spreading out increases survivability |
Solo Setup
- Join an existing squad
- Choose Engineer role first
- Build resource nodes
- Switch to artillery role
- Use F1/F2 to swap positions
Crew Setup
- Create a locked infantry squad
- Use artillery unit designation
- Assign one player as Engineer
- Communicate via leadership channel
- Man separate guns for coverage
Recon Defense
- Place outpost nearby for early warning
- Lay AP mines at chokepoints
- Build fortifications for cover
- Park trucks as concealment
- Never redeploy at Center HQ after death
Target Acquisition & Marking
You cannot hit what you cannot see. Effective artillery relies entirely on accurate target identification and map marking. While relying on your commander and fellow squad leaders to ping targets can work in highly coordinated matches, taking control of target acquisition yourself yields far more consistent results in public matches.
Artillery does not distinguish between friend and foe. Failing to communicate when and where you are dropping shells is the fastest way to cause team kills and get vote-kicked. Always announce your fire missions in the leadership channel.
Target Identification Methods
There are two primary schools of thought for target acquisition:
Method 1: Squad Leader on the Gun Stay back at Center HQ and man the gun yourself. Rely entirely on marks from your commander and other squad leaders. This works well in organized play but often leaves you idle in public matches where squad leaders are focused on their own infantry engagements.
Method 2: Squad Leader on the Front Line Have a squad member operate the gun while you move to the front line with binoculars. This allows you to actively scan for targets, read the battlefield, and place precise marks. You can still communicate with other squad leaders to encourage them to share their own marks.
Reading the Battlefield
| Indicator | What It Means | Action |
|---|---|---|
| Recon planes/flares | Reveals enemy positions on map | Check map immediately for new contacts |
| Friendly clusters facing one direction | Likely engaged in a firefight | Estimate enemy position opposite the cluster |
| Enemy movement patterns | Troops moving toward objectives | Lead your target area slightly |
| Static friendly lines | Frontline has stabilized | Target behind enemy lines to disrupt supplies |
When looking at your map, watch for groups of friendly markers all facing the same direction and not moving. This almost always indicates an active firefight. The enemy is likely positioned directly opposite them. Use this pattern to estimate where to drop your barrages.
Dialing In: Mil Calculations & Firing
This is where artillery transitions from pointing and clicking to a genuine science. Every shot requires precise calculation of distance and conversion to the mil system, which determines the elevation angle of your gun barrel.
Determine Distance
Open your tactical map and hover your mouse over the target marker. The game displays the exact distance in meters from your position to the target.
Convert to Mils
Check the conversion key on the left side of your screen in the gunner position. The key converts meters to mils in 100-meter increments. For distances between increments, calculate the midpoint. Example: 1,200m = 717 mil, 1,300m = 693 mil, so 1,250m = approximately 705 mil.
Adjust Elevation
Use the W and S keys to adjust the gun's elevation. The current mil setting is displayed in the bottom right corner. Match this number to your calculated mil value.
Align Horizontally
Press T to bring up your HUD and locate your in-game marker. Use the A and D keys to rotate the gun left or right until the scope crosshair aligns with the marker. If the gun won't rotate far enough, switch to the loader position and rotate the gun base.
Fire and Adjust
Click the left mouse button to fire. Artillery has natural dispersion, so shells will land within roughly a 20-meter radius. If you score kills, you will hear a hit indicator sound. Make small adjustments between volleys to spread your impact zone and prevent enemies from dodging.
Doing mil math in your head during a firefight is stressful. Download a Hell Let Loose artillery calculator app on your phone. These tools instantly convert any distance to the correct mil value, saving you time and mental energy. Note that British and Soviet guns have slightly different mil conversions.
Shell Types and Usage
| Shell Type | Cost | Primary Use | Best Practice |
|---|---|---|---|
| HE (High Explosive) | 3 Munitions | Anti-infantry, area denial | Spread impacts to prevent enemy avoidance |
| Smoke | 5 Munitions | Blinding enemies, screening pushes | Drop on enemy positions to facilitate friendly advances |
Surviving Enemy Recon & Counter-Battery
If your artillery is effective, the enemy will notice. Enemy recon squads are the only units capable of placing outposts deep behind your lines, and hunting artillery is one of their primary responsibilities. A single recon player with a grenade can wipe out an entire artillery crew in seconds.
Do not assume you are safe at Center HQ. Effective artillery will draw enemy recon like moths to a flame. If you and your buddy are stacked on the same gun, one grenade ends your operation. Spread across separate guns to ensure at least one survivor can fight back.
Defensive Protocols
| Threat | Warning Signs | Countermeasure |
|---|---|---|
| Recon infantry | Outpost icon lights up on map | Jump off gun, engage with personal weapons |
| Coordinated push | Multiple enemies approaching | Fall back to nearest HQ, do not hold position |
| Enemy artillery | Shells landing near your guns | Relocate to a different gun or take cover |
| Recon respawn | Killed recon returns quickly | Find and destroy their outpost immediately |
What to Do When Recon Attacks
- Fight back immediately: Jump off the gun and engage. If you kill the recon squad, do not return to the gun right away.
- Hunt the outpost: The recon squad has an outpost nearby. Find and destroy it to force them back to a distant garrison.
- Do not redeploy at Center HQ: If killed, spawn at a different HQ and approach on foot. The recon unit may be camping your spawn.
- Use misdirection: By not spawning at Center HQ immediately, the recon unit may assume you have given up on artillery and move on.
Before manning the guns, place an outpost nearby. When enemies approach, the outpost icon on your map will light up, giving you critical seconds of warning. Have your engineer place AP mines at likely approach routes and rebuild them after each enemy death.
Advanced Artillery Tactics & Limitations
Understanding what artillery can and cannot do is essential for making the most of your limited Munitions and avoiding costly mistakes.
Target Priority Table
| Target | Effectiveness | Munitions Cost | Recommendation |
|---|---|---|---|
| Infantry clusters | Excellent | Low (3 per shell) | Primary target; spread impacts |
| Enemy garrisons | Cannot destroy | Moderate | Kill spawning infantry but check for friendlies first |
| Trucks/Transports | Moderate | Low | Single hit destroys, but hard to hit moving targets |
| Tanks/Armor | Very Poor | Very High | Multiple direct hits needed; nearly impossible due to dispersion |
| Friendly positions | Catastrophic | N/A | Always verify no friendlies are near target |
It takes approximately 25 seconds from the time you fire a shell to when it makes contact. If a squad leader asks you to stop firing, you may still have one or two rounds in the air. Always warn your team: "Stopping fire on [sector], but hold off pushing for 30 seconds, rounds still in the air."
Smoke Shell Strategy
In organized competitive play, smoke shells are sometimes used as signals—a single smoke at the end of a barrage means "done firing, safe to push." However, in public matches, these conventions are rarely understood and can lead to dangerous confusion.
The most reliable use of smoke in public matches is tactical obscuration:
- Blind enemy positions: Drop smoke on enemy defenses to cover a friendly push (e.g., smoking the far side of a bridge)
- Force tank relocations: Smoke an enemy tank in an advantageous position to blind its crew, making it vulnerable to rockets and satchel charges
- Never use smoke as a signal: The average player will not understand the intended meaning
Artillery Operator Checklist:
- Build resource nodes before manning guns
- Communicate all fire missions in leadership channel
- Calculate mils accurately using key or calculator app
- Spread impact zones to prevent enemy avoidance
- Check for nearby friendlies before shelling garrisons
- Warn team about rounds in flight when ceasing fire
- Place outpost and AP mines for recon defense
- Monitor Munitions balance throughout the match
Frequently Asked Questions
Q: Can artillery destroy enemy garrisons or outposts?
No, artillery cannot directly destroy garrisons. However, you can kill large numbers of infantry spawning on them. Always check for nearby friendlies before shelling a garrison, as team-killing a teammate who is about to dismantle it is extremely counterproductive.
Q: Is it worth trying to destroy tanks with artillery?
Generally no. Destroying a tank requires multiple direct hits, and due to the natural dispersion of artillery shells, this is extremely unlikely. You will typically just burn through your team's Munitions without success. Focus on infantry and soft targets instead.
Q: Should I run one gun with a dedicated loader or two separate guns?
Two separate guns are strongly recommended. While a dedicated loader increases fire rate slightly, having two guns allows you to hit multiple targets simultaneously and dramatically increases survivability against enemy recon. One grenade can wipe a two-person crew on a single gun.
Q: How do I deal with different mil conversions for British and Soviet guns?
The mil conversion key is slightly different for British and Soviet artillery compared to other factions. Pay close attention to the conversion chart on the left side of your screen when manning these guns, and adjust your calculator app settings accordingly.
Q: What should I do if enemy recon keeps killing me at the guns?
Do not redeploy at Center HQ, as they will be waiting. Spawn at a different HQ and approach on foot. After killing recon players, immediately search for and destroy their nearby outpost to force them back to a distant garrison. Place your own outpost nearby for early warning.