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25px-Disambig For other uses, see Artillery.
Artillery
TS Mobile Artillery
Mobile (circle) and deployed (center) Artilleries
Unit
Affiliation

Nod
CABAL
Forgotten

Role

Self-propelled artillery

Armament

155mm HE artillery cannon

Protection

Light

Tier

2

Tech level

6

Properties
Hit points

300

Production
Cost

$975

Produced by

Nod War factory

Requires

Nod radar

Combat
Ground attack

150 (ARTYHE)

Cooldown

110

Speed

5

Attack range

18 (minimum 5)

Sight range

9

Function
Abilities

Deploys to fire

Elite upgrade

Seft healing

TS Artillery Icons

Deployable artillery was used by Nod, CABAL and the Forgotten during the Second Tiberium War and the Firestorm Crisis, continuing the Brotherhood's extensive use of mobile artillery from the First Tiberium War.

Overview

The new, advanced artillery unit deploys stabilizers and becomes stationary before firing, to accommodate the massive recoil. In return, it has an awesome range and its shells are effective at reducing fortifications and advancing enemy forces to dust, as the cannon is surprisingly very accurate even against moving targets.

Legacy

The artillery design proved to be very influential, as new generations were developed, most notably the stealthed Specter of the Third Tiberium War.

In-game

In vanilla Tiberian Sun, the artillery is the Brotherhood's most powerful conventional unit. With extreme range, accuracy and firepower, the artillery excels in both siege and defense roles. When five or more are deployed, GDI Titans (in limited numbers) will be shredded by concentrated fire without getting close.

When not deployed, artilleries are totally defenseless. They also move slowly and have very thin armor. Therefore, en-route interception can be deadly to artillery convoys. To avoid being eliminated, artillery commanders must provide sufficient escorts and try to take enemies by surprise.

Airpower is the most effective way to deal with deployed artilleries. With Orca bombers, several clustered artilleries can be destroyed in a single bombing run. 

Because of this weakness, artillery users have to pay extreme attention to mobile air defenses. Mobilizing large groups of rocket soldiers is the most common solution. Stealth tanks are not an ideal option, for their considerable lag with decloaking.  

When used as base defensives, artilleries may create large craters, rendering the terrain unsuitable for building construction.

Artilleries are low-tech units, requiring only a war factory and a radar to build, which means, early deployment of these units can help a Nod player gain an upper hand in skirmishes.

Artilleries are weakened in Firestorm with their damage and range significantly reduced. Their ability to accurately hit moving targets is also lost. This change is hardcoded in the game's executable, requiring a complete unit and weapon cloning if it is to be reverted. This does not affect vanilla Tiberian Sun which runs from the same executable.

Assessment

Pros

  • Extreme bombardment range keeps it well away from combat zones; longest range of any available unit
  • Destructive against structures and infantry
  • Can be used for both attack and defense
  • Does splash damage
  • Automatically attacks enemies in unrevealed terrain

Cons

  • Slow moving speed
  • Poorly armoured
  • Cannot fire at close range
  • Fast moving units can evade its fire (Firestorm only)
  • Cannot attack aircraft
  • Not immune to Tiberium veins
  • Cannot be deployed on uneven terrain or on Tiberium fields, making them useless to be used in such areas

Gallery

TS Nod logo transparent Brotherhood of Nod Second Tiberium War Arsenal TS Nod logo transparent
Cabal 2 CABAL Second Tiberium War Arsenal Cabal 2
TiberiumAlliances Forgotten Forgotten Second Tiberium War Arsenal TiberiumAlliances Forgotten
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