|For other uses, see Artillery.|
Mobile (circle) and deployed (center) Artilleries
155mm HE artillery cannon
18 (minimum 5)
Deploys to fire
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.
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.
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.
- 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
- 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