Artillery

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Artillery is the most devastating long-range force in the Napoleonic and Naval theaters. Whether you are shattering an infantry line or demasting a Frigate, mastering the physics and coordination of the big guns is essential for victory.


THE ARTILLERY CLASSES

To operate at peak efficiency, you must select a specialized class. Non-specialists can fire guns, but they lack the priority and speed necessary for competitive play.

Class Specialization Priority Access Essential Ability
Cannoneer Cannon Spec: +15% ramming/pushing speed. Field Guns, Siege Guns, Mortars. Can override any non-artillery class currently aiming a gun.
Rocketeer Rocket Spec: +15% loading speed. Rocket Launchers. High mobility; carries the portable Rocket Ladder.
Sapper Engineering: Repairs & Constructs. Swivel Gun Stands. Only class able to build Ammo Boxes and repair disabled guns

UNIVERSAL CONTROLS

V4.01 ensures full parity for console players. Note the improved interaction range for naval ammo boxes.

Action PC Xbox Series X/S PlayStation 5
Mount / Interact E X Square
Aim (Move Barrel) WASD Left Stick Left Stick
Precision Zoom Right Click LT L2
Fire Left Click RT R2
Push Gun (Wheels) Hold E Hold X Hold Square
Equip Ramrod 5 D-Pad Right D-Pad Right

CANNONS: THE BATTLEFIELD BACKBONE

Cannons are the most reliable direct-fire weapons. Mastery comes from understanding how to reposition and "zero" your shots.

Loading & Firing

  • The Loading Cycle: Grab a Round or Grapeshot from an Ammo Box and hold E (PC) / X (Xbox) / Square (PS) at the barrel.
  • The Ramming Buff: Anyone can ram a shot, but a Cannoneer who equips their Ramrod (Slot 5 / Radial Menu) before ramming provides a +5% speed increase.
    Aiming a cannon
    Aiming: Interact with the rear of the gun. Use WASD or the Left Stick to move the barrel. Press Mouse1 / RT / R2 to fire.
  • Class Priority: Cannoneers and Rocketeers can override any non-artillery class currently aiming a gun.

Repositioning (Pushing)

  • Manual Movement: You can push any unloaded cannon by interacting with the wheels.
  • Speed Buff: Two players pushing the wheels simultaneously will significantly increase movement speed.
  • Cannoneer Override: During the move, a Cannoneer can override a non-artillery player to take control of the gun's direction.

Ranging & Accuracy

  • The 100m Rule: Under 100 meters, bullet drop is negligible. At 100m to 500m, you must compensate for drop.
  • The Sighter: If you cannot hit a target, don't waste ammo—move the gun. Ensure a Sapper builds a fresh Ammo Box near your new position, as boxes do not move with the gun.

ROCKET LAUNCHERS: VOLATILE POWER

Rockets are notoriously unreliable for beginners but become deadly long-range tools in the hands of a veteran.

a cannon (left) and a rocket launcher (right)

Key Mechanics

  • Dual Loading: You can load two rockets at once (one on the left rail, one on the right).
  • The "Swirl" Factor: Rockets randomly swirl left and right in mid-air, making precise aiming nearly impossible. You often need a bit of luck to land a "perfect" hit.
  • The Consistency Secret: Rockets will usually hit the same spot if fired from the same side of the launcher. Use the first shot to "range" and the second to confirm the kill.
  • Destructive Power: Rockets can destroy enemy artillery pieces. A direct hit causes the same explosion as a cannonball hitting a loaded gun.

Mobility & Setup

  • Packing Up: Interact with the bucket at the front of the launcher to pack it into a "ladder" state. This can only be initiated by a Cannoneer.
  • Deployment: When launchers spawn, they are "unpacked" for quick relocation. You can move them like a standard ladder (performable by 1 or 2 people). Hold E / X / Square on the bucket to rebuild it.

SPECIALIZED PIECES (HOWITZERS, MORTARS & SWIVELS)

The Howitzer (Air-Burst)

  • Fuses: Use Shift + Scroll or D-Pad to set fuse timers.
  • Strategy: Aim to explode the shell above infantry clusters. A shell that hits the ground before exploding loses most of its lethality.

The Mortar (Indirect Fire)

  • V4.01 Camera: Use the Overhead Camera in the bottom-right UI to track where your shells land.
  • Nudging: Tap the controls for range. One tap equals roughly 20 meters of distance.

Swivel Cannons (Grapeshot Only)

  • Role: Primarily anti-personnel. Use them to defend breaches or ship railings.
  • Simplicity: No bullet drop at close range; aim directly at the target's chest.

AMMUNITION & TARGETING

Grapeshot and round shot, found in every ammo box

Direct Fire (Cannons)

  • Round Shot: Solid iron ball.
    • Land: Target Tents (150 XP) and infantry files.
    • Naval: Aim for the waterline of enemy hulls to cause flooding.
  • Grape Shot: Anti-personnel "shotgun" blast.
    • Range: Effective up to 50m.
    • Tactics: Clear enemy decks or stop a bayonet charge. Does zero hull damage.
  • Chain Shot (Naval Only): Two balls connected by a chain.
    • Target: Masts and Rigging.
    • Goal: Immobilize the enemy ship so they cannot turn or flee.
A rocket stack with Long-range and Short-range rockets

Indirect Fire (Mortars & Howitzers)

  • Mortar: Uses an Overhead Camera (Bottom-Right).
    • Pro Tip: Range is extremely sensitive. A "single nudge" of the stick/key shifts impact by ~20m.
  • Howitzer: Time-fused explosive shells.
    • Land: Set fuses (Shift + Scroll or D-Pad) to explode above enemy lines to bypass cover.

THE "TRIAD" SYSTEM (CREW ROLES)

A professional battery operates in a continuous loop to maximize Rounds Per Minute (RPM).

  1. The Gunner: Never unmounts. Maintaining the "seat" preserves your range setting and horizontal lead.
  2. The Loader: Fetches ammo. In V4.01, use the widened interaction range on the 17-Gun Frigate to grab shot without clumping on the gun deck.
  3. The Rammer: Must be a Cannoneer. Equips the Ramrod to seat the shot. They then assist the Loader in Pushing the gun forward after recoil.

STRATEGIC TIPS FOR NEW PLAYERS

The "Notch" Method

Don't rely solely on the UI crosshair. Look at the physical barrel.

  • Under 100m: Aim the "lip" of the barrel at the enemy's feet (due to the initial upward arc).
  • 250m+: Align the top "notch" of the barrel with the target. If the target is obscured by the gun, you are at extreme range; ask an Officer for a Spyglass (G) spot.

Recoil & Reset

Land guns kick back after every shot. You must hold the push button on the wheels to move the gun back to its "battery" position, or your next shot will land significantly shorter than the first.

V4.01 Naval Resource Management

Watch the new UI indicators. If the ship's Hold is empty, you cannot reload. Coordinate with Midshipmen or Captains to ensure the ship is resupplying at a friendly port or from a supply ship.

Counter-Battery Priority

Your target list should always be:

  1. Enemy Artillery: Neutralize their big guns so your infantry can advance.
  2. Enemy Tents: Destroying a mobile spawn point halts an entire enemy wave.
  3. Command Clusters: Target Officers and Musicians to remove their reload/accuracy buffs.