Field Artillery

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Versioning

This article is considered accurate for the current version (1.56) of the game.




A long range Colonial mobile artillery used to lay siege to fortified positions.
In-game description

The 120-68 “Koronides” Field Gun (also known as the Field Artillery, or 120mm push gun) is a Colonial Field Weapon that must be deployed in order to fire. It is equipped with a 120mm artillery cannon designed to engage enemies at a long distance and destroy fortifications through indirect fire.

General Info

Crew

The 120-68 “Koronides” Field Gun houses a crew of two soldiers:

  • Driver (Left Side)
    • Controls the movement of the vehicle - requires a soldier in the Gunner seat in order to move
    • Able to deploy/undeploy the vehicle - press F
  • Gunner (Right Side)
    • Controls the reloading, and firing of the chassis-mounted artillery cannon
    • Controls the azimuth of the artillery cannon - press and hold RMB in the direction you are aiming. Does NOT require a Driver
    • Uses the Mouse Scroll Wheel to adjust the firing distance
    • Required to move the vehicle

NOTE: Despite not having an actual Passenger seat, it is possible for a soldier to stand on the Spade (the long metal piece on the back of the vehicle) and move with the crew.

Unlike enclosed vehicles, Field Weapons cannot switch seats, requiring the crew to exit the vehicle in order to change seats.

Armament

The 120-68 “Koronides” Field Gun has one main armament:

  • 120mm Light Artillery Cannon
    • Mounted on the chassis (30 degree firing arc)
    • Ammo Used: 120mm
    • Range: 100-250 meters
    • Reload Duration: 3.5 seconds
    • Firing Duration: 3 seconds
    • Fire Rate: 9.6 per minute
    • Accuracy: 22.5m radius at minimum range up to 30m at max range (not including Wind effect)
    • Reloading immobilizes the vehicle

Inventory

It has a dedicated ammo slot that can hold one 120mm shell.

Engine & Mobility

Health & Armor

The 120-68 “Koronides” Field Gun has 1000 HP and is disabled under 50% health. It has "Light Armor" resistance: it can soak small arms fire and shrapnel, and it is immune to Flamethrowers. It can soak 12.7mm machine gun fire but not for long. Heavy explosives and anti-tank weaponry are an extremely dangerous threat to it.
It takes 120 Basic Materials to fully repair it from 1% to 100% health with a Hammer. Its health can be instantly repaired at a Garage for 100 Basic Materials.

Interactions

  • Can be towed by certain vehicles
    • Hitch and unhitch the towed vehicle via the Shift + E interaction menu (the two vehicles must be very close and you in between them).

Production

Structure Input(s) Output Time
Garage 50 x Refined Materials Refined Materials.png  120-68 “Koronides” Field Gun 120-68 Koronides Field Gun Vehicle Icon.png 25 Hammer hits
Mass Production Factory 150 x Refined Materials Refined Materials.png Crate of 3 x  120-68 “Koronides” Field Gun 120-68 Koronides Field Gun Vehicle Icon.png 00:41:40

Must be fully researched in the Vehicle IconFilterVehicle.png Tech Tree in order to be produced.

Storage & Transport

The 120-68 “Koronides” Field Gun can be stored in a Storage Depot, Seaport or Storage Ship.

It can be packaged into a small Shippable and transported by any Shipping Vehicle (Crane, Flatbed Truck, Barge, Freighter, Storage Ship, Landing Ships, Flatbed Car, or Large Crane).
It can also be towed by certain Trucks and Half-Tracks.

Tactics

The 120-68 “Koronides” Field Gun doesn't operates like most Field Weapons due to it being an artillery piece, with it providing long-range support by hammering enemy positions and structures. Unlike its Warden counterpart, it has less range, and security, but makes up for this with mobility/flexibility. Its mobile nature makes it easier to change firing positions, especially for shifting frontlines, when enemy positions are destroyed and artillery needs to move up with them.

It's biggest weakness is the fact that it can be stolen by enemy soldiers, since it's classified as a vehicle and not an emplacement (which cannot be interacted by the enemy faction). As such, it is of great importance to place defenses around your artillery to avoid enemy infantry from attacking your position and potentially destroying or stealing them.

Although its mobile, it should follow standard artillery defensive precautions, and set up a defensive perimeter around it to protect it from enemy infantry, vehicles, or counter-artillery.

Chassis
All push guns, by their nature, are one of the most vulnerable vehicles in the game in terms of crew protection. They are exposed to the enemy, making them susceptible to all enemy fire. Due to push guns requiring both crew members to move them, the death of a single crew member could result in the push gun being lost. Due to this, it is recommended to only lock the gun when it looks like enemy infantry are going to overwhelm you and can steal it. This tactic is vital if a push gun is decrewed, as it allows a friendly soldier to quickly man it and drive it back to safety.

Since it needs to be deployed in order to be fired, it is essential that the crew sets up in a good defensive position. This firing position should be in a position where the Field Weapon can be used with maximum effectiveness, as well being able to be retrieved by friendly troops or vehicles (via towing).

Visibility Mechanics
Push guns have a visibility mechanic, which allows it to operate differently compared to regular vehicles. Similar to infantry, they are affected by vision, meaning their movements cannot be seen unless it is within your line of sight. Due to this, they can hide behind structures, or even bushes (depends on how big the bush is). It's also affected by the time of day, with nighttime making it possible for push guns to become invisible to the enemy if you're far enough from them. Keep in mind that if the enemy decides to illuminate your position, this will expose it until the flare dies out. The push gun's position will be exposed anyway if the crew decides to fire its main armament.

Tips

  • Like all artillery equipment, shells can be quickly submitted into them without accessing their inventory
    • While this can be done for all vehicles, it should only be done if they can carry/use large items
  1. Equip the shell and walk up to the vehicle
  2. Submit the shell into the vehicle - press V

Trivia

  • Both factions originally had Field Artillery, however the Warden's Field Artillery was removed, as the game's development leaned more towards asymmetrical weaponry (i.e. both sides having slightly different weaponry, but functioned in more-or-less the same way).
  • Despite the 120-68 “Koronides” Field Gun being the counterpart to the Warden Huber Lariat 120mm, due to their design, they are on different Tech Trees.
    • The Colonial one is in the Vehicle IconFilterVehicle.png Tech Tree, while the Warden one is in the Weapons and Structures IconFilterWeaponsStructures.png Tech Tree.
  • In Update 1.54 ('Naval Warfare'), the 20-68 “Koronides” Field Gun received multiple changes.
    • Towing was added, which allowed certain vehicles to "hitch" certain vehicles (mainly Field Weapons), allowing them to be moved without the need of larger equipment, such as Flatbed Trucks and Cranes.
    • It received a limited traversal arc, which was changed from its static firing arc to accommodate its new deployment method, which prevented the Field Artillery from making small firing adjustments (requiring the crew to undeploy it, then redeploy it)
    • It was reclassified as a Heavy Chassis Field Gun, which meant it needed to be deployed in order for the Field Artillery to be fired. The four redesigned Field Weapons also include the 945g “Stygian Bolt”, the Balfour Stockade 75mm, and the Rycker 4/3-F Wasp Nest.

Gallery

External Links