This article is considered accurate for the current version (1.59) of Foxhole.
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A long range Colonial mobile artillery used to lay siege to fortified positions.
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— In-game description
The 120-68 “Koronides” Field Gun (also known as the Field Artillery, or 120mm push gun) is a ColonialField Weapon that must be deployed in order to fire. It is equipped with a 120mmartillery cannon designed to engage enemies at a long distance and destroy fortifications through indirect fire.
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:
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.
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
Equip the shell and walk up to the vehicle
Submit the shell into the vehicle - pressV
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).
The unnamed Warden Field Artillery was fully modeled and textured at the time of its cancellation. Its wheels, carriage, and blast shielding, would be recycled into the design of the Balfour Falconer 250mm.
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 Tech Tree, while the Warden one is in the Weapons and Structures Tech Tree.
In 1.54 Naval Warfare, the 120-68 “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)