This article is considered accurate for the current version (1.58) of the game.
“
Lyle Rycker first built a prototype of the Wasp Nest as a test for his rack mounted rocket batteries that would eventually find their way onto armoured vehicles. Capable of firing twelve compact rockets in quick succession, the Wasp Nest became a quick favourite of the Warden infantry testing it, so an official design was requisitioned.
„
— In-game description
The Rycker 4/3-F Wasp Nest (also known as a Wasp Nest or Field Launcher) is a WardenField Weapon that must be deployed in order to fire. It is equipped with a Rocket Battery for 4C-Fire Rockets designed to destroy and set fire to structures at a long range.
The Rycker 4/3-F Wasp Nest 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 hull-mounted Rocket Battery
Controls the azimuth of the Rocket Battery - 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 Rycker 4/3-F Wasp Nest is equipped with one main armament:
The Rycker 4/3-F Wasp Nest has 1000 HP and is disabled under 30% 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 100 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.
Like other push guns, the Rycker 4/3-F Wasp Nest requires two players in order to be used effectively. It should be used as a mix of regular Artillery and Rocket Artillery in that it must be moved, loaded, and fired, but should be fired in entire bursts rather than sustained barrages. As such, players must prepare defenses in case of enemy counterattacks or counter-artillery.
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.
Due to its ammunition, it relies more on their ability to set targets ablaze and catching them on fire, rather than Heavy Explosive damage.
Like other artillery shells, the fire rockets are more inaccurate at longer range and their trajectory are affected by Wind.
Rocket Artillery Strategy
All equipment that uses rockets excel at burst damage, compared to regular 120mm artillery, which are suited for sustained barrages. Due to the rocket's relatively low damage and their high dispersion, they are most effective when attacking in groups, as the large volume of rockets increases the chances of hitting targets. Additionally, every rocket has a chance of setting their target on fire, preventing them from being repaired (though the 4C-Fire Rockets have a higher chance of doing this).
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, rockets 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 rocket and walk up to the vehicle
Submit the rocket into the vehicle - pressV
Trivia
The Rycker 4/3-F Wasp Nest is currently the only Field Weapon in the game that is made in a Small Assembly Station without a base chassis. As such, players just need to gather the materials in order to create it.
This unusual compared to all Field Weapons that can be made either in a Garage/MPF, or modifying an existing Field Weapon to make it one of its variants.
In 1.54 Naval Warfare, the Rycker 4/3-F Wasp Nest 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.