Light Artillery

From Foxhole Wiki
Jump to navigation Jump to search
Versioning

This article is considered accurate for the current version (1.59) of the game.

A light artillery cannon designed to be a fixture in defensive fortifications. The Lariat sports a formidable long-range 120mm cannon designed to put immense pressure on enemy infantry.
In-game description

The Huber Lariat 120mm is a Warden Emplaced Weapon equipped with a 120mm artillery cannon that serves as Light Artillery.

Production

Structure Input(s) Output Time
Construction Yard 35 x  Refined Materials RefinedMaterialsIcon.png  Huber Lariat 120mm EmplacedHowitzerIcon.png 35 Hammer hits
Mass Production Factory 105 x  Refined Materials RefinedMaterialsIcon.png Crate of 3 x  Huber Lariat 120mm EmplacedHowitzerIcon.png 00:29:10

It must be fully researched in the Weapons and Structure IconFilterWeaponsStructures.png Tech Tree in order to be produced.

Use

It can be interacted with either on foot, or in a vehicle by pressing E. 120mm shells can be directly submitted into the artillery piece by pressing V. The enemy players cannot interact or use it.

Weapon Platform

Its weapon platform is manned by two players who are both exposed to incoming fire.

Crew:

  • Cannoneer (Right Seat)
    • Sets the range with Mouse Scroll Wheel
    • Can view the current azimuth and range of the gun
    • Fires and reloads the cannon
  • Operator (Left Seat)
    • Rotates the gun with A and D (Cannoneer seat must be occupied)
    • Can view the current azimuth of the gun

Additionally a player should act as spotter with Binoculars to see the shells land and relay adjustments to the crew, and another player needs to continuously carry and submit new shells to the gun with V to maintain a fast firing rate.

Armament:

  • 120mm Light Artillery Cannon
    • Mounted on the platform (can rotate 360 degrees, turns 7° per second)
    • Ammo Used: 120mm
    • Range: 100-300 meters
    • Reload Duration: 4.5 seconds
    • Firing Duration: 3 seconds
    • Fire Rate: 8 per minute
    • Accuracy: 25m radius at minimum range up to 35m at max range (not including Wind effect)

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

Transport

As an Emplaced Weapon it cannot move on its own, and must be packaged and lifted by a crane in order to be moved anywhere. It can be transported by shipping vehicles.

Placement

It can be placed pretty much anywhere on land, even on top of other structures. It can be placed within 60 meters of a region's border ("no build" zone), however it will still quickly decay there. The only notable place where it can't be placed is Bridges.

It can also be placed inside a Trench Emplacement. Doing so quadruples its health and doubles its rotation speed. However if the Trench Emplacement is destroyed, the Emplaced Weapon goes along with it.

Squad Reservation

A squad with at least 3 squad members in the region can reserve it via a button BtReserve.png in the interface. The reservation prevents any non members from packaging it and moving it but doesn't prevent them from using the gun however. The reservation lasts 52 hours and can be reapplied if it expires.

Visibility

Unlike Field Weapons and certain Emplaced Weapons, it is always visible. It is not invisible at night and cannot be hidden inside large bushes. Due to this, they can be spotted by enemy artillery crews, which makes them susceptible to either being attacked by counter-artillery, or by an enemy squad trying to eliminate the artillery piece.

Resistance

It is immune to small arms, fragmentation grenades, but not to 12.7mm machine gun fire and it has a bit of resistance to most heavier explosives.

Tactics

The gun can be fired from nearly any location, but it greatly benefits from being placed inside of a Trench Emplacement. Whenever possible, it is recommended you place defenses around the artillery piece(s), as artillery is vulnerable to enemy attacks. The Trench Emplacement should upgraded, either to Tier 2 or Tier 3. This won't increase the health of the Emplaced Weapon, but rather it increases the trench's health, which makes it tougher for the enemy to destroy the artillery piece(s).

Due to the intensive logistical demand of artillery, it is recommended to have an artillery crew, which can increase the efficiency of the operation, such as firing/reloading the artillery piece, carrying the 120mm shells to the gun, and spotting. Using Material Pallets also highly increase efficiency by reducing the distance between the shells and the artillery piece, as well as the retrieval time for the shells.

Compared to its Colonial counterpart, the Field Artillery, it trades the accuracy, rate of fire, and mobility for durability, range, and cheaper price.

Gallery