This article is considered accurate for the current version (1.54) 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 equipped with a Rocket Battery for 4C-Fire Rockets designed to destroy and set fire to structures at a long range.
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).
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.
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.