Jump to content


The Comprehensive Guide to Playing Artillery

Arty Arties SPGs SPAs Artillery Guide Playing Artillery Clicker Skypig Etc

  • Please log in to reply
35 replies to this topic

Darth_Clicker #21 Posted 23 March 2015 - 05:38 PM

    Lieutenant Сolonel

  • Player
  • 61528 battles
  • 3,436
  • [4RCE] 4RCE
  • Member since:
    04-30-2013
One tip that I think is very important is to mark your targets.  I have reassigned this function to the right mouse button.  I always mark my targets when I think there is a danger of a friendly tank approaching the target after I fire.  I mark my targets about 3 seconds before firing.  Another reason to mark targets is to inform the other arties on my team that I am firing on a target.  This helps to save ammo and prevent unnecessary reloading because of shooting a dead tank.

Cornholioe #22 Posted 30 March 2015 - 08:49 AM

    Private

  • Player
  • 0 battles
  • 2
  • Member since:
    03-30-2015

In team battles or CW marking is a good plan - but I find in randoms, marking just draws everyone's fire, and my target evaporates before my shell arrives (often just as I pull the trigger).  Veeerrrrryyy frustrating.  

 

  T



Darth_Clicker #23 Posted 30 March 2015 - 03:40 PM

    Lieutenant Сolonel

  • Player
  • 61528 battles
  • 3,436
  • [4RCE] 4RCE
  • Member since:
    04-30-2013

View PostCornholioe, on 30 March 2015 - 08:49 AM, said:

In team battles or CW marking is a good plan - but I find in randoms, marking just draws everyone's fire, and my target evaporates before my shell arrives (often just as I pull the trigger).  Veeerrrrryyy frustrating.  

 

  T

 

well, then I will add another tip:  When another arty on your team marks a target, do not fire on that target as you might be firing on a destroyed tank and waste your shell.  If everyone marked their targets at least 3 or 4 seconds before firing, then it would benefit the entire team especially if there is more than one arty on the team.  Avoiding firing on a dead tank will allow you to fire your shell on a valid target.  This could be the difference between winning or losing.  Besides, in clan wars how often will you have more than one arty on a team?  If I see that an arty has marked the target, I will wait until his shot lands before firing my shot, or I will choose another target.  No sense in wasting a shell and reload time.

Azrael_Ashemdion #24 Posted 14 April 2015 - 10:41 AM

    Staff Sergeant

  • Player
  • 19496 battles
  • 462
  • [BAD-A] BAD-A
  • Member since:
    07-13-2012
I just responded to a question about crew skills, and realized that it made for good general advice, so here - you can add it if you like:
 

Depends on the arty - here's my general recs:

 

If you have the gold or silver to spare for converting skills, then if it's a small vehicle (i.e., can fit behind an average bush, like your FV304 or the French AMX 13), start them all on camo, and when they hit a ways over 100%, convert commander to 6th sense, everyone else to Brothers In Arms.  If it's large, camo won't do you much good at all, so skip it in favor of repairs (and convert after 100%).  After converting, start the commander on another camo/repairs conversion path to Brothers In Arms, and everyone else can start their member-specific selections.

 

Camo is important in avoiding being seen and shot at in small SPGs.  Repairs won't matter in those little guns, because if you get spotted, you have neither the hps or the armor to make a difference, you'll be dead probably before your 6th sense goes off.  If it does, move your [edited].  In a larger vehicle, you won't be able to hide effectively, so camo makes little or no difference in the grand scheme of things - and since you're likely to get spotted anyway (and probably from quite some distance), you'll potentially have splash damage done to your tracks while trying to relocate, so repairs are more useful here.  

 

For each crewmember, in order of most important to least important:

 

Commander:  6th sense, Brothers In Arms, Camo (only take if small), Recon, Repairs (if large), Mentor, Jack of All Trades

  note: Recon will be more important than repairs in this case, because you want to have a chance to spot the enemy on approach and perhaps derp them before they see you (think IS3 with crappy view range approaching your position from distance).

Gunner:  Brothers In Arms, Snap Shot, Camo (small), Repairs (large)

Driver:  Brothers In Arms, Smooth Ride (better aim after relocating), Camo (small) or Repairs (large), Clutch Braking (faster traverse), Off-Road Driving (faster getting where you need to go)

Radio Operator:  Brothers In Arms, Situational Awareness, Camo (small) or Repairs (large)

Loader:  Brothers In Arms, Camo (small) or Repairs (large), Adrenaline Rush (if you're still alive after being hit, you probably have less than 10% of your hps left, so you get a 9% boost to your reload), Intuition 

  note: one of those last two doesnt stack with two loaders, so if you have two, pick something else. 

 



Darth_Clicker #25 Posted 14 April 2015 - 01:11 PM

    Lieutenant Сolonel

  • Player
  • 61528 battles
  • 3,436
  • [4RCE] 4RCE
  • Member since:
    04-30-2013

View Postttheobald, on 14 April 2015 - 10:41 AM, said:

I just responded to a question about crew skills, and realized that it made for good general advice, so here - you can add it if you like:
 

Depends on the arty - here's my general recs:

 

If you have the gold or silver to spare for converting skills, then if it's a small vehicle (i.e., can fit behind an average bush, like your FV304 or the French AMX 13), start them all on camo, and when they hit a ways over 100%, convert commander to 6th sense, everyone else to Brothers In Arms.  If it's large, camo won't do you much good at all, so skip it in favor of repairs (and convert after 100%).  After converting, start the commander on another camo/repairs conversion path to Brothers In Arms, and everyone else can start their member-specific selections.

 

Camo is important in avoiding being seen and shot at in small SPGs.  Repairs won't matter in those little guns, because if you get spotted, you have neither the hps or the armor to make a difference, you'll be dead probably before your 6th sense goes off.  If it does, move your [edited].  In a larger vehicle, you won't be able to hide effectively, so camo makes little or no difference in the grand scheme of things - and since you're likely to get spotted anyway (and probably from quite some distance), you'll potentially have splash damage done to your tracks while trying to relocate, so repairs are more useful here.  

 

For each crewmember, in order of most important to least important:

 

Commander:  6th sense, Brothers In Arms, Camo (only take if small), Recon, Repairs (if large), Mentor, Jack of All Trades

  note: Recon will be more important than repairs in this case, because you want to have a chance to spot the enemy on approach and perhaps derp them before they see you (think IS3 with crappy view range approaching your position from distance).

Gunner:  Brothers In Arms, Snap Shot, Camo (small), Repairs (large)

Driver:  Brothers In Arms, Smooth Ride (better aim after relocating), Camo (small) or Repairs (large), Clutch Braking (faster traverse), Off-Road Driving (faster getting where you need to go)

Radio Operator:  Brothers In Arms, Situational Awareness, Camo (small) or Repairs (large)

Loader:  Brothers In Arms, Camo (small) or Repairs (large), Adrenaline Rush (if you're still alive after being hit, you probably have less than 10% of your hps left, so you get a 9% boost to your reload), Intuition 

  note: one of those last two doesnt stack with two loaders, so if you have two, pick something else. 

 

 

The only point that I disagree with you is on Brothers in Arms.  In your scenario, you have the Commander with 6th sense and the remainder of the crew with BIA therefore the BIA does not work.  All crew members have to have BIA in order to get a benefit. The commander has 6th sense and the rest of the crew have nothing until you have 100% on the second skill set.

 

If I train the commander for 6th sense first, I will train all of the other crew members using what I think is the most important for that particular arty.  Then I will train the entire crew for BIA at the same time.  This way, I have a crew who all have a 100% skill while I am grinding the BIA as opposed to only having the commander with functioning 6th sense while grinding the BIA.

 



Azrael_Ashemdion #26 Posted 14 April 2015 - 02:32 PM

    Staff Sergeant

  • Player
  • 19496 battles
  • 462
  • [BAD-A] BAD-A
  • Member since:
    07-13-2012

Good point, that works a bit better than my point immediately, as well.  I consider 6th sense to be a necessity, and I assign BIA so I don't forget later when it comes time to pick the next skill. 

 

  T



who_dares_wins #27 Posted 28 April 2015 - 06:15 PM

    Warrant Officer

  • Player
  • 3077 battles
  • 772
  • Member since:
    02-21-2015

Retreating:

 

In most battles, inevitably one side will fall. In SPGS, knowing when to run is very useful indeed. How do you know when to run then? In short, Look at the minimap. If you can see that the enemy have a large advantage in one area (ie 5 heavies 3 med vs 3 heavies 1 med) then it is obvious that that the enemy will win there, and most likely start the push to your base. If a flank collapses, move from near the base to areas your team have pushed the enemy back from. This enables you to survive, and use your powerful gun to help defend your base. Example: Erlenberg: your team are pushing the enemy back along the west side, but the east is wide open. You should head away from the base along the west side in this case, because an enemy push from the east will almost certainly kill you. Remember, If you are killed by a scout, it is usually your team's fault. If you are killed by a push, it is usually your fault for not moving. The exception to this is if BOTH flanks collapse. Then it's down to shotgunning, stealth, and luck.



Darth_Clicker #28 Posted 29 April 2015 - 04:57 AM

    Lieutenant Сolonel

  • Player
  • 61528 battles
  • 3,436
  • [4RCE] 4RCE
  • Member since:
    04-30-2013
Another tip is that many SPGs will climb steeper inclines in reverse than they are able to in forward.  So, if you are unable to drive up an incline forward, turn around and try in reverse.  Often, even if it can make it up the incline very slowly forward, it may climb faster in reverse.

AbsoluteNoob #29 Posted 04 June 2015 - 11:30 AM

    Private

  • Player
  • 83 battles
  • 5
  • Member since:
    12-06-2013

to make this "the perfect guide" you should add a map list with the best positioning and where to aim for the t10 standard arties. (mantaining it updated through the patches)

this will bring the work to "tazilon level" imo.



Azrael_Ashemdion #30 Posted 04 June 2015 - 06:12 PM

    Staff Sergeant

  • Player
  • 19496 battles
  • 462
  • [BAD-A] BAD-A
  • Member since:
    07-13-2012

View PostAbsoluteNoob, on 04 June 2015 - 11:30 AM, said:

to make this "the perfect guide" you should add a map list with the best positioning and where to aim for the t10 standard arties. (mantaining it updated through the patches)

this will bring the work to "tazilon level" imo.

 

That's a good idea - might be that VBAddict has some heat maps showing this, but I don't recall if he segregates it by vehicle type. 

 

  Az



GrumblingGrenade #31 Posted 04 July 2015 - 08:58 AM

    Captain

  • Player
  • 6008 battles
  • 2,204
  • [WJDE] WJDE
  • Member since:
    09-04-2013

UPDATE: At long last, I've found the time to fully bring the Guide up to date with all the most excellent advice being shared here, as well as suggestions made by certain posters. Many thanks for showing your continued support - let's keep the advice rolling in, to make the guide even bigger!

 

Best regards, and humblest apologies for not being here for a while,

GrumblingGrenade

:)



GrumblingGrenade #32 Posted 05 July 2015 - 10:25 AM

    Captain

  • Player
  • 6008 battles
  • 2,204
  • [WJDE] WJDE
  • Member since:
    09-04-2013

UPDATE: Another revision of the guide. This time, I have revised the design of the sub-sections and headings, added a few spoilers to otherwise large and obtrusive images, and added little introductions to each. In addition, I have added a small section that introduces artillery, their purpose, and how they are a specialised class in comparison to the other vehicular types in the game.

 

Best regards,

GrumblingGrenade

:honoring:



ghost_tiger #33 Posted 07 July 2015 - 08:53 PM

    Second Lieutenant

  • Player
  • 12793 battles
  • 1,009
  • [X_O] X_O
  • Member since:
    04-23-2013

I think the guide gives too little information on aiming. Its not only about placing the aiming cross over tank, but perfect timing too. If you fire only at stationary targets or can't choose the good spot to fire at or can't choose the moment you will miss a lot.

 

Some tips:

  • slow enemy on hill slope fighting allies on top of the hill
    1. you watch where he stops to fire. Next time he stops there you fire immediately. He usually won't be still for more than 2s to avoid being hit by enemy. That will be just enough for the shell to hit him. But since allies also move he may stop then move again before actually firing.
    2. you wait until he decides to go up the mountain again and fire while he is moving up the hill, use leading. Knowledge of shell travel time is vital for this to work. Avoid firing when tanks retreat down hill after firing, as they go faster and accelerate.
  • blue/unicum player moving a lot
    1. predict where he will retreat after shooting and aim there. Fire the moment he shoots. He will retreat and get hit. This is probably the best method against players who are good at evading arty.
    2. fire while he is moving towards allies to fire
  • brawling tanks behind rocks or buildings
    1. usually they hide very quickly after shooting causing just a splash hit or miss. You have to observe how often they fire and using satelite view predict when they are about to peek out. Fire just before they peek out. They may manage to fire but will get hit, maybe tracked then hit by allies once more.
  • there is big difference in vertical position of you and enemy tank:
    • you are on big hill but tank is not - aim slightly closer to you than you would normally do
    • tank is on big hill but you are not - aim slightly further from you than you would normally do
  • early preaim
    • on some maps it may help to preaim at certain spot before attempting to move into usual artilery position. If you first try to reach artilery position and then preaim, there may not be enough time. Fire at spoted tanks on the move, leading the shot. You must know shell travel time for this for your distance. Tankers rage most when they get hit like this before being able to fire a single shot or get into position. Since you fired early you will reload in time when tanks get into usual positions. This works for arties with longer reload time (~30s).

 

I would also argue that countering artilery is not a good idea at all if enemy artilery wasn't spoted. With arties having long reload time (~40s) the first two shots are very important, they may likely decide the outcome. If you select tanks by hit chance and RNG is with you, you will likely score hits. But if you decide to hunt invisible artilery which may move after shot a little, you may waste time waiting for artilery to fire or wasting a shell or two. Usually people counter arty only when there are 3 or more arties in game or they end up in bad position (himmelsdorf) and it would take too long to reach a useful position. Sometimes also arty hates play artilery just for the purpose of killing other arties.

 


Edited by ghost_tiger, 07 July 2015 - 08:56 PM.


vonpaulus73 #34 Posted 22 March 2018 - 11:21 PM

    Private

  • Player
  • 12952 battles
  • 8
  • [-FCR-] -FCR-
  • Member since:
    03-10-2013

Great guide and some very useful tips, thanks for a great read.

 

I have a question. I havent played arty in the 5 years I have been playing WoT. I have gone down the British line and have a Bishop. I have the next one, the FV researched and I have a half decent crew. I have been doing arty to try to complete the StugIV campaign missions. My current mission is to 'stun' and heavy or TD twice.  How do you 'stun' a tank. My Bishop only carries HE, there is no option for any other type of ammo. I have hit a heavy twice, hitting it both times, I have landed right next to a heavy, knocking its tracks off twice, and still I cant seem to get a heavy or TD stunned. Where am I going wrong ? Also, is there a difference between stun and splash damage. I never seem to do any splash damage either. 



HeidenSieker #35 Posted 22 March 2018 - 11:38 PM

    Brigadier

  • Player
  • 10046 battles
  • 4,653
  • Member since:
    03-26-2016

View Postvonpaulus73, on 22 March 2018 - 11:21 PM, said:

Great guide and some very useful tips, thanks for a great read.

 

I have a question. I havent played arty in the 5 years I have been playing WoT. I have gone down the British line and have a Bishop. I have the next one, the FV researched and I have a half decent crew. I have been doing arty to try to complete the StugIV campaign missions. My current mission is to 'stun' and heavy or TD twice.  How do you 'stun' a tank. My Bishop only carries HE, there is no option for any other type of ammo. I have hit a heavy twice, hitting it both times, I have landed right next to a heavy, knocking its tracks off twice, and still I cant seem to get a heavy or TD stunned. Where am I going wrong ? Also, is there a difference between stun and splash damage. I never seem to do any splash damage either. 

 

Yoiu can't stun the enemy using a Bishop (*good SPG* if you get it set up right) or an FV304 (rubbish SPG after a number of nerfs). You will need, if you're playing British, a Crusadwr 5.5" BL, which does have stun. I have one, but have not played it yet, due to thoughtfulness & this new update which does not work well on my PC. Still: seeing replays, I think many SPG players misuse their vehicles - they should be trying to support their teams, rather than playing for themselves by picking isolated targets to damage. SPGs are a team resource now - yes, even in randoms - and a valuable one, at that,

NikeAjax1 #36 Posted 20 June 2019 - 12:22 PM

    Private

  • Player
  • 1662 battles
  • 11
  • Member since:
    01-05-2017

Enjoy playing arty and the OP's guide is really helpful as are the subsequent comments - I'm still only in the low Tiers with arty and have seen the learning curve needed further up the Tiers when playing with other vehicles - so lots to learn.

 

I think arty is a game of three thirds:

 

1. Quick rush (Enemy scouts charging) They need to get picked off quickly before hitting base and killing you - at the same time your team is heading out and quite often there is no base defence.

    

2. Duck & Cover (Stagnation): The original enemy charge has been blunted and its a series of one to one's, two to two's or three to three's - I find this is where I can do most damage as some of the two to two's or three to three's will sometimes loiter while assessing their team mates position, regrouping etc. If these skirmishes end with one side taking control it can then lead to a charge into the endgame, but it can stagnate into a standoff, as everyone is covering one another and the enemy 'disappears'.  

 

Experienced enemy players will be parked behind walls so that if they are lit up they can't be artied. I found it to be too time consuming focusing on them waiting for them to make a mistake.  

 

3. Endgame: Dispiriting seeing a couple of enemy tanks heading down a flank - taking out what's left of your your team and knowing you can do nothing about it as it magically shoots someone and disappears only to turn up a few metres from you...







Also tagged with Arty, Arties, SPGs, SPAs, Artillery, Guide, Playing Artillery, Clicker, Skypig, Etc

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users