The Nod Mobile Artillery
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[edit] Introduction
The Mobile Artillery, is Nod's answer to the GDI MLRS. It has a very long range making it ideal for assaulting the GDI slow moving tanks. Picking them off from afar and thus staying rather safe from the enemy. here you can find information about its strengths, weaknesses and uses.
[edit] Mobile Artillery Uses
One might say why use an Artillery when I can buy a nice Stealth tank or a heavy flame tank. Well, the Artillery or Artie as some call it, is the only tank which can attack GDI from a safe distance. Not only can you attack from afar, the Artie itself is very handy at killing dug in infantry. Taking down a mammoth or building isn't a big problem for this unit!
- Costs: 450 credits
It is worth the money! Especially if you can get one to attack a building!
- Weapon: Turret (shells)
Does massive splash damage! The biggest of all Nod tanks. But it doesn't follow a complete straight line though.
- Seats: 2
An extra passenger can always come in handy! Though most of the time you won't have one.
- Health: 200 amour: 200
[edit] Strength
The Artillery's strength is its awesome power. 2 shots from this unit is able to take down 1.2 squares of health from a building.
- Very strong attack power.
- Can fire while the rest of the body is behind an obstacle.
- Does INSANE splash damage- effective at killing infantry if used properly.
[edit] Weaknesses
The Artie despite it's strengths has some significant weaknesses!
- A sniper can quickly kill an artie if it doesn't get any support from engineers or technicians.
- The turret moves very slowly so a fast and agile vehicle or an infantry unit can do significant damage without being hit.
- The engine is very weak, making the artie slow if it tries to climb a hill.
- The Artillery doesn't have alot of amour being an easy target for almost everything that gets too close.
- An artie's shells tends to deviate from the cross hair point The shell doesn't fly in a straight line.
[edit] Artillery siege
Even though most people say Nod can't do sieges nothing is less true. Nod can perform sieges the same way GDI does. And with the Artillery in their arsenal they can hold a siege for a long time! Especially if the Barracks is destroyed.
This is because if the barracks is down, GDI can't field any new sniper units and only snipers are really effective because of their extreme range and damage against light amour. GDI tanks trying to attack a group of artillery will most likely fail if they have to travel any significant distance under fire to get in range to fire back. 1 shell of an Artillery does around 80 damage so a well positioned group can do a lot of damage.
[edit] Strategies
The NOD Mobile Artillery has a rear mounted turret so driving backwards while taking cover will expose less of your vehicle to attack. The Arty deals so much splash damage you can shoot near cover and kill infantry behind rocks, walls or shooting into buildings can damage all the engineers temporarily disrupting repair.
[edit] Overall rating
A weak unit due to light armor, made up for in sheer firepower. Used best for base defense or when other units are drawing fire away from it. Shoots a steady rate of fire unlike the GDI MRLS which shoots 6 missiles and then has a long reload time, also has a turret so it can fire and maneuver.
