|For other uses, see Artillery.|
Mobile (circle) and deployed (center) Artilleries
155mm HE artillery cannon
18 (minimum 5)
Deploys to fire
Deployable artillery was used by Nod, CABAL and the Forgotten during the Second Tiberium War and the Firestorm Crisis, continuing the Brotherhood's extensive use of mobile artillery from the First Tiberium War.
The new, advanced artillery unit deploys stabilizers and becomes stationary before firing, to accommodate the massive recoil. In return, it has an awesome range and its shells are effective at reducing fortifications and advancing enemy forces to dust, as the cannon is surprisingly very accurate even against moving targets.
In vanilla Tiberian Sun, the artillery is the Brotherhood's most powerful conventional unit, with extreme range, accuracy and power, which make it excellent in both siege and defense roles. What makes the artillery more horrifying is its status as a low-tech-level unit; a player may build it with only a combination of a war factory and a Nod radar; not even a tech center is required. When five or more are deployed, GDI Titans (in limited numbers) will be shredded by concentrated fire without even getting close.
Airpower is the most effective way to deal with artilleries, as experienced players with skillful micromanagement can destroy several clustered artilleries in a single bombing run with Orca bombers, so artillery users have to pay extreme attention to mobile air defense, which is most often provided by large group of rocket soldiers or Attack cycles. Stealth tanks are not an ideal option for mobile air defense because they will not attack actively and have to decloak before firing, which takes time. One of the setbacks associated with the mobile artillery is the fact that artillery shells may create large crater near the user's base if used for defensive purposes, rendering the terrain unsuitable for building construction.
Artilleries were weakened in Firestorm, having their damage and range reduced significantly, and losing their ability to directly hit moving targets. This change is hardcoded in the game's executable, requiring a complete unit and weapon cloning if it is to be reverted. This does not affect vanilla Tiberian Sun that is run from the same executable.
- Extreme bombardment range keeps it well away from combat zones; longest range of any available GDI and Nod unit
- Destructive against structures and infantry
- Can be used for both attack and defense
- Does splash damage
- Slow moving speed
- Poorly armoured
- Cannot fire at close range
- Fast moving units can evade its fire (Firestorm only)
- Not immune to Tiberium veins