Pages

Friday, April 24, 2026

Unit Analysis: Anti-Light Artillery

It's time to visit with the ‘Gods of War’; the big guns, that can turn perfectly ordered infantry platoons into a catered hellscape of meat and metal.  Most factions have two big-gun options; the first is strongest against Heavy targets and shoots directly.  To my mind these are like large anti-tank guns and the placement of them is critical given the need to have a direct line-of-sight, although they are likely to have a clear target if your opponent fields a towering behemoth visible from all points on the battlefield.

The second, which is the focus of today, are guns that can fire indirectly and are strongest against Light targets and therefore critical to supporting your assault (or defence) of objectives.  Heavy Artillery is purchased in a unit size of 2/4/6 (for basic units/reinforced size/full size) and has no Break Limit, so even one gun will keep firing until it's knocked out. There are two main approaches to employing artillery used by factions; the first is a large static gun, that’s unlikely to move much once it’s been deployed.  This is the model offered by the Crown, Empire and Union.  The second type, used by the other factions, is mounting the gun on a more mobile platform, allowing it to keep pace with your troops, but also potentially exposing it to greater risk of being targeted as it moves forward.

When using artillery, you must also scan the skies for approaching threats.  Aerial units, like aircraft, can fly a sortie against any target and even guns that are well concealed against other targets may be destroyed, if they have no anti-air protection.  While assigning units to this duty may take points from attacking forces, if the guns fall silent in the critical later turns, when objectives are being contested, then it will have failed in its role.  Finally, you must consider whether you will also employ a unit with the SPOTTER special rule, which gives your indirect attack a bonus, if your spotters go 'On Lookout' and can see the target.

Bors Heavy Bombards (Crown)

The Crown, as the somewhat unimaginative traditionalists of the Dystopian World, offer their Generals the Bors, an enormous gun lobbing, what looks like, landmines.  As a fixed gun, this is slow with a 3" move and the CUMBERSOME special rule, meaning if the unit moves double-time (6") it will then need to spend a subsequent round re-arming before it can fire again, so you really don't want to move these guns far.

The Bors has Defence 2 and Damage Limit 2 it's going to take 4 hits to put one model out of action - but with its RESILIENT FRONT this is increased to a respectable 6 hits, if targeted from the front.  The firepower of the Bors is impressive, with an absolutely massive range of 8"/48" against Light targets, it fires 5/11/17 which is both INDIRECT, meaning you can use a friendly unit to establish line-of-sight for a weakened attack outside short range and DEVASTATING meaning you round up any unallocated hits to an extra point of damage.  Against Heavy targets it can attack with an underwhelming 3/5/7 INDIRECT.

So, the Bors can chew through infantry and cavalry, especially if you are willing to employ Engineer Sappers to spot for it, or put the Bors in a position to fire directly onto an Objective, and trust to its armoured shield to deflect return fire.  It has a reasonable (for a backline unit) Discipline of 6, but you will need to keep light units at bay, as it is also STATIC, meaning that if it loses a round of Melee, it is immediately Annihilated.  This is likely, as the crew of the Bors have a Melee of just 2/3/4.  The Bors will set you back 100/170/260 and yield 3/4/5 Victory Points when destroyed.

Fengbao Heavy Launchers (Empire)

The Empire favour chemical and fire attacks to break enemy will and support their overwhelming infantry assaults.  The Fengbao is a true exemplar of this philosophy, lobbing orbs of poison gas across the battlefield.  Like the Bors, it has a 3" move and is CUMBERSOME.  But it lacks the armoured shield for the crew, meaning that just 4 hits will put a model out of action.

While the Fengbao’s range is less than the Bors, making model placement a bit trickier,  it can still fire a respectable 10"/30" dealing 6/10/14 against Light targets and 4/6/8 against Heavy targets with both attacks being INDIRECT as well as SUPPRESSIVE which gives a -1 penalty to enemy Suppression tests caused by this weapon.  This attack also has the TORRENT special ability, meaning Light targets never count as 'Concealed' and get no bonuses for 'Taking Cover' or 'Garrisoning a building'.

Poison gas is truly an awful weapon and there is no hiding from its insidious influence.  The Fengbao’s ability ignore any protection that infantry might try and seek, as they try to hold an Objective, can be game-changing and if combined with another SURPRESSIVE attack (for example, a Green Banner Flame Team or Bulnabang Winged Infantry) and under this stacked pressure, you are likely to see almost any size Light enemy unit falling back, potentially off a key Objective - even if you don't roll amazingly well on the attack.

The crew of the Fengbao have the same Discipline as their Crown counterparts at 6, and are very slightly more proficient in Melee at 2/4/6.  You do pay a high price for such a lethal Light unit killer, with the Fengbao costing a hefty 120/205/310, and yielding 2/4/6 Victory Points when destroyed.  Empire Generals will also need to consider whether they also want to use a unit of Ruìshī Lion Automata to spot for them, and also potentially act as defence against aerial targets.

Moab Thermobaric Mortars (Union)

Speaking of awful weapons, a mortar which ignites oxygen over a wide area is also pretty awful.  Union Generals can also choose to employ the Kodiac Artillery Tank, to rain fire upon their enemies from a Rolling Thunder tank chassis if they prefer, but the Moab packs a bigger punch. It's another big gun and like the Fengbao and Bors with a 3" Move, it’s CUMBERSOME and can take 4 hits before a model is put out of action.


The Moab is also a triple threat; meaning it can target Aerial units as well.  Against Light units it has a respectable 8"/32" range for 5/11/16, INDIRECT and TORRENT meaning that there is nowhere for Light units to hide from the atmospheric combustion.  Against Heavy units it is less effective with a 8"/28" range and 4/8/12 attack with INDIRECT only.  And you can target Aerial units at 8"/16" range for a 3/6/9 attack.  It should be noted that, at this time, there are no Union SPOTTERS meaning that Moab indirect fire can never be optimal.

The Moab, therefore, is more effective against Light units than the Bors (because it denies them cover) but less effective than the Fengbao (in that it doesn’t also add a penalty to Suppression tests).  The interesting choice a Union general must make is whether to put the Moab 'On Lookout' early in the activations each turn, to potentially attack incoming Aerial units and still retain the option to fire at other units indirectly when they activate. But in doing so, they delay a more straightforward attack which could be improved by aiming if the Moab has been deployed for direct fire.

The crew of the Moab are Discipline 5, less than the Bors and Fengabo and poor at Melee with 2/3/4 and STATIC. The Moab's cost is the same as the Fengabo at 120/205/310 making it one of the most expensive units the Union can field.  When destroyed the Moab gives up 2/3/4 Victory Points.

Donnerschlag Artillery Walkers (Imperium)

The Imperium have a doctrine of mobile offence and so it should be no surprise that their only Heavy Artillery trades the pure destructive power of a fixed cannon, for stompy feet allowing it to follow their infantry into battle.  The Donnerschlag has a speed of 5" and also the PIONEERS rule, allowing it to move through difficult terrain with ease.  Because it’s more mobile, the Donnerschlag is built to withstand incoming fire, with Defence 3 and Damage Limit 3, meaning it will take 9 hits to destroy a model.

On offense if can attack both Light and Heavy units at a range of 4"/36" dealing 4/8/12 which is both INDIRECT and SURPRESSIVE. It's also extremely effective against Aerial units with a range of 8"/15" dealing 5/10/15. So the Donnerschlag is going to work best advancing into a forest (or other difficult terrain) from which it is protected from enemies while providing indirect support for your troops and also firing at Aerial units that venture within its range – and if your Scion Grenadiers are in a position to use their SPOTTER special rule, this fire may be especially accurate.

The Donnerschlag is also no slouch in Melee inflicting 3/6/9 and will stay motivated longer than any other artillery, with Discipline 7.  As you might expect, the Donnerschlag is the most expensive of the Heavy Artillery setting you back 130/235/350 and giving up 3/4/5 Victory Points when destroyed.  The Donnerschlag is also great tag-team partner with the short-range Lucifyr Heavy Walker, which uses the same chassis but is fitted with Suppressive flamethrowers. When this is combined with rocket-fire it’s likely to force even the toughest of enemies to withdraw.  But that combo comes with an eye-watering price tag.

Enceladus Mortar Crawlers (Enlightened)

The Enlightened also fit their Artillery onto walkers, although these scuttle rather than stomp.  The Enceladus can move 5", but it is both CUMBERSOME and has HIT AND RUN 3", which means that it can move a total of 8" without being forced to reload, but with shorter range than other Heavy Artillery, could mean less targets to pick from as it advances in the early turns.  The Enceladus has some protection against enemy fire, with Defence 3 and Damage Limit 3, meaning it will take 9 hits to destroy a model, but cannot hide in difficult terrain like the Donnerschlag.

The Enceladus can shoot Light targets at 6"/20" with 6/11/17 with INDIRECT and SIEGEBREAKER which has a chance of destroying a building where target infantry have been garrisoned, causing them further woe.  Against Heavy targets it has the same range with 3/7/12 which is both INDIRECT and SURPRESSIVE. It can also target Aerial units out to 8"/16" inflicting 3/7/9. It should be noted, there are no Enlightened SPOTTERS meaning that their indirect fire can never be optimal.

With this broad range of attacks the Enceladus is a versatile support unit, offering an Enlightened Overseer much-needed ranged fire against Light units, until their terrifying Tripods or massed infantry can get close enough to inflict heavy damage.  However, with a Discipline of just 5 and no Sponsons or Melee attack, (just an Impact attack of 2/4/6) the Enceladus is all but helpless in close combat and must keep its distance from Light enemy units, lest it be overwhelmed.

The Enceladus is cheap for Heavy Artillery, costing just 110/185/285 but it gives up a massive 4/5/6 Victory Points when destroyed, the highest of any Heavy Artillery and making it a real liability if the enemy do manage to penetrate your lines and get into close quarters with it.

Vilnius Siege Tanks (Commonwealth)

The Vilnius is a welcome new addition to the Commonwealth faction. This tough, armoured-brick of a vehicle, gives off strong train-vibes as it mounts a truly enormous gun, over a huge snow-plough shield.  The Vilnius rumbles forward at slightly fast than walking speed with Move 5”.  All this armour is reflected in the profile, as the Defence 2 and Damage Limit 3 is boosted with an addition RESILIENT (FRONT) meaning that you will need 9 hits to destroy a model, if you target it from the front.

Commonwealth Heavy Artillery is direct-fire only, which makes deployment choices a little more straightforward.  Once the Vilnius has a target in its sights, it has several options about how to ruin its day.  The main gun fires 16”/36” and against Light targets it deals 8/16/22 which has SIEGEBREAKER, SEISMIC and SUPPRESSIVE.  Against Heavy targets it has the same range, but a much less effective 4/6/8 and in both cases, the main gun has SLOW TO FIRE, which eliminates the Vilnius’s ability to Opportunity Fire and effectively means this weapon will fire only once every two turns, halving output, as the crew struggle to load another enormous shell within the confines of the tank.

Interestingly, the crew have the option of  trading the big gun for a much smaller Light attack of 2/4/6, with a short range 7”/14” but this doesn’t have any special rules, meaning that it might be a good option to use if you want to hold off firing the big gun until next turn, when the tank has maneuvered into position, or a better target becomes available.

The Vilnius isn’t fast or agile enough to avoid cavalry that it hasn’t already managed to turn into paste, and so it comes fitted with SPONSONS (2) for close-combat and a slow-moving ram, giving an Impact attack of 2/4/6.  For this you’ll pay 105/180/275 which is reasonable, when compared to other artillery platforms, cheaper than the awkward Dikobraz Artillery Borer, but quite a lot for a Commonwealth vehicle which are usually a bit more cheap-and-cheerful.  The Vilnius will give up 2/4/6 Victory Points when Annihilated.

Navarre Artillery Tanks (Alliance)

The Navarre not technically classed as Artillery. But this Armoured unit is, in fact, a self-propelled gun with a huge slow-firing weapon. It can travel at a fair clip, with a Move of 6" allowing it to keep pace with the Alliance Landships and transports.  Because it has a tank chassis, the Navarre has reasonable armour, with Defence 2 and Damage Limit 4 and so it's going to take 8 hits to put one model out of action - but with its RESILIENT FRONT you can take that up to a respectable 12 hits, if targeted from the front.  This is more than any other artillery platform used by other factions, although with such a low Defence, the Navarre will be especially susceptible to PENETRATING weapons that can target it from the sides or back.

The Navarre enormous cannon is equally effective against both Light and Heavy targets, with a range of 10"/34" firing a huge 8/15/22 which is INDIRECT, SURPRESSIVE as well as SEISMIC giving a bonus against infantry garrisoned in buildings and if a unit becomes Suppressed from this attack, then it also becomes Disordered.

This absolutely enormous firepower dwarfing even the mighty Crown Bors and force any enemy unit unfortunate enough to be targeted into retreat.  However, this is moderated by the SLOW TO FIRE rule, which eliminates the Navarre’s ability to Opportunity Fire and effectively means this weapon will fire only once every two turns, halving output, as the crew struggle to load another enormous shell within the confines of the tank.

The Navarre also packs some additional protection in the form of an anti-air turret, which fires 10"/20" against Aerial targets with 3/5/7 which has TURRET (allowing it to shoot in any direction, but with a penalty if it's shooting behind the main arc) and LOCK ON (removing the penalty for Opportunity fire).  The crew obviously put store into their armour, as they have a solid Discipline of 6. As an Armour unit the Navarre has no Melee attack, but it is packing SPONSONS 3 and an Impact attack of 3/6/9 meaning it's not completely helpless if surrounded by enemies.

There's no question that the Navarre will cause some damage on the turns that it fires - against anything it targets, but whether this justifies the points cost of 120/205/310, on par with the Empire's Fengbao or Union Moab (both of which fire every turn) is a question each Alliance General must answer for themselves.  The Navarre yields 3/4/5 Victory Points if destroyed.

Ulgen Mobile Guns (Sultanate)

The Sultanate win the prize for the most mobile of the self-propelled guns and indeed the Faction has several options to pick from, including the Ulgen, the Pillar of Light Hover Tank and Kavgaci ATV’s.  This reflects a more piecemeal approach to artillery support, where support fire comes as several small nibbles, rather than the single large bite, favoured by many other factions. The advantage of this is to allow more flexibility for the unit, both in terms of mobility and target selection and potentially more units to be fielded, making it harder for an opponent to destroy all at once.

The Ulgen is mounted on the back of the Mergen transport chassis, like an enormous technical.  It can zip along at a with a massive 9” Move and is reasonably well armoured for a truck with a large gun mounted in-back, with Defence 2 and Damage Limit 3 it's going to take 6 hits to put one model out of action (although it is extremely susceptible to PENETRATING weapons).

The Ulgen’s offensive output isn’t massive compared to some of the others, but it does have two options when firing.  It can shoot Light targets directly with a 6”/14” range dealing 3/7/10 that is DEASTATING.  Or, it can fire using INDIRECT against either a Light or Heavy target at a longer 5”/20” range with 3/6/9 that also has the TORRENT special rule.  To use the Ulgen to best effect, a Sultanate General must use the vehicles considerable maneuverability and decide whether to seek shelter and fire indirectly (again there are no SPOTTERS available for the Sultanate) or take the direct shot, to deal more damage, but risk return fire.

The Ulgen’s crew have a solid Discipline of 6 and an Impact attack of 3/6/9 so it will need to use its speed to reposition to avoid being overwhelmed at close quarters.  Reflecting the role of the Ulgen as more harassment, rather than obliteration, of enemy formations Sultanate Generals pay just 65/105/160 – half the price of other factions and a refreshingly affordable option for a faction where almost every other unit comes with a premium price-tag.  Despite this affordability, the Ulgen still gives up a 2/3/4 Victory Points when Annihilated.

In the final analysis… using artillery to blast Light units is likely to be an effective tactic, with game-winning potential if this barrage is followed up with an offensive drive by your own light units, to capture key objectives.  But this is not a small investment.  In addition to the cost of the guns themselves, Generals must decide whether to dedicate other units to protecting these valuable assets from probing attacks by fast moving enemies, especially flanking cavalry, and aerial sorties.

This is a particular factor for the Crown, Empire and Union who have largely static guns, that are likely to remain where they’re deployed for the course of the game.  Every unit tasked with protecting the guns, is a unit not supporting the attack elsewhere.  This is less of a factor with other factions, where artillery is more mobile and can seek cover as the protection of nearby units as they advance, but getting into the ‘sweet spot’ of optimal range while staying outside the Charge range of enemies can be a delicate dance.

Generals must also try and find the right balance between using screening terrain and Indirect fire to protect their artillery, but this will likely reduce the damage output, unless you also use a Spotting units’ activation to make this an Improved attack.  For this kind of fire, artillery with the Suppressive weapon quality can be especially useful as you may be able to suppress an enemy, or even force them to fall back, even if relatively few models are removed.

This post reflects the view and opinions of the author – your experiences may vary.  It was written based on the state of the game at the time of the Armoured Clash Global Update in May 2026 (Rules v1.04).  All game rules, descriptions and pictures created by Warcradle remain their Intellectual Property.

Jade Typhoon, Game Four - Typhoon Strikes

Jade Typhoon is an unofficial narrative campaign documenting the events of the conflict between the Empire and the Crown preceding the atta...