Do not shoot
- Friendlies are already inside the marked compound.
- The mark is older than the current push.
- Command needs munitions for reinforce, bombing, or emergency supplies.
- No one can observe correction or call when fire should lift.
Convert map marks into useful fire: choose the right gun profile, calculate mils, call splash timing, manage munitions, and avoid turning your own infantry into the target.
Mils, flight timing, splash behavior, and munitions priorities are practical references. Confirm range and team orders before firing in live matches.
Enter target distance from the gun to get elevation. Static guns cover long-range fire; mobile gun profiles use the shorter 200–600m curve. Treat the output as a firing solution, then walk rounds based on observer corrections.
Artillery should create timing windows, not punish friendly squads that are already doing the hard work. Run this mental check before sending HE.
Fire short missions, listen for correction, then stop. If nobody requested it and nobody can observe it, you are probably spending team resources for noise.
HLL artillery uses a mostly linear elevation table: closer targets use higher mils, farther targets use lower mils. The calculator interpolates between known min/max range endpoints for each profile.
Use the map, officer/observer pings, and grid intuition. One full grid square is a useful rough-distance mental model, but the calculator expects the gun-to-target distance in meters.
US and German static guns share the common 978→622 mil curve from 100→1600m. Soviet and British guns use different curves, so do not reuse Axis/US numbers blindly.
The output is rounded to the nearest mil because that is how crews actually set elevation. If rounds land short/long, correct by small mil changes or a fresh distance call.
Static artillery is treated as 25 seconds to impact. Call “splash in 5” so infantry can pause, then push as the barrage lifts.
Good artillery is not random shelling. It is a communication loop between command, recon, squad leads, and the gun crew.
The interpolation is: mils = min_mils - ((distance - min_range) / (max_range - min_range)) × (min_mils - max_mils). Values are rounded for use in-game.
100m: 978 mils · 1600m: 622 mils
100m: 1120 mils · 1600m: 800 mils
100m: 533 mils · 1600m: 267 mils
200m: 533 mils · 600m: 267 mils
200m: 356 mils · 600m: 178 mils
Community artillery tools agree on these practical curves, but exact behavior is patch-sensitive and should be rechecked after artillery or faction updates.