ML 3-inch Mortar Team Symbol

ML 3-inch Mortar Team

symbol
Team Weapon
ML 3-inch Mortar Team
ML 3-inch Mortar Team Portrait
UK Forces Icon
Faction

Heavy weapon very effective against structures, team weapons, and stationary infantry at long-range. Must be set-up to attack.

The ML 3-inch Mortar Team is the UKF's standard mortar weapons team, available from the . As with standard light mortars, it is capable of auto attacking at a slow rate of fire, and also has access to two barrage abilities.

As an artillery unit it is best used at long range far away from threats, to deal damage. While mortars are not effective against moving units, they serve a very strong purpose in dislodging defensive positions, as the incoming damage will force the opponent to react and move their units or else risk losing them. This can be very helpful in forcing set-up weapons and garrisoned units to move, allowing you start an offensive with less obstacles in the way.

For more destructive and faster artillery strikes, one must use their High-Explosive Barrage ability. This allows them to fire off several volleys in quick succession. For utility, a Smoke Barrage can also be used to obscure vision, great for blocking line of sight for a variety of offensive and defensive purposes. Each barrage ability has fairly fast cooldowns, so while their damage is light compared to heavier artillery, it can barrage with far greater frequency, making them very useful in restricting weapon teams like HMGs.

When attacking normally, it has decent range but a very slow rate of fire and mediocre accuracy. The attack ground command is also useful to fire rounds away at suspected areas one may want to target, such as garrisoned buildings and set-up weapon positions. Auto attacking with mortars is not nearly as effective as High-Explosive Barrages, but it does allows the unit to still contribute while the ability is on cooldown.

Upon reaching veterancy level 1 this unit gains the Entrenchment passive ability. This is a toggle ability that initially orders to squad to begin entrenching over the course of several seconds, effectively disabling it from doing anything such as moving or attacking. Once entrenchment is complete, the unit gains a rate of fire and damage reduction bonus but cannot move at all until toggled off. Unlike the same ability in other units, this mortar team can reface while entrenched, allowing them to still barrage in any direction within range.

Additionally, this unit can benefit from the Artillery Saturation perk within the Indian Artillery Battlegroup, increasing the amount of volleys fired during barrages.

This unit benefits from Team Weapons training available at the .

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1000 XP

Unlocks veteran ability. Increases health and increases accuracy.
Veteran Star FullVeteran Star FullVeteran Star Empty

3000 XP

Increases health, accuracy, rate of fire, and reduces barrage recharge times.
Veteran Star FullVeteran Star FullVeteran Star Full

6000 XP

Increases weapon range, ability recharge speed, and reduces incoming damage

Veterancy Abilities

  • Entrenchment: Active toggle ability granted after reaching veterancy level 1. This is a toggle ability that initially orders to squad to begin entrenching over the course of 5 seconds, effectively disabling it from doing anything such as moving or attacking. Once entrenchment is complete, the unit gains a 15% rate of fire and -25% damage reduction bonus but cannot move at all until toggled off. Unlike other units with the same ability, this mortar team can reface while entrenched, allowing it to still barrage in any direction within range. As the name implies, it is a powerful ability for staying put and holding the line, especially as once entrenched, the damage reduction bonus in particular is massive. This makes direct assaults against it far more difficult, and helps survive against area of effect attacks like artillery. As a downside though, not being able to reface or move at all while entrenched can be very limiting and could end up being a major exploitable weakness should the unit be flanked. Due to its lengthy 'channel' time it also needs to be toggled well ahead of time rather than immediately after being engaged.

  • Zero In: Passive ability granted after reaching veterancy level 1. The mortar team's High-Explosive Barrage accuracy is increased for each shell fired during the barrage. Just be sure to center your targeting reticle for any barrages you place, as the barrage scatter will steadily decrease. This veteran ability has since been replaced with the above.

Abilities


Zero In icon
Zero In
Increases barrage accuracy for each shell fired during barrages.
Time Cost

120

Smoke Barrage icon
Smoke Barrage
Fires smoke rounds at the target. Blocks vision in an area upon detonating.
Time Cost

20

High-explosive Barrage icon
High-explosive Barrage
Fires rounds at the target location. Small blast radius. Effective against stationary infantry and buildings.
Time Cost

20

Entrenchment icon
Entrenchment
Reduces incoming damage by 25%, +15% rate of fire.
Disable Entrenchment icon
Disable Entrenchment
Orders the squad to become mobile and tear down their entrenchment.
  • High-Explosive Barrage: Fires off several explosive rounds at the target area, with a small blast radius for each explosion. As it is light artillery, it is most effective against stationary and garrisoned infantry targets, though it can deal adequate damage to light vehicles too. Not effective against armour.

  • Smoke Barrage: Fires off several smoke rounds. These do not deal damage and instead saturate the target area with sight-blocking smoke clouds. This is a great way to deny vision for various purposes, such as preventing an enemy HMG from firing on your troops.

    Upgrades

    • Team Weapon Training: Available from the . Grants combat bonuses and veterancy XP to weapons team units.

    Battlegroup Abilities

    Indian Artillery Battlegroup

    • Artillery Saturation: Passive perk. Increases the maximum number of shells that can be fired from all artillery units and off-map abilities.

Weapons


Lee-enfield-crew-uk-sp
Near
Mid
Far
Accuracy0.40.250.2
Range72035
Penetration1.500
10


Trivia

  • This unit has an Australian accent, and is confirmed from in-game voice lines such as "You need some Aussies?".

Change Log

1.7.0 Onyx Shark July 16 2024

6-pounder Anti-tank Gun, 17-pounder Anti-tank Gun, 3-Inch Mortar Team

  • New ability – Entrenchment 

    • Toggle ability that entrenches the weapon team over 5 seconds forcing it to set-up and remain stationary. When complete, the unit takes 25% less damage and fires 15% faster. Unit cannot move or reface when the ability is active, except for mortars which can rotate. Weapons are disabled while entrenching. Replaces all Veterancy 1 abilities for the listed units.