Mortar Pit Symbol

Mortar Pit

symbol
Emplacements
Mortar Pit
Mortar Pit Portrait
US Forces Icon
Faction

Emplacement effective against structures, team weapons, and stationary infantry at long-range.

The Mortar Pit is a USF emplacement. In skirmishes, it is available as an upgrade to the that the / can construct.

Once a Fighting Position is built, the player may select it and spend Munitions to upgrade it to either a Mortar Pit or an

The Mortar Pit is functionally identical to the regular unit, but of course is completely immobile as a structure. To compensate, it has a larger maximum range compared to the Mortar Team.

As with most emplacements, they can be hardy against various small arms but are vulnerable to explosives and flamethrowers.

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1200 XP

Unlocks veteran ability. Increases sight, accuracy, and reduces barrage recharge times.
Veteran Star FullVeteran Star FullVeteran Star Empty

3600 XP

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

7200 XP

Increases health, weapon range and improves accuracy.

Veterancy Abilities

All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.

  • Airburst Barrage: Active ability. Fires a special barrage at the target location. Airburst shells explode with a far greater radius but with reduced explosion damage. This makes it much more effective against infantry as the wider radius increases its consistency against infantry targets, but the lower damage means it is less effective against structures and vehicles.

  • Delayed Fuse HE Barrage: Active ability. Fires a special barrage at the target location. As the name implies, these rounds will land initially and will explode after a short delay, as opposed to exploding immediately on contact. The explosions have a wider radius and stronger damage than regular barrages, though the delay makes it easier for opponents to move their units out of the way. As such Delayed Fuse HE are great for destroying static structures and garrisons, but are far less reliable against wary opponents with mobile units.

Abilities


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

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

20

Unlock Airburst Barrage icon
Unlock Airburst Barrage
Fires rounds at the target location. Wide blast radius. Very effective against infantry.
Unlock Delayed Fuse HE Barrage icon
Unlock Delayed Fuse HE Barrage
Fires rounds that detonate shortly after landing. Moderate blast radius. Very effective against stationary targets.
Airburst Barrage icon
Airburst Barrage
Fires an indirect barrage of airburst shells at the target that deal damage in a wide area.
Munitions Cost

20

Time Cost

20

Delayed Fuse HE Barrage icon
Delayed Fuse HE Barrage
Fires rounds that detonate shortly after landing. Moderate blast radius. Very effective against stationary targets.
Munitions Cost

20

Time Cost

20

  • High-Explosive Barrage: Active ability. 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. Fairly low cooldown compared to heavier artillery options.

  • Smoke Barrage: Active ability. 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.

Change Log

1.6 'Coral Viper' April 2 2024

Mortar pits are having their health reduced to better reflect their role as an indirect fire support unit that needs to have a frontline to be effective. We have also greatly increased the Veterancy requirements which was far too low.  

  • Health decreased from 640 to 480  

  • Veterancy requirements increase from 480/960/1920 to 1200/3600/7200