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Artillery (Rivals)

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CNCRivals-faux-cover.png
CNCRiv Artillery.png
Artillery

CNCRiv Artillery mobile.png

CNCRiv Artillery deployed.png

CNCRiv Artillery engage.png

Unit
Affiliation

CNCR Nod logo.png Brotherhood of Nod

Role

Artillery vehicle

Armament

Long-range cannon

Tier

3

Tech level

36, epic

Properties
Hit points

1650[1]

Production
Cost

110

Produced by

Temple of Nod

Combat
Ground attack

250 against infantry
1000 against vehicles
3000 against structures
1250 against harvesters

Cooldown

0.25 seconds (initial)
3.6 seconds

Speed

Average (3.9)

Attack range

3

Sight range

2

Notes

4 seconds to unpack
0.5 seconds to pack
Splash damage
Turn Speed 50%

The mobile artillery is a Nod tech vehicle in Command & Conquer: Rivals. It can fire at ground targets from a long range, but has to deploy and to do so. It also has a limited firing arc.

Background[edit | edit source]

The Nod Artillery is a self-propelled artillery vehicle that fires high-explosive shells at extreme range. Relatively low-tech by Nod standards, the Nod Artillery is still extremely effective at shelling all manner of ground targets.

Abilities[edit | edit source]

Strong against infantry and vehicles, cannot target air. Can attack up to 3 tiles away in a cone, but it must set up first.

Game unit[edit | edit source]

A dominant long range unit, Artillery will make short work of any infantry and all but the toughest armored vehicles. Its long range ensures that the pounding can begin long before any ground unit can fight back. It is especially powerful on maps where the pads are clumped together or where there is a single point where action takes place. The splash damage makes squad units very vulnerable to it.

It takes a while to set up, but it's long range means it doesn't have to move into the firing line. So long as there are ground units shielding it, Artillery can set up in safety. It can shoot farther than it can see, therefore having units in front of it is required for its full potential.

The main threat that Artillery faces is aerial attack, especially from burst damage units, like Orca. Therefore Artillery is best accompanied by a powerful anti-air unit, like Stealth Tank or Phantom. Even lighter ground units can deal with artillery, if they come in great enough numbers, since the attack rate of four seconds is not enough to single-handedly deal with a rush, especially if they come from various angles and the turn speed becomes an issue. The most difficult unit to deal with might be the Titan, since it can shoot through the defending units.

The damage to structures is immense and it would take 10 shots to completely level the base.

Personality[edit | edit source]

Slavic accent.

Changelog[edit | edit source]

Quotes[edit | edit source]

When created[edit | edit source]

  • Barrage ready!
  • Artillery shells loaded!

When selected[edit | edit source]

  • Ready to rain judgement!
  • Something needs shelling?

When moving[edit | edit source]

  • Artillery on the move
  • Taking position
  • Artillery relocating

When ordered to attack favorably[edit | edit source]

  • Death from above!
  • We'll pound them!

When ordered to attack unreachable target[edit | edit source]

  • Can't target that
  • Shells ineffective

When in favorable or neutral engagement[edit | edit source]

  • Shower them with shells
  • Pound them to dust

When in unfavorable engagement[edit | edit source]

  • Artillery needs cover!
  • Artillery under attack!

Changelog[edit | edit source]

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]

CNCR Nod logo.png Brotherhood of Nod Rivals Arsenal CNCR Nod logo.png