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Noobs in Combat Field Gun Unit Stats and Combat Guide

The Noobs in Combat field gun is a 65-tick towed artillery unit that provides long-range indirect fire across two to six tiles and packs a direct cannon attack for defense against light armor when spotters cannot establish radio coordinates.

Noobs in Combat Field Gun Unit Stats and Combat Guide

The Noobs in Combat field gun is a 65-tick towed artillery unit that provides long-range indirect fire across two to six tiles and packs a direct cannon attack for defense against light armor when spotters cannot establish radio coordinates.

Field Gun Unit Stats and Dual Fire Modes

Available early in the tech tree, the field gun serves as an accessible artillery platform with a production cost of 65 ticks. The unit possesses 50 health points, zero base armor, a unit size rating of 2, and a mobility stat of 1.

Unlike heavier bombardment platforms, the field gun features two distinct weapon settings that players can switch between depending on enemy distance and radio coverage:

  • Artillery Mode: Deals 45 damage with a stock of 3 ammunition. It fires at targets between 2 and 6 tiles away with zero cooldown turns, though striking distant foes requires an allied unit with a radio to mark the target hex.
  • Cannon Mode: Fires a direct shot dealing 55 damage with 2 ammunition across a flat 3-tile range. It operates on a zero-turn cooldown and delivers more than double the armor-piercing power of the artillery shell, allowing the crew to defend itself against approaching vehicles without spotter assistance.

Forest tiles obstruct the direct line of sight required for cannon fire, reducing its effective reach in dense woodlands. In open terrain, having access to both weapon modes prevents the field gun from depleting ammunition as quickly as single-purpose artillery pieces.

Positioning, Towing, and Radio Coordination

Field guns rely on towed mobility, meaning their ground movement is restricted to a single space per turn unless attached to a transport vehicle. Whenever a field gun moves one hex under its own power or gets towed by a supply truck, it loses the ability to fire during that turn. Players defending fixed choke points can leave the weapon stationary, while offensive operations require planning moves around transport availability.

Because the artillery mode cannot target distant tiles independently, field guns pair naturally with frontline radio units. Cheap infantry such as riflemen and grunts provide vision and radio range to trigger artillery strikes from safety. Grunts offer greater durability, whereas riflemen reduce initial tick investment despite having a shorter 1-tile radio perimeter.

Unprotected field guns remain vulnerable to flanking maneuvers. If enemy infantry units manage to close the distance and occupy the adjacent hex, they can capture the artillery piece rather than destroying it. Keeping light escort squads or an armored vehicle like a battle tank nearby ensures that opposing scout cars or foot soldiers cannot seize the battery.

Tactical Comparison of Field Artillery Options

Choosing between the standard field gun and its higher-tier alternatives depends on whether an army requires low-cost barrage spam or high-damage splash bombardment.

Artillery UnitTactical RoleDeployment Limitation
Field GunLow-cost fire support with direct cannon defenseLoses the ability to attack on turns where it moves or gets towed
Mobile Field GunSelf-propelled 15-armor gun for active pushesRequires 100 ticks to build and consumes fuel reserves
HowitzerHeavy area-of-effect suppression across 2 to 8 tilesLacks base mobility and incurs a one-turn reload cooldown

Tech Tree Evolution into Mobile Field Artillery

Investing further into the artillery branch opens upgrade paths directly tied to the field gun chassis. Upgrading to the mobile field gun increases the deployment cost to 100 ticks, but awards 15 armor, an improved mobility rating of 4, and a 5-point fuel reserve. This mobile variant retains the direct cannon option while allowing the battery to advance behind armor pushes without needing separate transport trucks.

Players seeking heavier firepower can transition toward the howitzer. Priced at 100 ticks, the howitzer raises damage to 70 across a 2-to-8 tile range, hitting multiple tiles with splash damage at the expense of a one-turn cooldown and zero independent mobility. For commanders assembling a flexible artillery loadout, the base field gun remains the most economical tool for consistent infantry suppression before scaling up to specialized heavy artillery.

Next step

Heavy Mortar Guide

Learn heavy mortar stats, positioning limits, ammo management, and tactical roles compared to other towed artillery options in Noobs in Combat.