Noobs in Combat Howitzer Stats, Upgrades, and Tactics
The Howitzer in Noobs in Combat is a heavy stationary artillery piece that deals 70 splash damage across multiple tiles, requiring dedicated radio spotters and towed mobility to wipe out clustered enemy forces.

The Howitzer in Noobs in Combat is a heavy stationary artillery piece that deals 70 splash damage across multiple tiles, requiring dedicated radio spotters and towed mobility to wipe out clustered enemy forces.
Positioned on the field as the third tier of the artillery branch within the tech tree, this weapon provides destructive area bombardment against clustered enemy ranks. Deploying one demands careful supply line management and team coordination, as its lack of independent movement leaves it vulnerable to ambushes without dedicated escorts.
Howitzer Base Stats and Capabilities
The standard Howitzer functions strictly as a stationary fire support platform. Unlike the earlier field gun, it lacks an integrated secondary cannon for close-quarters direct defense. It depends entirely on allied sight lines and radio networks to acquire targets across the map.
| Stat Metric | Howitzer Value | Mobile Howitzer Value |
|---|---|---|
| Production Cost | 100 ticks | 100+ ticks |
| Health Points (HP) | 50 | 50 |
| Armor Rating | 0 | 15 |
| Mobility Stat | 0 (Towed) | 4 (Tracks) |
| Sight Range | 2 tiles | 2 tiles |
| Artillery Damage | 70 | 70 |
| Ammo Capacity | 2 rounds | 2 rounds |
| Artillery Range | 2 to 8 tiles | 2 to 8 tiles |
| Firing Cooldown | 1 turn | 1 turn |
The Howitzer strikes an area for 70 damage across multiple tiles, devastating dense formations of infantry and weakening armor. Because it has a one-turn firing cooldown and stores only two shells before needing ammunition, every strike requires careful target selection. When repositioning is required, it must be towed by external transports because its base mobility stat is zero.
Mobility and Towing Mechanics
The game assigns the Howitzer to the towed mobility class. Units in this category cannot move across the map under their own power. If a towed weapon shifts a single tile on its own or gets pulled by a friendly vehicle, it forfeits its ability to fire during that turn.
Because towed pieces are stationary, deploying them aggressively requires a reliable vehicle to hitch and tow them forward. A standard supply truck or half-track can relocate the gun along road networks. However, moving the piece leaves your position temporarily silenced. Once dropped into position, the gun becomes an immobile target. If enemy units break past the front lines, they can encircle the crew and capture the piece directly. Placing a battle tank or fortified infantry squad nearby prevents flanking scouts from stealing your artillery.
Radio Support and Spotting Pairings
Artillery units in Noobs in Combat cannot execute indirect bombardments into the fog of war on their own. Spotting units must mark targets, and those spotters require sufficient radio transmission range to direct the strike without endangering themselves.
The sniper team provides an optimal pairing for long-distance strikes. Because the sniper team features a massive radio range and extended vision, it spots distant targets and directs the Howitzer across its full 8-tile reach. In contrast, pairing this weapon with basic riflemen is dangerous. Riflemen have a limited radio range of one tile. Calling in the multi-tile splash of a heavy shell at that distance results in friendly fire that damages or eliminates the spotters.
Frontline squads like standard grunts or armored scouts like the Recon car can call in targets safely as long as they stay outside the shell's blast radius. Keeping these spotters in forward trenches or urban structures allows you to bombard objectives repeatedly while keeping the Howitzer behind defensive lines.
Upgrading to the Mobile Howitzer
Reaching the fourth tier of the tech tree unlocks the Mobile Howitzer. This variant mounts the heavy cannon onto a self-propelled tracked chassis, eliminating the need for towing transports.
The Mobile Howitzer retains the 70 damage profile, 2 to 8 tile range, and multi-tile splash pattern of the towed version, but gains 15 armor and a mobility rating of 4. This mobility lets the vehicle reposition across the front lines, escape advancing assault divisions, and maintain a steady barrage during offensive operations. It also features a light machine gun for secondary self-defense against closing infantry. The tradeoff comes down to production logistics: fielding the self-propelled version requires a higher tick investment and burns fuel, requiring consistent visits from a supply carrier to keep its engine running and its two-round ammo rack filled.
Artillery Role Selection
Selecting the right indirect fire unit depends on whether your army needs direct breakthrough power, urban demolition, or cheap attrition across map lanes.
| Artillery Unit | Best Battle Scenario | Deployment Cost & Tradeoff |
|---|---|---|
| Howitzer | Static defensive lines against enemy ground swarms | 100 ticks; immobile without towing transports |
| Field Gun | Early-game lane control and direct-fire self defense | 65 ticks; low damage output per strike |
| Rocket Battery | Suppressing large infantry waves across wide open areas | Low cost; inaccurate spread with friendly fire risks |
| Mobile Howitzer | Fast offensive pushes across large campaign maps | High tick and fuel cost; requires regular resupply |
For dedicated defensive maps with narrow chokepoints, the standard stationary Howitzer delivers maximum multi-tile impact per tick. If an operation demands relentless mobility through rough terrain where towing vehicles get bogged down, transitioning to the Mobile Howitzer keeps your heavy fire support moving alongside your assault columns. Combining these guns with a dedicated artillery loadout turns entrenched enemy positions into open paths for your advancing armor.
Next step
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