Artillery guide
Artillery best practices
Tips for playing well, the most useful first.
- Watch the wind: it changes every turn and pushes every shell the same way.
- After a miss, change one thing at a time, power or angle, and see where the next shell lands.
- Big shots and Triples don’t come back each stage. Save them for when your Shells are landing close.
- Triple and Cluster spread their shells, so they hit more often when your aim is close but not exact.
- Roller and Napalm run downhill after they land, so they can reach a tank sitting in a hollow.
- Move to get out from behind a hill or away from rising water. Keep some fuel back: climbing burns it fast, and it only fills up when a stage starts.
- Raise a Shield once the computer’s shots start landing close. It drops away after three of its turns, so don’t raise it too early.
- Dig in when you mean to stay put: until you drive, anything short of a direct hit does half damage.
- When a Dirt ball buries the computer’s tank, it spends its next turn digging out instead of firing.
- A lost game still earns points for the damage you dealt, so every hit counts toward the shop.