WARDOGS Base Builder
Indirect fire, checked 2026-08-30

Artillery

Place your gun and your target on the map, or type the coordinates the game shows you. Out comes the bearing to traverse to, the range, what to dial on each arc that reaches, and how wide the shells will land. The rings are the gun's reach.

Place the gun

Solid ring is maximum range, dashed is the dead zone inside minimum range. The faint third ring on the SPH-2 is where the low arc starts reaching. Coordinates are the X/Y the game shows you.

click to place · drag markers · scroll to zoom · drag map to pan

One coordinate unit is 100 m, so 0.01 is a metre. Y counts north. Azimuth: 0° north, 90° east. The link in your address bar carries the whole picture, so copy it to hand a fire mission to someone else.

The platforms

L81 Mortar

You build it · 81mm

Range110 to 700 m
ArcsHigh only
Reload6.5 s
Shell120 damage, 10 m blast
Grouping50 MOA, so 10.2 m across at maximum range
Round81mm, $60 each

One trajectory. The barrel will not come down past a steep angle, so past the elevation that throws furthest every extra mil lands the shell shorter, and there is a dead circle around the gun that cannot be hit from that position at all. Move the mortar rather than keep dialling.

The table is monotonic and, from 290 to 690 mil, exactly one metre lost per mil gained. That regularity may be real or may be two measured endpoints with the middle interpolated. It is a starting point; range the first shell.

SPH-2

Vehicle, $8,000 · 155mm

Range780 to 2,629 m
ArcsLow and high
Low arc from1,181 m
Reload27 s
Shell450 damage, 20 m blast
Grouping10 MOA, so 7.6 m across at maximum range
Round155mm HE Shell, $60 each

Two trajectories. The low arc reaches from 1181 m to maximum range and arrives sooner; below that the high arc is the only one that reaches at all. From 1181 m out, both arcs reach and both solutions are reported.

Past about 2625 m the arc turns over and the table goes flat: a metre of extra range costs a great deal of elevation, and two different elevations both land. Do not fight for the last hundred metres, move the gun.

The published table continues one row past the stated envelope, to 735 m at 1400 mil. That row sits outside the envelope the other sources agree on, so it is left out here.

The tagged expensive 155mm is a different projectile, a fraction of the mass and drag, and would need its own table. Whether the SPH-2 can load it is unsettled.

What this means for a base

A mortar in your FOB is not a way to defend your FOB. Its minimum range is 110 m, and everything closer than that is unreachable from that position no matter how the crew dials it. Your own wire, your own gate and anyone already at your walls are all inside that circle. On the map above that circle is the dashed ring.

So it is an offensive tube. Put it where it covers the ground you want to deny, an approach, a road, an objective, and accept that it does nothing for a fight that has already reached you. If you want the mortar to cover a point, the gun has to be at least 110 m from it and no more than 700 m.

The rings live here, on the world map, because these coordinates are the game's own and a metre here is a metre. The planner still draws no rings on your plan: that needs a conversion from a plan cell to a metre, nothing published establishes one, and a ring at the wrong scale would look like an answer while being wrong. Early Access settles the scale, and then the two views can join up: your plan placed on this map, with its mortar's reach drawn around it.

Firing tables

Dial (mil)Range (m)Spread
290700±10.2 m
340650±9.5 m
390600±8.7 m
440550±8.0 m
490500±7.3 m
540450±6.5 m
590400±5.8 m
640350±5.1 m
690300±4.4 m
700290±4.2 m
750240±3.5 m
800187±2.7 m
850132±1.9 m
900110±1.6 m
Read this before you trust a number

the L81 Mortar's maximum range

Three independent community calculators put it between roughly 680 and 700 m: 110 to 700 m, 132 to 684 m, and about 120 to 700 m. One publishes 3.1 km for the same weapon. Nothing is official either way, but three measurements agreeing to within a few percent against one outlier is not a coin flip, so this site uses the short figure and says why.

What the tables do not account for

  • The firing table is flat ground. It assumes the gun and the target sit at the same height, and the terrain is a river valley with ridges. A shot from the valley floor onto high ground falls short of this; a shot down off a ridge carries past.
  • Grouping is an angle, so the error grows with range. A mortar at the far end of its reach puts shells across about ten metres whatever you dial, which is why the first round is a ranging round and not the shot.
  • What the grouping angle bounds is not stated anywhere: a radius, a full width or a typical spread. Read the number as the scale of the error, not a guarantee.

Still open

Six things about WARDOGS artillery are not settled. They are listed here rather than papered over, and each one says what would close it, because most of them need somebody with the game open rather than more reading.

The SPH-2 table is transcribed, not fired
wardogs-artillery.com is the one source publishing the complete curve for both arcs, and no second source confirms it. It is carried here with that label rather than left out, because a labelled single source beats a gap.
Closed by: Fire three rows and compare: one mid low arc near 2000 m, one on the flat top near 2625 m, and one below 1181 m where only the high arc reaches. If all three land, trust the curve.
No time of flight for either platform
Two calculators mention it, neither publishes numbers. Without it you cannot lead a moving target or judge whether a target will still be there.
Closed by: Time from the round leaving the tube to impact, at three or four ranges per platform. It is a stopwatch job, not a derivation.
Every table is flat ground
The terrain is a river valley with ridges, so a shot up onto high ground falls short and a shot down off a ridge carries past. This is the largest accuracy gap on the page, bigger than the grouping.
Closed by: Fire at a target with a known height difference and record how far the fall of shot moves per metre of elevation change. One coefficient per platform would cover most of it.
The mortar's maximum range is contested
Three community sources say roughly 680 to 700 m, one says 3.1 km. This site uses the short figure.
Closed by: Early Access on 10 September 2026. One shot at maximum elevation settles it.
The mortar's mil envelope disagrees between sources
The table used here runs 290 to 900 mil. Another calculator publishes 150 to 850 mil for the same weapon, so at least one of the two is reading a different scale off the gun.
Closed by: Note what the sight actually reads at maximum and minimum elevation.
Part of the mortar table may be interpolated rather than measured
From 290 to 690 mil it is exactly one metre lost per mil gained across nine consecutive rows. That regularity is either the real design or two measured endpoints with the middle filled in.
Closed by: Spot check one middle row, say 500 m, against the game.

Measured by the community, not published by BULKHEAD. Sources: djzet/wardogs-calc, wardogshub.gg artillery calculator, wardogs-artillery.com, wardogs.zone artillery calculator. The mortar table is MIT licensed and used with attribution; the SPH-2 tables and map positions are transcribed from wardogs-artillery.com with attribution.

The L81 Mortar costs 90 Build Supplies to put up. Plan where it goes