Skip to content

Mortars: setup

Mortars let you hit the enemy without ever seeing them. A good mortar team holds off attacks, destroys vehicles and radios, and makes whole areas of the map dangerous for the enemy.

✓Strengths
  • High impact
  • Can hold off enemy advances
  • Suppresses enemy positions
  • Destroys vehicles
  • Destroys structures
✕Weaknesses
  • Expensive to run
  • High impact makes you a high-priority target
  • Easy to spot by sound and sight
  • Depends heavily on where you set up

Many servers require a dedicated mortar squad of exactly 3, with no specialist kits. You can also run mortars as part of a bigger infantry squad, which lets you bring these kits:

Squad Leader
Rallies, and talking to squads out in the field. Assign fireteam leaders so they can mark targets too.
LAT
Lets you answer a vehicle attack on your position quickly.
Medic
Helps you recover from raids and counter-fire.
Logi driver
Any kit. You can’t always rely on the rest of the team to supply you.
Spotter
Optional. Not needed for skilled mortar players.
Mortar crew
The players actually on the tubes.
1250 m
Effective mortar range. Make sure you can reach your targets
20
Tickets lost if your radio bleeds out
  • Check your range to the areas you need to hit before you build.
  • Think about supply routes. How will you and your team get supplies into the FOB radius?
  • Spread out inside the build radius. It makes counter-fire less effective and delays the enemy finding your radio.
  • A defensive FOB works too. The more friendlies around you, the harder you are to dislodge.
Mortar position protected by the walls of a building at ground level
✔ Good: walls and fences protect you from direct fire.
Mortar placed on a rooftop, exposed
✘ Bad: on a roof you gain nothing, and you’re easier to hit.
✓Do
  • Use walls and fences to protect yourself from direct fire
  • Check nothing blocks your firing arc: trees, buildings and so on
✕Don't
  • Build on roofs. Height doesn’t help, and it makes you easy to hit with grenade launchers, vehicles or enemy mortars
  • Build too close to a friendly HAB. Counter-fire aimed at you will hit both

Under pressure, you may need to take the FOB down yourself. It’s better than losing 20 tickets to a radio that bleeds out.

It’s a judgement call: how sure are you that you (or your team) can defend it? Was it one enemy, or a whole squad?

  • Rallies are an early-warning system. When an enemy comes within 30 m of your rally, it burns. If you’re close, you’ll hear the difference: the static stops.
  • Place the rally near your mortars or your radio to find out about raiders early.
  • Replace it as soon as possible after dealing with the enemy.
  • On a dedicated mortar FOB, build a HAB for faster respawns and more security. You may still be able to spawn on it if your rally burns, but a large attack can still proxy it.
Construction
Item Cost
HAB 500
Ammo box 100
Mortar (usually 2 per FOB) 300 each
Insurgent mortar / hellcannon 200 each
Repair station 500 + repairs
Minimum total 1200
Ammo per reload (3 rounds)
Round Cost
HE 40
Smoke 25
Hellcannon 150

A reload always costs the same, even if you only fired one round.