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// INDIRECT FIRE

Artillery calculator

Place the gun, place the target, get range, azimuth and elevation. It works on all three maps, because a firing table does not care where you are standing.

2platforms3maps684m for the mortar
Platform
Map
Kavkazi map
100%
max range dead zone low-arc limit
In-game coordinates
Gun
Target

One unit is 100 m, so 0.01 is a single metre. Y counts north, the same as in game. The grid is verified against Kavkazi; on the other maps treat the coordinates as approximate.

What the calculator does not account for

Elevation

The firing tables are flat-ground: they assume gun and target are at the same height. Kavkazi is a river valley with ridges along its edges, so a shot from the bottom onto high ground lands short of what this page says, and one from the ridge downwards lands long. That is exactly why Ranging exists: one shell, a correction, the second one on target.

Vehicle tilt

The SPH-2 is a vehicle, and how it is parked changes where the barrel actually points. In the gun sight, two markers beside the silhouette show lateral tilt: level them. A flat patch of ground beats a pretty firing position.

Spread is not a miss

Spread is built into the platform: the SPH-2 holds 10 MOA, the mortar 50. That is an angle, so the further you shoot the wider it lands. A mortar at the edge of its range puts shells across a ten-metre patch, and no amount of elevation fixes that.

Where the numbers come from

The firing tables are taken from the open wardogs-calculator project by apollyon-sys (MIT licence) — community measurements, not a BULKHEAD publication. Mortar range is still disputed: this table gives 132–684 m, another calculator publishes 3.1 km. Neither side has official figures.

How to read the three numbers

Azimuth is the compass bearing from gun to target: 0° is north, 90° is east. It is the number you traverse the barrel to.

Elevation in mils is the vertical, and it decides where the shell lands along that bearing.

Range is there so you can sanity-check the first two by eye, and so you know whether you reach at all.

Low arc or high arc?

Low when the target can drive away: the shell hangs in the air for less time and catches the vehicle rather than the crater behind it. High when there is a ridge or a building between you.

On the SPH-2 the low arc does not reach closer than about 1,181 m, so under that range high is not an advantage — it is the only option.

Why the mortar is marked «unconfirmed»

Because its range is the most disputed number in WARDOGS artillery. The table behind this calculator covers 132–684 m, while another published calculator gives the same mortar 3.1 km — a factor of four and a half. BULKHEAD has published nothing, and the wikis refuse to print a figure. Range in, do not trust the number — ours included.

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