Artillery technology

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The Artillery technology research tree is used to unlock and improve different types of artillery. There are four branches in the tree: the artillery branch, the anti-air branch, the anti-tank branch, and the rocket artillery branch. Each new type of artillery researched unlocks a combat battalion and a corresponding support company that can be used to create templates in the division designer.

Artillery research tree
Artillery research tree.png

Contents

Artillery[edit]

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Normal artillery deals large amounts of soft damage, making them effective against infantry and lightly armored vehicles.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
  Towed Artillery 1934 150 days Artillery refers to large-caliber weapons, such as cannons and howitzers that are operated by crews, which can project munitions far beyond the effective range of personal weapons.
1   2  
 
Defense: 10.0 Breakthrough 6.0
Soft attack: 25.0 Hard attack: 2.0
Piercing: 5.0 Reliability: 80.0%
  Production Cost: 3.50
  Interwar Artillery 1936 150 days Artillery Lessons learned in the development of different types of artillery can be cross-applied to the design of other pieces.
Upgrades
   
Soft attack: +10%
  Improved Artillery 1939 100 days Interwar Artillery New howitzer designs, taking advantage of new hydraulic recoil devices and longer barrels.
1   2  
 
Defense: 15.0 Breakthrough 7.0
Soft attack: 30.0 Hard attack: 2.0
Piercing: 5.0 Reliability: 80.0%
  Production Cost: 4.00
  Improved Artillery Upgrade I 1940 100 days Improved Artillery Upgrading old pieces can only get us so far. New howitzer designs will be needed, taking advantage of new hydraulic recoil devices and longer barrels.
Upgrades
   
Soft attack: +10%
  Improved Artillery Upgrade II 1941 100 days Improved Artillery Upgrade I To enable heavier guns on lighter carriages, muzzle brakes can be included in howitzer designs.
Upgrades
   
Soft attack: +10%
  Advanced Artillery 1942 200 days Improved Artillery Upgrade II Light-weight artillery capable of being broken down for transport, making it possible to bring artillery support to areas previously difficult to reach.
1   3  
 
Defense: 18.0 Breakthrough 8.0
Soft attack: 34.0 Hard attack: 2.0
Piercing: 5.0 Reliability: 80.0%
  Production Cost: 4.50
  Advanced Artillery Upgrade 1943 100 days Advanced Artillery Artillery designs with lower silhouettes will be more difficult for the enemy to target.
Upgrades
   
Soft attack: +10%

Anti-Air[edit]

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Anti-air artillery has a very powerful air attack, allowing it to shoot down enemy aircraft. Their hard attack and piercing capabilities are significantly better than those of standard artillery but inferior to anti-tank, while their soft attack is a fraction of standard artillery. This makes them better than standard artillery at attacking lightly armored vehicles, like motorized and mechanized infantry, but relatively poor against infantry (though they will still do a serviceable job). Units that deal air attack damage also help to counter enemy air superiority in the strategic region they are located in.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
  Towed Anti-Air 1936 150 days Artillery Anti-air artillery is primarily designed to shoot down hostile planes, although the rapid fire cannons can also be effective against ground targets.
2  
 
Defense: 4.0 Breakthrough 1.0
Soft attack: 3.0 Hard attack: 7.0
Air attack: 19.0 Piercing: 25.0
Reliability: 80.0%   Production Cost: 4.00
  Anti-Air Upgrade 1939 100 days Towed Anti-Air With faster reloading mechanisms, anti-air guns carrying large rounds can still maintain necessary firing rates.
Factory Bomb Vulnerability (global stat; not a unit stat): -8%
Upgrades
   
Air attack: +10%
  Improved Anti-Air 1940 100 days Anti-Air Upgrade Anti-air guns with longer cartridges and barrels, able to target high-flying aircraft.
Static Anti Air damage factor (global stat; not a unit stat): +10%
2  
 
Defense: 4.0 Breakthrough 1.0
Soft attack: 3.5 Hard attack: 11.0
Air attack: 25.0 Piercing: 60.0
Reliability: 80.0%   Production Cost: 5.00
  Improved Anti-Air Upgrade I 1941 100 days Improved Anti-Air As radar systems improve, employing radar direction of anti-aircraft guns becomes more viable. Keeping up with this technology will allow us to make some of the most accurate anti-air systems available.
Factory Bomb Vulnerability (global stat; not a unit stat): -8%
Upgrades
   
Air attack: +10%
  Improved Anti-Air Upgrade II 1942 100 days Improved Anti-Air Upgrade I Combining modern systems of radar, computerization and autoloaders will be necessary to react quickly against faster aircraft.
Factory Bomb Vulnerability (global stat; not a unit stat): -8%
Upgrades
   
Air attack: +10%
  Advanced Anti-Air 1943 100 days Improved Anti-Air Upgrade II An advanced mobile flak gun with greater reach and firing capacity, to combat even the fastest and highest-flying enemy aircraft.
Static Anti Air damage factor (global stat; not a unit stat): +10%
3  
 
Defense: 4.0 Breakthrough 1.0
Soft attack: 4.0 Hard attack: 15.0
Air attack: 32.0 Piercing: 88.0
Reliability: 80.0%   Production Cost: 6.00

Anti-Tank[edit]

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Anti-tank artillery deals a lot of hard damage and has high piercing, making them excel in taking out vehicles on the ground. However, their low soft attack means they are not very effective against softer targets, such as infantry.

Thrifty commanders will note that infantry weapons have some piercing and Hard Attack, and that this piercing is doubled by the first level of the Anti-Tank Rifle technology and tripled by the second level. Each level also adds +25% to the infantry Hard Attack. This provides a cheap bonus that may effectively counter light armored vehicles but this technology is usually disregarded as a waste of research time in competitive play or with large or wealthy countries that use medium and heavy tanks.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
  Towed Anti-Tank 1936 150 days Artillery Artillery specialized in defeating armored targets like Tanks, it generally fires armor piercing shells.
2   2  
 
Defense: 4.0 Soft attack: 4.0
Hard attack: 15.0 Piercing: 75.0
Reliability: 80.0%   Production Cost: 4.00
  Anti-Tank Upgrade 1939 100 days Towed Rocket Artillery The importance of effective anti-tank weapons was established in the Great War. Introducing a new generation of these weapons will be necessary to combat modern tank designs.
Upgrades
   
Hard attack: +10%
Piercing: +20%
  Improved Anti-Tank 1940 100 days Anti-Tank Upgrade Larger caliber guns to combat heavier tanks with sloped armor.
2   2  
 
Defense: 4.0 Soft attack: 4.0
Hard attack: 22.0 Piercing: 88.0
Reliability: 80.0%   Production Cost: 5.00
  Improved Anti-Tank Upgrade I 1941 100 days Improved Anti-Tank HEAT (high-explosive anti-tank) rounds can be used in anti-tank artillery to make up for limited muzzle velocity.
Upgrades
   
Hard attack: +10%
Piercing: +10%
  Improved Anti-Tank Upgrade II 1942 100 days Improved Anti-Tank
Upgrade I
New versatile anti-tank guns employing armored-piercing discarding sabot shots can penetrate the armor of nearly any tank.
Upgrades
   
Hard attack: +10%
Piercing: +10%
  Advanced Anti-Tank 1943 100 days Improved Anti-Tank
Upgrade II
Combining different kinds of new ammunition technology with guns with higher muzzle velocities, these anti-tank guns are prepared for whatever new armor our enemies may develop.
2   3  
 
Defense: 4.0 Soft attack: 4.0
Hard attack: 30.0 Piercing: 108.0
Reliability: 80.0%   Production Cost: 6.00

Rocket Artillery[edit]

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Although slightly more expensive, rocket artillery deals more soft damage and has a much greater breakthrough than normal artillery, but are even less effective against armored vehicles.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
  Towed Rocket Artillery 1940 200 days Improved Artillery Upgrade I Rocket artillery is less accurate and has a much lower sustained rate of fire than batteries of traditional artillery guns. However, they have the capability of simultaneously hitting a target with multiple rockets with devastating effect.
2   1  
 
Defense: 12.0 Breakthrough: 9.0
Soft attack: 30.0 Hard attack: 1.0
Piercing: 2.0 Reliability: 80.0%
  Production Cost: 4.00
  Rocket Artillery Upgrade I 1941 100 days Towed Rocket Artillery Self-propelled artillery utilizing multiple rockets will be able to cause large-scale destruction rapidly, while maintaining mobility to avoid counter-fire.
Upgrades
     
Soft attack: +15%
  Rocket Artillery Upgrade II 1942 100 days Rocket Artillery Upgrade I Sacrificing range for impact, we can mount heavier rockets on larger vehicles. Operating in teams, these artillery batteries can cooperate to reload and relocate quickly.
Upgrades
     
Soft attack: +15%
  Advanced Rocket Artillery 1943 100 days Rocket Artillery Upgrade II Spin-stabilized rockets, increasing the range of lighter artillery batteries.
2   1  
 
Defense: 15.0 Breakthrough: 12.0
Soft attack: 38.0 Hard attack: 1.0
Piercing: 2.0 Reliability: 80.0%
  Production Cost: 5.00
Upgrades
 
Soft Attack: +30%