This post is (for the most part) going to serve as a master post on the state of artillery, Colonial and Warden, and will contain the bulk of the indirect fire weapons. Direct fire guns- 40mm, 68mm, 75mm, and 92.5mm- will not be included.
For discussion and comparison, the following weapons are presented.
No. 2 Loughcaster: 40m System Assist, 100m effective range, 150m ballistic limit
Balfour Wolfhound: 35m System Assist, 175m effective range, 4,500m theoretical maximum.
Smallest among the list is the Cremari Mortar, a 60mm man-portable mortar. Used by both sides in the war, it offers one of the most frustratingly complex modes of operation, with projectile landing being based both on tube angle and a simple vent-cover mechanism to control muzzle velocity. This makes determining the firing procedure for it incredibly painful, as unlocking the velocity control system automatically locks out System Assist. Combined with the absolutely primitive built-in angle detection system, operating in manual is a pain to end all pains. However, it is also the weapon with the most variety in shell type. All tests to date have been done with the High Explosive shell, but Shrapnel and Flare shells have different characteristics. Operating normally, at minimum power and 25% muzzle velocity, under System Assist completely, the range is from 25m to 80m. However, System Assist is the mortar operating at 25% maximum muzzle velocity. At 50% muzzle velocity, the gun's minimum range extends to 50m, and the maximum range extends to a whopping 270m. However, the dispersion also increases, from 8m from aim point at maximum to 14m of aim point at maximum. At 75% muzzle velocity, the gun's minimum range extends to 80m- the maximum range under system assist!- and the maximum range becomes 350m. However, this comes once again at the cost of shell dispersion issue: shells now scatter up to 24m from their aim point. For a mortar bomb with a 5m effective radius generally fired at a target that is 9m by 9m, that is a problem. Maximum muzzle velocity can allow the Cremari to reach out to 675m, with a 160m minimum range, and a dispersion of 32m from aim point. No devised test data has been published by 58e Intelligence on other shell types yet, although it is confirmed that Shrapnel bombs tend to have slightly wider dispersion, and Flare bombs have a set 6-second timer before parachute deployment that limits maximum range no matter muzzle velocity setting.
Doctrinally, the Cremari is deployed in batteries usually involving a multiple of two tubes: four- and eight- tube batteries being most common, although a motion to standardize on six-tube batteries exists in the Folkvangr Brigade. Deployment to an unprotected position usually takes 2-5m, and depending on battery composition the battery will expend all on-call ammunition in approximately 20m. A protected position takes 3m per two guns to generate, leading to an average set-up time of 7-30m (due to the need to dig more connecting entrenchments and truck revetments, time increases are nonlinear), but said protected position can allow for ammunition stockpiling and be further developed into an aide station, supply point, or network into a bunker system.
Adapted from the Cremari Mortar is the next item on the list, the Caine Gun-Mortar. Firing the same 60mm mortar bombs as the Cremari, the Caine offers very few concrete improvements. The primary changes are due to its adoption on the Devitt-Caine chassis: access to a fixed elevation screw, gun level, and being properly contained in a reciprocating recoil control rig mean the gun will hold a given point of aim through a course of fire: a feature that current testing says reduces dispersion from the Cremari by approximately 10%. The other major advantage is that the gun may, in desperation, be fired as a direct-fire piece at up to 50% power (the recoil system potenially blowing out at higher power of shot at this angle of fire). When fired as a gun, only High Explosive ammunition may be used, and dispersion is notably worse than standard: testing is ongoing to determine by how much. As an advantage to being mounted in a tank chassis, there is no real setup time needed for a Devitt-Caine battery: they may simply stop trucks, and conduct a fire mission. Endurance is short, at only 12m of expected fire time, but field resupply is quick and easy.
The larger calibers of gun, however, are more dangerous beasts.
The standard Warden long gun, the Huber Lariat 120mm, is a large, intensive piece of work. Operated by two crew on the gun plus up to four support crew (gunner, loader/traverser, shell handlers) and any number of logistics personnel for the battery, they offer an incredible advantage to any commander who can operate them as regimental or brigade level fire assets- if they can pay the price to use them. With a hard minimum range of 100m, these guns must by necessity be kept far back from an active front. However, their maximum range dictates that front without movement: fires out to 2,400m under ideal circumstances, with wind causing a 15% variance at maximum range and 5% variance at Systems Assist range. Systems Assist range on the Huber Lariat is 300m, however if a gun crew is firing at targets that close it is under un-ideal circumstances. Each shell has an explosive damage radius of 4m, and a shrapnel radius of 8-12m. The dispersion formula- according to current math- is twofold. At base, the guns had a 50% normalization chance to land within a 9m dispersion circle, and 18m of total dispersion at maximum of systems assist. The first factor was reduction of normalization: -1% normalization chance per 100m past 300m. Second, at the same interval, maximum dispersion radius would increase by 1m. Therefore, at 1,000m, there was a 26m circle of maximum dispersion and a 13m circle of normalized dispersion with a 43% of a shell landing inside the normalized dispersion area versus the randomized dispersion area. At maximum range with wind, shells would have a 43m maximum dispersion circle and a 26% chance of lanidng in a 21.5m circle. Guns can, at maximum fire rate, deliver 4 rounds per minute- however, maximum sustained fire rate is generally 3 rounds per 2 minutes. Organizationally, guns are kept in 4-gun batteries, although some groups operate 3-gun or 1-gun batteries: generally for counterbattery fires only.
The primary problem with utilizing the Huber-Lariat is the intense costs involved. Deploying a standard organization battery ex nihlo into unprepared positions takes roughly 45m; mostly due to traffic concerns and the slow speed of cranes. Asides from being incredibly vulnerable to counterbattery fire- which a battery commander must expect- an unprepared position will also be unable to maintain fires. A standard truck of 15 shells will be expanded in 10m, and unless regimental or brigade trucks are allocated to the battery shell shortages will produce an unsatisfactory bombardment. A rudimentary entrenchment adds a half hour, bringing net time until battery operations to 1hr15m. However, entrenchment does not solve the key issue of shells: it only prevents the counterbattery fire from scything through gunners like wheat. To solve that, a bunker base or outpost must be established, both of which mean a Construction Vehicle needs to be dedicated to the battery. This can raise the time to set the battery to as much as 2hr30, although 1hr45-2hr is more common. However, this raises the effectiveness of the battery's domestic logistics exponentially: each truck carrying 15 crates of 5 shells (75 total) instead of merely 15 shells. More importantly, a bunker base can naturally serve as a respawn point, fighting position, and save area to emplace other logistics facilities such as a local supply dump or other tools. As a rule of thumb, a Huber-Lariat gun battery may fire so long as they have spotting teams, clear communications, supply, and a supply of personnel who are trained and in good condition.
The standard Colonial long gun, the 120-68 Koronides Field Gun, is a study in contrasts over the Huber Lariat. The Koronides is a field gun in configuration, allowing it to be towed by any standard truck. It has a maximum traverse of 10 degrees off centerline, a 100m minimum range, and a 250m Systems Assist Range. Maximum range is 2,000m, with a 10% variance for wind and a 5% at Systems Assist range. Each shell mirrors the Huber-Lariat: 4m explosive radius, 8-12m shrapnel radius. The dispersion formula, however, is the far more frightening part of the Koronides: instead of variable normalization, it is instead fixed at 40% normalization to an area that is 50% the maximum dispersion radius. In long range fire missions, this accuracy increase is expected to be telling, especially in counterbattery roles. However, according to testing, dispersion seems to be less regular: at base systems assist range, shells are expected to land in a 16.5m circle, with a 40% chance to land in an 8.25m circle. As dispersion increases 1m per 80m past Systems Assist range, dispersion at maximum range is 38.375m with a 40% chance of landing in a 19.2m circle.
The primary doctrinal issues around the Koronides are based on its lack of durability and short range. While it has relatively high accuracy, its shorter range than a Huber Lariat forces it to be either deployed very conservatively, bouncing between pre-built firing positions; or incredibly aggressively as a flying gun to execute fire missions on one truck-load of ammunition. Fortunately, being a field gun makes it very easy to utilize in smaller, sub-battery commands: it isn't unusual for them to be deployed in pairs under a senior NCO as local counterbattery guns. Doctrinally, they are deployed in two-gun pairs by the main Warden users, and in five-gun battery groups attached to the infantry regiment or as part of three-gun fire groups attached to armor and rocket artillery battalions.
Thus, we move on to Rocket Artillery. Due to ammunition scarcities, testing has not been sufficiently thorough at time of writing: as more data emerges, some information will change.
The answer to overly-mobile Colonial artillery, the Rycker 4/3-F Wasp Nest is a horrifying creation made explicitly for providing blanket fire support to an area by dint of throwing twelve 4C Fire Rockets at it. While the incendiary payload might be more likely to cause infernos than some are comfortable with, the Wasp Nest is the only field carriage artillery the Wardens have, making it precious by default. With a minimum range of 200m, the system demands a sophisticated fire direction center- especially with Systems Assist range at 225m. Maximum range is 1,575m, although dispersion at that point makes it unlikely to hit more than a postal code. Dispersion is a sticky subject with the Wasp Nest: it is suspected that fire rate may impact it beyond the 20% point of aim drift from wind. Currently, tests reveal that all 12x rockets will land in a 24m circle of dispersion at Systems Assist range, increasing by 2m per 100m of additional range. There is no normalization on rockets, or other accuracy increasing effects: where they land, they land. Each rocket launched deals three potential kinds of damage: kinetic (the rocket impact) is garunteed, but has no splash radius. Incendiary damage is at a 40% chance to occur, creating a 3m circle of napalm that lasts for 30m, and deals Incendiary structures and may cause fires. Unfortunately, testing on the Fire Damage system is still ongoing. Shrapnel damage is at a 65% chance to occur, with the rocket landing and the bursting charge detonating to create a 5m shrapnel area, dealing heavy anti-infantry damage. It is entirely possible and likely some rockets will land doing all three types of damage. However, the Wasp Nest is otherwise a painful weapon to use: each rocket tube must be charged individually, and rockets must be transported via an Ammunition Pallet. While a towing truck might be trusted to hold one round of reloads, the five second per person per tube reload time means that field loading is unadvised. Groups with the Wasp Nest are adivised to ride out, fire, and RTB to rearm. Therefore, doctrine around them as is presently being developed suggests a six-launcher battery, operating out of a secured area. Currently the only group to make doctrinal use of them is the 62e Infantry, but this is expected to change soon as more units become used to the strengths and weaknesses of each weapons system.
While Colonial artillery is not blessed with a low-tier weapons system with great range, it is blessed with high maneuverability. The R-17 Retiarius Skirmisher rocket truck is an example of excellence in engineering, enough to make Wardens quite envious. Firing 3C High Explosive rockets, it excels at hammering positions and leaving quickly without asking questions or receiving answers. With a 200m minimum range, 275m Systems Assist Range, and 1,925m maximum range, what the Retiarius looses in range it makes up in density of fire. Much like the Wasp Nest, there's a 20% total point of aim drift from wind, and fire rate may relate to dispersion. Unlike the Wasp Nest, however, dispersion is not so cruel: System Assist range retains the 24m circle of dispersion despite being 50m further out, and dispersion increases by 1m per 125m past System Assist range. Type 3C rockets do different damage, however: aside from Kinetic from the impact, there's a 70% chance of dealing High Explosive (read: anti-structure) damage that can tear through bunkers, as well as 15% chance of incidiary effects on the impact point at 50% chance to generate a 5.5m shrapnel area. Many other problems, however, are shared: long load times per rocket (3.5s/rail here), no ammunition storage capability, and in exchange for being self-propelled, the cost comes in a lengthy 10s time period needed to drop spades for firing. There is no doctrine surrounding these vehicles known to the Wardens as of yet: only a bare handful of examples have been captured to date.
Largest in scale on this list is the honorable Balfour Falconer 250mm field mortar. A two-man field gun with all that entails, it is a simple breath of fresh air compared to rocket artillery. With a minimum range of 6m, a Systems Assist range of 25m, and a maximum range of 200m, this is not a safe weapon to use. Dispersion is 6m laterally at maximum range and 4m vertically at maximum range, and dispersion at closer targets is frankly irrelevant as this is strictly a bunker-breaker that must, by necessity, get into range of the bunker it is attacking to make the assault. In all other respects, it behaves much like a Balfour Wolfhound, and crews have no difficulty cross-training between the two. The weapon is popular in infantry regiments as a way to blow through stubborn defensive lines- as long as friendly machine guns and other artillery can suppress a bunker's defenses.