Description[edit | edit source]
The Drumfire Cannons, or Artilleries or Artillery Cannons as they might also be called, are like the Tier-3 of defensive structures. Unlike other units, artilleries attack in volleys firing out a cannon every .4 second, 5 times, before waiting another 3 second to start the next volley. The Drumfire cannon have the longest range in the game, shared only by the ferret at 8 tiles, the difference, is that artillery cannons have more than double the health of ferrets and do AoE damage in a 3x3 area.
Strategy[edit | edit source]
Artillery Canons are like the Tier-3 of defensive structures. At a whopping 180 food and 40 second build time, placing one down is a rather big investment. Placing one down means you intend to lock a place down and make it very unfavorable for your opponent to either move through or fight in that area. A full volley deals 20 damage over 2 second in a 3x3 area so be careful not to underestimate it.
Playing with Artillery Cannons[edit | edit source]
Artillery Cannon is a very map-dependent unit and will be more useful on certain maps more so than others. More specifically, they are useful on high ground and around a choke-point. Preferably one that your opponent has to go through to get to you or any other part of the map. This prevents any attempts from your opponent to expand or attack. You can then use the artillery's range as a line of scrimmage daring your opponent to come into the cannon fire. However, watch out for flyers, particularly falcons as they have no problem taking out an undefended artillery cannon.
Playing against Artillery Cannons[edit | edit source]
Part of playing against artillery cannons is to not play against them at all. To elaborate, if you can scout the map and realize that you could possibly be contained, you can act on the fact and prevent such things from happening. Drumfire cannons are the most vulnerable when they're building. If you spot one building, you should either try to destroy it if you can, or start planning around it. In the case you do get contained, you have some options though they are fairly limited. One option is to try to sneak an expansion on the outside of the contain and then using your burrow to travel back and forth between mills, leading your opponent to believe you are still contained and neglect scouting other places on the map. If you want to tackle the cannon head on, try to take one on when your opponent's army is not around. Falcons are ideal to take out cannons, but if you don't have one, snakes or chameleons can also a good option.
Gallery[edit | edit source]
Changelog[edit | edit source]
- Pre-Alpha 28:
- The bonus single target damage for artillery has been removed
- Will no longer do bonus damage to units in the center of the impact
- Is now 4 damage, down from 8
- Pre-Alpha 23:
- Now have a 1 second bullet travel time, down from 1.5
- Will now shoot 5 bullets, up from 3.
- Pre-Alpha 22:
- Now has 8 ATK and 70 DEF, down from 12 ATK and 100 DEF
- Build cost has been reduced to 180 to reflect Tier 3 changes
|Tier 1||Squirrel • Lizard • Toad • Pigeon • Mole|
|Tier 2||Ferret • Chameleon • Falcon • Skunk • Snake|
|Tier 3||Badger • Boar • Fox • Owl • Wolf|
|Structures||Barbed Wire • Land Mine • Balloon • Turret • Artillery|