Summary
Self-propelled howitzers (e.g. M109, 2S1, 2S3 and similar) should be allowed to leave the normal map boundaries and operate behind their own lines. This is the only way for them to fight as they were designed: from long range, with indirect fire. Below I explain why, and how to keep this change fair.
Why artillery needs to go beyond the map boundaries
1. The maps are too small for what artillery is built to do
Self-propelled howitzers were built to fire from many kilometers behind the front line, often well beyond what the crew can see. In Ground RB, the playable area of most maps is only a few kilometers across. Inside these boundaries, there is no “behind the front line.” Artillery ends up in the same space as MBTs and is forced into direct-fire combat.
2. Artillery cannot survive the role the map forces on it
With thin or open-top armor, slow turret traverse and long reload times, artillery cannot fight tanks at close range. As long as it is locked inside the map boundaries, it is just a weaker tank destroyer. A whole vehicle class has no real role, even though players spend time and resources researching it.
3. The reasons for the boundaries don’t apply to artillery
Map boundaries and red zones exist mainly to stop flanking into enemy spawns and to block overpowered sniping spots. Artillery leaving the map behind its own lines does neither:
- It is not flanking. It is moving away from the enemy.
- It is not sniping with direct line of sight. It relies on indirect fire, with shell flight time and spread.
The boundaries take away the one place where artillery can work, without preventing any of the problems they were created to stop.
4. It can be done in a limited way
- Only vehicles classified as self-propelled artillery can leave the map, and only on their own side (behind their spawn).
- Enemy-side boundaries stay closed to everyone.
- All other ground vehicles keep the current boundaries, except SPAA escorting artillery (see below).
Keeping it fair
Leaving the map should give artillery a real role, not make it invincible or let it stall matches.
- Counterplay: Aircraft and helicopters can still reach artillery outside the map. After firing, an artillery vehicle’s approximate position could be briefly shown on the enemy minimap (counter-battery).
- Air defense: Artillery outside the map cannot defend itself against aircraft, so SPAA must also be allowed to leave the map while at least one friendly artillery vehicle is out there. This matches real-world doctrine, where artillery positions are always covered by air defense. As a backup, artillery that scores a kill from outside the map can call in a temporary AI AA unit once per match (limited time, limited accuracy, destructible).
- No stalling: If a team has only artillery left, or only artillery and SPAA outside the map, that team’s tickets should drain faster. This stops a single vehicle hiding at the back from dragging out a lost match.
Why this is good for the game
- Gives a whole vehicle class a real role.
- Rewards teamwork: scouting, target marking, artillery support and air defense escort.
- Keeps aircraft as a meaningful threat while removing free kills.
- Prevents dragged-out endings.
Question for the community
- How fast should the ticket bleed be once only out-of-map vehicles remain?
