Allow self-propelled artillery to operate outside the map boundaries

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?
6 Likes

no

4 Likes

Nearly as bad as the suggestions for SPAA to opperate outside the map.

You will not hit anything anyway

If you find a way to implement the use of indirect artillery by the player in a way that fits the fast-paced gameplay loop of War Thunder I’d support; but I don’t think that’s happening—a realistic artillery system is possible but it isn’t accessible enough for War Thunder’s everyday player, but also it shouldn’t be just as simple as a top-down view like World of Tanks’ artillery system. I don’t think that’s happening.

tracing the path of the artillery shell as aircraft missile camera can do could be the answer or sending a radiosignal in mini map where the last shell strikes, both of these requiere adjustment to hit the enemy as it happens IRL with field spotter thus giving enough time for the receiver to move away before the next attacks upon seeing that he’s getting zeroed

Or Gaijin could just stop trying to shoehorn vehicles that don’t fit or work gameplay wise into the game.

Yes and no.
Depends how you look it.

It would keep multiplatform sam’s away from basic cramped spawn, and move them example on first heli pad area, and it would also give time to actually react to jets to those threats properly.

It adds yet another way for people to get indirect kills while tanks have little to no meaningful counterplay without switching to entirely different vehicle class.

SPHs were mistake and shouldve never been added, and warthunder needs less WoT gameplay.

This post was written using AI btw

If you want to create a suggestion for things you want added to the game you can do that in the suggestion section here on the forum. That section is however pre-moderated and only posts that follow their rules and guidelines will get posted and it can take a couple of weeks for a post to get reviewed for publication. If it gets accepted and made public it then has a chance to get sent to the developers as a suggestion later on.

this will 100% be useless but annoying. It would be frustrating for artillery users, firing like a dozen rounds at a single generic tank and MAYBE turning their tracks tan or destroying a machine gun, and it would also be frustrating for tanks as someone would be shooting you and you can’t do shit about it.

Just make a good ground escalation mode after the release of infantry.

Basic escalation level: BTRs, BMPs, Infantry and Helicopters (without atgms/a-a)
First escalation level: Tanks, Artillery, infantry manpads/atgms
Second escalation level: SPAA, ATGMs for helicopters, Big strike drones

And artillery will have a niche there.

Instead of trying to stretch the random ground modes to allow spaa/artillery to have a bigger map for themselves.