In the large-scale battles of WARDOGS, mortars and artillery can strike strongholds, bases, and clustered infantry from afar. However, accuracy depends less on whether the barrel is pointed at the target and more on the player's ability to correctly judge the distance.
Estimating the distance to a target hundreds of meters away based solely on map visuals often leads to significant errors. Even if the direction is correct, a range discrepancy of just a few dozen meters can cause shells to land short of or overshoot the target.
While relying on successive ranging shots to correct your aim eventually works, it wastes ammunition and gives the enemy time to relocate or track down your firing position.
To land your first shot as close to the target as possible, use Mark Coordinates feature on the map to obtain the coordinates for both your firing position and the target. Then, calculate the distance between the two points and adjust the range on your mortar or artillery unit accordingly.

Get Mortar and Target Coordinates
Before calculating the distance on WARDOGS battlefield, you need to record two locations: your current firing position and the target you intend to strike.
Open the map and zoom in on your mortar's location; right-click the spot and select Mark Coordinates.
The coordinates will appear in the chat input area; you can use Ctrl+A to select them all and Ctrl+C to copy them.
Next, move the map to the intended target location and repeat Mark Coordinates process to obtain the target's coordinates.
You can designate the two sets of data as follows:
Mortar: X₁, Y₁
Target: X₂, Y₂
The purpose of this step is to determine the horizontal and vertical differences between the firing position and the target based on map coordinates.
As long as neither position changes, this set of results can be used directly for subsequent distance calculations with no test firing.
Calculate Target Distance
The distance between two points can be calculated using the following formula:
Distance = √[(X₂ − X₁)² + (Y₂ − Y₁)²]
Start by finding the horizontal and vertical gaps between the two coordinate sets. Square both differences, combine the results, and take the square root to get the final distance. For example, if X gap is 3.9 and Y gap is 1.35:
3.9² = 15.21
1.35² ≈ 1.82
15.21 + 1.82 = 17.03
√17.03 ≈ 4.12
Based on the distance conversion used in Wardogs, this result corresponds to approximately 412 meters. Next, simply adjust the weapon's range setting to close to 412m.
The step where errors most frequently occur is the final one. After adding 15.21 and 1.82, you must calculate the square root of 17.03, not square the number again. A mistake at this stage will result in a range setting that is completely off-target.
Players planning to rely on Mortar or Artillery more often may also want to reserve some WARDOGS cash for the necessary equipment and supplies.
Adjust RNG
Once you have the distance, you need to align both the weapon's direction and its range setting.
First, mark the intended target location on Wardogs map. Then, return to the mortar and rotate the barrel to locate the white diamond marker corresponding to the target, keeping it as close to the center of the screen as possible. This establishes the correct direction.
Next, check RNG displayed on the left. Here, RNG refers to Range - the current firing distance. If your calculation yields 412m but the interface only shows values like 385 and 430, adjust the range to a point between them - as close to 412m as possible - before firing.
With both direction and range correctly set, the first shot will usually land closer to the target than one based solely on visual estimation. However, an accurate distance calculation does not guarantee a direct hit.
If there are buildings, towers, hills, or other obstacles between the firing position and the target, the shell may still strike an obstacle prematurely.
Therefore, when selecting a target, you should also check for any significant obstructions in front of the firing position.
Fire Three Mortar Rounds Quickly
With sufficient WARDOGS cash and supplies, Mortar can be used for repeated area bombardment. Beyond precision strikes on single points, it can also fire multiple shells in succession to saturate a specific area.
After firing, the camera switches to track the shell's impact point; you can press C to skip this view if you prefer. Mortars hold up to three shells, allowing for three consecutive shots in quick succession.
For area bombardment, you can fire a shell, press C, slightly adjust the aim, and fire the next one so the shells land in adjacent spots. This tactic is ideal when enemies are scattered across a small area, rather than concentrating all fire on a single, identical impact point.
Additionally, you can reload while tracking the shell's flight or impact. As long as you have enough ammo, this minimizes the downtime between volleys, enabling sustained suppression of a target area.
Frequent bombardment consumes resources rapidly, so maintaining a healthy supply of WARDOGS cash is crucial for prolonged engagements.
Estimate Range Without Math
If the target area is large, you can estimate the distance using WARDOGS map grid.
First, mark the target on the map and adjust the zoom level until 100m grid lines are clearly visible. Estimate the distance based on the number of grid squares between your position and the target, then set RNG to a similar value for a test shot.
For instance, if you estimate the target is 300 - 350m away, you might set the range to 340m. If the first shot lands too far, reduce the range; if it lands too close, increase it before firing again.
This method eliminates the need for coordinate calculations but sacrifices accuracy; it often requires multiple adjustments to zero in on the target. Consequently, it is better suited for bombarding bases or large zones rather than hitting a specific fixed target with the first shot.
In WARDOGS, when attacking individual buildings, fixed targets, or specific map markers, it is best to use Mark Coordinates method combined with the distance formula and RNG settings. Although this adds a step to the calculation process, it reduces the need to rely on trial shots to gauge distance.
If the goal is simply to rapidly saturate a large area, using the 100m map grid for estimation is more straightforward. Once you correlate coordinate distances with RNG, artillery strikes no longer require total reliance on visual estimation.













