155mm artillery

**M1A1 155mm Heavy Artillery**

Main gun:
155 mm gun M1
Allied artillery
Description:
Indirect Fire arty, Shoots once every 30 sec

## In Game

The M1A1 155mm Howitzer Gun (or *Long Tom*) is a powerful Heavy Artillery piece.

### Campaign

2 guns will spawn when the BC “Fight of the Titans” is active. They will duel with their German counterparts and support your men. The guns will respawn upon retries.

### Classic

The Long Tom costs 8 TP. It fires a powerful round every 30 seconds. By right-clicking on the gun, the commander can select between HE, Smoke, WP, and Airburst shells.

Being an artillery piece, the Long Tom can be targeted by enemy counter battery fire, possibly spawning Wespes.

## In Real Life

The 155 mm gun M1 was a 155 millimeter caliber field gun was developed and used by the United States military. Nicknamed "Long Tom" (an appellation with a long and storied history in U.S. field and naval artillery), it was produced in M1 and M2 variants, later known as the M59. Developed to replace the Canon de 155mm GPF, the gun was deployed as a heavy field weapon during World War II and the Korean War, and also classed as secondary armament for seacoast defense. The gun could fire a 100 lb (45 kg) shell to a maximum range of 14 mi (23 km), with an estimated accuracy life of 1,500 rounds and 40 rounds an hour sustained fire rate.

The Long Tom was also adopted by a number of other nations, including the United Kingdom, Austria, Israel, and the Netherlands.

## On mobile artillery ( from Urb )

***Wall of text about mobile arty dynamic that you should read but you won’t:***

Mobile artillery, which refers to deployable artillery units within your map, introduces a fresh layer of gameplay dynamics. However, this aspect might not be immediately apparent to everyone, as some might simply focus on its immediate output value based on the fact it is a glorified indirect explosion maker. (and call them useless.. oh lord). While this evaluation has its merit, it only scratches the surface of understanding this unit. Mobile artillery represents a sort of Faustian bargain, as I previously explained in the last patch notes. By incorporating strategic assets, some of which hold divisional-level significance, into a tactical battle, you essentially elevate the engagement to an almost strategic plane. The outcomes are swiftly discernible, as enemy vehicles and infantry are disintegrated upon impact. Nevertheless, it's crucial to note that the opposing commander will inevitably become aware of this shift. The speed at which the enemy comprehends the change—realizing that the stakes have been raised—tends to correlate with both the intensity of your assault and the passage of time.

For instance, if you opt for a 105 Halftrack, the rapid fire rate and immediate effects prompt the enemy to recognize a frontline adjustment. Consequently, they might redirect some of their resources to counter this emerging threat. On the other hand, a **155mm artillery** unit boasts a slower firing rate and substantial impact, often proving challenging to pinpoint—especially when deployed individually. Meanwhile, a Land mattress exhibits high firing frequency and damage potential, counterbalanced by a lengthy reload sequence, which effectively reduces its strategic threat profile. As the commander, embracing the utilization of mobile artillery necessitates deft management of probabilities and, more importantly, impeccable timing. If you introduce a formidable artillery piece early in the game, you might invite undesirable counter-artillery responses, depleting your resources while grappling with the repercussions of being on the receiving end. This becomes particularly pronounced if you lose the artillery duel, resulting in a shift of power as their units reposition to target your defenses

See also the German 17 cm Kanonen equivalent