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Drop a gun on the map, drop a target, and the board gives you the two numbers to set on the gun, the azimuth and the elevation in the sight's own mils, with the distance and the time of flight beside them. Every world in the rotation is here at full resolution, so you can work off the same terrain you are shooting over. The grid reads in the game's own map coordinates, so a pair called out in the squad chat goes straight into a target box.
Nothing to install and nothing to sign up for. Open it on a second monitor or a phone, and share the board with a relay code so the whole squad watches targets land in the same place.
Azimuth is a compass bearing with 0° at north, 90° east, 180° south and 270° west. Turn the gun to that bearing first, then set elevation.
Most targets have two answers. The low arc gets there fast and flat, which suits a target in the open. The high arc drops steeply, which is how you reach over a ridge or into a courtyard. The board gives you whichever the barrel can actually reach, so a target within about 490 m of the SPH-2 gets the steep shot alone, and the mortar never has a flat one.
Elevation comes in mils, the numbers on the gun's own sight, and the mils are what you set. The sight has a scale of its own, so a reading off another gun or a NATO table will not match, and the board gives each arc to a tenth of a mil so you can set it exactly.
The sight's RNG column is its own estimate of the range, worked out to one fixed height on the map whatever ground the target stands on. On the flattest shots it reads several hundred metres past where the round comes down, so a gun laid by matching that number will fall short. You'll want to set the mils first and use the RNG column only as a check, and once it agrees with the HUD RNG figure the board prints beside the mils, the gun is set right.
Height matters too. The board reads the terrain under both markers and works out the mils that put the shell on the target's real height, so the rise between the gun and the target is already in the number you set. You'll find both altitudes and the rise between them beside the solution.
SPH-2 is the self-propelled 155mm, and it is the long arm of the fight. It reaches out to 2.6 km and reloads every 27 seconds, so a fire mission is a slow, deliberate thing. The shell does 450 damage with a 20 m blast radius.
L81 Mortar is the buildable 81mm you build yourself. It covers 700 m and reloads in 6.5 seconds, four times quicker than the SPH-2, so it is the tube for walking rounds onto a contested point. Its shell falls almost straight down, which is what reaches a target tucked behind a wall.
Both guns have a near edge. Past the elevation that throws the shell furthest, every extra degree lands it shorter, and the top of the sight's scale is the closest a gun can drop one. The mortar's edge sits about 50 m out. The SPH-2's sight stops short of vertical, which leaves a dead circle of about 220 m around it, and its flattest setting still carries a shell about 490 m, so inside that distance only the steep arc reaches. Anything inside the dead circle is unshootable no matter how the crew sets the gun, and the board draws it in red around the gun so you can see it before you plan a mission into it.
Start a relay and the board hands you a short code. Anyone who enters it sees the same guns, the same targets and the same drawings, updating as they move. The spotter marks, the gunner shoots, and nobody reads grid references out loud.
A gun on the board belongs to the squad, not to whoever placed it. Any editor moves it, renames it or swaps its type, a battery of up to eight fits on one board, and a gun stays where it is when the player who sited it leaves the relay.
A spotter without the board can still call it in. Mark the spot on the game's map, send the coordinates to the squad chat, and the gunner pastes that line into a target box. The pin lands where the mark was.
Maps in the board: Bakurani, Ozeti, Zestafona. Each one carries its faction bases and the Control Zone placements a match can roll.
Mark your gun position on the map, mark the target, and read the azimuth and the elevation off the board. Azimuth is the compass bearing you traverse to, with 0 degrees at north, and elevation comes as the mils on the gun's own sight, which is the number you set before you fire. Each target gives a low arc and a high arc, and either one lands on the same spot.
They are the numbers on the gun's own sight, not NATO mils. The SPH-2 and the L81 each have their own scale, so a reading for one gun means nothing on the other. The board also shows what the sight's RNG column should read once the mils are set, so you can check the setting before you fire.
The sight's RNG column is its own estimate of the range, and it reads long. It works the range out to one fixed height on the map, whatever ground the target stands on, and on the flatter shots it reads hundreds of metres further than the shell really travels, so a gun set by matching that number to the distance drops its rounds short. Set the gun by the mils the calculator gives you, and use the HUD RNG figure beside them to check that you've set them right.
The SPH-2 is effective out to 2.6 km and reloads every 27 seconds. Its 155mm HE Shell does 450 damage with a 20 m blast radius, about 7.5 m of which is fully effective.
The L81 is a buildable 81mm mortar that covers roughly 50 m out to 700 m. It reloads in 6.5 seconds and its shell does 120 damage over a 10 m blast radius.
A mortar barrel only swings down so far, and past the elevation that throws the shell furthest, every extra degree lands it shorter. The steepest the tube goes is the closest it can drop a round, which puts a dead circle of about 50 m around the L81. Nothing inside it can be hit from that position, so the answer is to move the mortar rather than to keep adjusting. The board draws that circle in red around the gun.
Yes. The board uses the game's own map coordinates, the X and Y its tactical map shows under the cursor and puts into the squad chat with Mark Coordinates. Type a pair into the X and Y boxes on a gun or on a target, or paste the whole chat line into either box, and the pin lands there. The grid and the rulers along the edges carry the same numbers, and every gun and target has a copy button that hands the pair back in the game's own form.
Use the low arc when the path to the target is clear, since the shell arrives sooner and gives the enemy less warning. Use the high arc when a hill, a wall or a building sits between the gun and the target, or when you want the shell coming almost straight down into cover. Which arcs are available depends on the gun: the mortar is steep-only, and the SPH-2 has no flat shot onto anything within about 490 m, so the board shows whichever the barrel can actually reach.
Yes. Start a relay and share the code. Everyone on that code sees the same gun, targets, markers and drawings live, so a spotter can mark a target and the gunner sees it appear without anyone reading out coordinates.
It is free and it runs in the browser. There is no account, no download and no paid tier.