
Of course, this provokes the AI to retaliate. If you don't want to fumble with commander units you can make a sensor unit and accomplish the same thing by attaching mobile artillery tanks to it and having the sensor unit target enemy structures. Compared to other real-time strategy games, it has a greater focus on artillery, radar, and counter-battery technologies, more frequent in-game cinematic updates as game. I believe the commander also shares in the experience from those artillery kills too, but don't quote me on that. Warzone 2100 is a real-time strategy game, originally developed by Pumpkin Studios and published by Eidos Interactive, now developed by the Warzone 2100 Project. When I did the campaign, I utilized a main battle line of tanks and an equal amount of artillery well behind us to pulverize the enemy. You could also do some funky things with VTOLs but run the predictable risk of enemy AA shredding you. CB (Counter-Battery) tower or turret is used similarly to a standard sensor however, it serves a specialized purpose: To counter-attack enemy artillery. I forget if the game differentiates between assigning units and artillery units to commanders as far as limits go, but there are no limits for emplacement artillery. So the solution here is to set your units to withdraw at half strength, use heavy bodies and half tracks/tracks, and link artillery to your commanders. If an enemy sensor can see it, it lets you see the enemy sensor. Normally, fog of war impedes this range and it sounds like that has been your experience too. In short, artillery's maximum effective range is huge when paired with sensors or commanders. Warzone features a fairly robust artillery system, complete with counter-battery towers and even VTOL CB towers you can design.
