4-8 min
Artillery Duel

Artillery Duel

Reaction

Two guns on a hillside, one shot each turn. Pick an angle and a power, read how far you missed by, and correct.

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Artillery Duel is a free online turn-based artillery game: you and a rival gun face each other across a rolling hillside, and each turn you choose an angle and a power and watch the shell arc over. Nothing here is reflex. A turn is a calculation — read the wind, read the ground between you, commit, and find out how wrong you were. Every shot reports the miss as a distance and a direction, because "four short" tells you exactly what to change and "miss" tells you nothing. Impacts crater the ground permanently, so a long duel slowly flattens the hill you were both hiding behind, and the wind turns over between rounds so a range found last turn is a starting point rather than an answer. Six opponents, from a practice range with no wind at all up to a gunner that corrects almost all of its own error. No download, no account.

How to play Artillery Duel

  1. You are the green gun on the left. The red gun is your opponent, and you take turns.
  2. Set the angle slider for how steeply the shell goes up, and the power slider for how hard it is thrown.
  3. The arrow across the sky is the wind. It pushes the shell the way it points, and it changes between rounds.
  4. Press FIRE and watch the arc. Where it lands is the information you came for.
  5. The line under the battlefield tells you how far short or long you were. Adjust power for distance, angle for clearing ground in between.
  6. Landing within the blast radius does damage, and the closer to the gun the more it does.
  7. Impacts crater the ground permanently, so the hill both of you are standing on gets lower as the duel goes on.
  8. Bring the other gun to zero to win the level. Both guns start on a hundred.
  9. Finishing on ninety health or more is three stars.

Tips

  • Change one thing at a time. Power moves the impact along the ground; angle changes how high the shell goes and how much the wind gets to work on it.
  • A miss is a measurement. Four short at power twenty is worth about a point of extra power, and the second shot of a duel should always be better than the first.
  • Steep shots hang in the air longer, so the wind moves them much further. On a windy level a flatter, harder shot is more predictable.
  • Check the wind before every shot, not just at the start of the level — it turns over between rounds.
  • If the ground between you rises, you have to clear it. A perfect range at too low an angle just craters the hillside.
  • Craters work for you. A few shells short of the target dig a hollow that makes the next shot land closer to the gun.
  • On the last levels the rival corrects most of its own error, so trading shots evenly loses. Bracket quickly — one short, one long, then split the difference.
  • Damage falls off with distance, so a near miss is still worth taking when you are ahead on health.

FAQ

Is Artillery Duel free to play?

Yes. It runs in the browser with no download, no sign-up and nothing to buy. All six opponents are included and unlock as you beat them.

Does the opponent cheat?

No — and it could. Artillery is a closed form, so an opponent that wanted to could compute a hit every single turn. What the difficulty setting controls is how much of its own aiming error it bothers to correct: at the lowest it barely adjusts off a flat forty-five degree guess, at the highest it corrects almost all of it. The test suite measures the average miss distance at several settings and requires it to fall.

Why does my shell keep hitting the hill in front of me?

The angle is too low for the ground between you. Power decides how far the shell goes; angle decides whether it gets over what is in the way.

How does the wind work?

It pushes the shell sideways for the whole time it is in the air, so a steep, slow shot is affected far more than a flat, fast one. It also changes between rounds, which is why a range found last turn is a starting point rather than an answer.

Does the ground really change?

Yes, permanently. Every impact digs a crater, so a long duel gradually flattens the hillside both guns are sitting on. It is also useful: shells landing short of the target dig a hollow that pulls later shots closer in.

Is every level actually winnable?

Yes, and it is checked rather than assumed. A ridge between the guns that cannot be cleared at any angle would make a field nobody can win, and it would look like an ordinary hillside — so the tests search for a damaging shot from both ends on every level across many layouts.

Why is this in the reaction section if it is turn-based?

Because it is where players look for it. Nothing in the game is reflex: the whole loop is reading a miss and correcting, which makes it the one deliberate, unhurried game in that hub.

Does it work on a phone?

Yes. The two sliders sit under the battlefield where they can be nudged and read, and the fire button is full width beneath them.