Work out the range from two map coordinates
Copy your mortar’s X and Y and the target’s from the map (right-click, Mark Coordinates), and this does the arithmetic the guides print: one map unit is 100 m. The number is what goes on the sight’s RNG scale. It is distance only — no elevation table, because none has been published.
Dial on the RNG scale
297 m
ΔX 112 m · ΔY 275 m · √(112² + 275²) = 296.9 m
Inside every reported envelope. Fire one ranging round, then correct from the shell camera.
- Direction is not computed here. Middle-click the target on the map to ping it, then turn the tube until the diamond on its compass is centred — the guides’ own method, and it needs no arithmetic.
- Flat ground only. The distance is horizontal, and the sight assumes level ground. Shooting uphill or downhill, the first round will land long or short.
- No elevation table. BULKHEAD has published no mortar range data, and this site will not print mil settings it would have to invent. The sight converts range to elevation itself.
What it takes to build one
The L81 is an emplacement, not an item you carry: it is built in place, and only inside a friendly FOB’s zone. The guides agree on four requirements. Miss one and the mortar either never appears on the build wheel or sits half-built.
How to buy, place and supply the FOB it has to sit in →
| Requirement | Detail | Status |
|---|---|---|
| A Large Hammer | The only tier that starts emplacements. A teammate can drop theirs for you. | Gate official: Support 8, $75,000 unlock (Season 1) |
| A deployed FOB | The mortar will not be offered outside a FOB’s zone. | Reported |
| 91 Build Supplies | Spent on placing the blueprint; more drain as you hammer it up. | Reported by four guides |
| Ammo Supplies in the FOB | The mortar turns them into shells when you reload. | Reported |
Building the L81, step by step
The sequence as the 11, 14 and 19 September guides describe it. The one irreversible mistake is placement: dismantling returns none of the supplies.
- 01
Stand inside the FOB zone with the Large Hammer
Outside the zone the mortar is simply not offered.
- 02
Right-click and find L81 MORTAR
Guides place it on the third page of the build wheel, left tile; F cycles the categories.
- 03
Place it with a clear arc in front
A ring of planks marks the pit. Keep walls, razor wire and tall structures out of the barrel’s path — a shell that clips your own build detonates on top of you.
- 04
Hammer the marked planks
An ordinary hit adds one or two per cent; a plank marked with a cross adds ten. Chase the marks.
- 05
Mount it and reload
Reload converts the FOB’s Ammo Supplies into rounds. If it does nothing, the FOB is out.
Aiming: bearing first, then range
Mounting the mortar puts you in a zoomed sight with three readouts: a compass across the top, range in metres (RNG) on the left and elevation in mils (MIL) on the right. W, A, S and D traverse and elevate; the mouse makes finer corrections. On the L81 a higher mil figure means a steeper barrel and a shorter shot. The guides’ method solves direction and distance separately, and each has a trick that removes most of the work.
- Bearing: open the map, middle-click the target to ping it, close the map, and turn until the ping’s diamond sits on the centre of the mortar’s compass.
- Range from a spotter: a target a teammate has already spotted shows its distance when you hover it on the map — use that number directly.
- Range from coordinates: right-click your mortar on the map and choose Mark Coordinates, do the same on the target, then use the widget above. One map unit is 100 m.
- Range by eye: the small map grid squares are 100 m each. Count them, allow for the diagonal (three across and four up is five, not four), and treat the result as a first ranging shot only.
The range arithmetic, worked
Three guides print the same method and the same worked example, which is why the widget on this page defaults to it. Subtract X from X and Y from Y, multiply each difference by 100 for metres, square both, add, and take the square root. Signs do not matter because both differences are squared.
| X | Y | |
|---|---|---|
| Mortar | 96.67 | 109.11 |
| Target | 95.55 | 106.36 |
| Difference × 100 | 112 m | 275 m |
| Range | √(112² + 275²) = 296.9 m | Dial 297 |
Why there is no elevation table here
Most of what is searched as a “mortar calculator” wants the mil setting for a given distance. BULKHEAD has not published one, and the guides explicitly say the sight uses the gun’s own mil scale rather than NATO mils, steps in whole mils, and is not interchangeable with the self-propelled gun’s. The same guides recommend matching the RNG figure and letting the sight set the elevation — which is exactly what the widget supports. This page will not print mil values it would have to invent.
How far it reaches, as reported
Every guide gives a slightly different envelope and one says outright that BULKHEAD has published no official mortar range. The disagreement is at the edges, and it matters most at the near one: inside the dead zone around the tube, shells always land short and the only fix is moving the mortar.
| Figure | Reported value | Guide date |
|---|---|---|
| Maximum range | 684 m (reticle maximum) | 11 Sept |
| Maximum range | about 685 m (community firing tables) | 15 Sept |
| Maximum range | roughly 700 m | 10, 14 and 19 Sept |
| Minimum range | about 50 m | 10 and 19 Sept |
| Minimum range | roughly 80 m | 19 Sept |
| Minimum range | about 130 m (community firing tables) | 15 Sept |
| Target 100 m below the tube | reach stretches to about 735 m | 14 Sept |
| Target 100 m above the tube | reach drops to about 625 m | 14 Sept |
Firing for effect
The first shell is information, not an attempt. Stay with the shell camera, see where it lands, correct one value at a time — short means more range, long means less, left or right means traverse — and only then fire for effect. The map also keeps the impact marker, so you can compare the crater with your target and measure the offset instead of guessing.
- R loads up to three rounds; C skips the shell camera, and three shells can leave the tube in about three seconds.
- Reported per shell: 120 damage across a 10 m blast radius, with a 6.5-second reload.
- Reported spread: about 50 MOA, which one guide translates as rounds scattering across roughly ten metres at the far end of the range. Aim at the middle of a group, not at one player.
- The sight reads flat-ground range. A target well above or below you will take a correction whatever the arithmetic says.
What a shell costs
This is where the guides disagree most, and none of them is BULKHEAD. The 14 September build guide says each shell consumes 30 Ammo Supplies, so a three-round barrage burns 90. The 15 September artillery guide gives 81mm ammunition as $600 a shell. The 10 September solo-FOB guide says the mortar needs no separate ammunition purchase because it draws on the FOB’s stock. What all three agree on is the mechanism: shells come out of the FOB you are attached to, the same pool one guide says feeds the C-RAM and Strela launchers, so an empty FOB means a silent mortar.
Staying alive behind the tube
Every launch gives your position away — the sound and the visible arc of the shell lead straight back to you, and enemy scouts, rocket-armed helicopters and counter-battery mortars all hunt firing positions. The guides’ advice for a mortar pit is consistent: site it about 600 m from the target, behind a ridge, treeline or buildings; ring it with HESCO four blocks high but keep the walls a block back from the tube so shells clear them; and move after a productive fire mission rather than staying for the whole match. The same logic answers “how to counter mortars”: they are fixed, expensive and cannot move under fire, so the solo-mortar guide lists enemy mortars among the highest-value targets for counter-battery fire.
Destroying an enemy FOB takes its mortar’s ammunition with it →
What is not established
None of the sources checked for this page — BULKHEAD’s included — publishes the following, and this site does not fill them in:
The Artillery Tank, the other indirect-fire option →
- An official mortar range, damage value, blast radius or spread.
- A mil setting for any distance.
- An official cost per shell, in Ammo Supplies or in cash. Three guides give three different answers.
- Which way the map’s Y axis runs. One guide states it; this page does not compute a bearing from it, and uses the map ping for direction instead.
Pick the two points on the map instead
The same arithmetic now runs on the three maps' contour sheets: tap where the mortar stands and where the target is, and the range comes out in metres with the reported reach drawn around the tube. The map positions come from a community calculator checked against two datamines, so they are graded unverified; for a real shot, type the Mark Coordinates numbers instead.
Common questions
How do you build a mortar in WARDOGS?
With a Large Hammer, inside a friendly FOB’s zone, for 91 Build Supplies according to four All Things How guides. Right-click with the hammer, find L81 MORTAR on the build wheel, place it with a clear arc in front of the barrel, and hammer the marked planks until it reaches 100 per cent. The Large Hammer is gated at Support 8 with a $75,000 unlock under BULKHEAD’s Season 1 changelog.
How do you aim the mortar in WARDOGS?
Direction first: ping the target on the map with the middle mouse button and turn the tube until the ping’s diamond is centred on its compass. Then range: set the distance in metres on the sight’s left-hand RNG scale and fire one shell, correcting from the shell camera — short means more range, long means less.
Is there a WARDOGS mortar calculator?
For range, yes — this page has one. The guides’ method is 100 × √(ΔX² + ΔY²) from your mortar’s and the target’s map coordinates, and the result goes straight onto the sight’s RNG scale. There is no published elevation table, so any calculator that prints mil settings is working from numbers BULKHEAD has not released.
What is the mortar’s range in WARDOGS?
Guides report a maximum of roughly 684 to 700 m on flat ground and a dead zone close to the tube where shells always land short — quoted as 50, 80 or 130 m depending on the guide. BULKHEAD has published no official figure. Firing downhill stretches the reach and uphill shortens it.
How do you get mortar ammo in WARDOGS?
You do not buy shells into your inventory. The mortar reloads from the Ammo Supplies stored in the FOB it is built in, so getting more mortar ammunition means delivering Ammo Supplies to that FOB — most efficiently as a pallet dropped inside its zone.
How do you fire several mortar shells at once?
Press R to load up to three rounds, and press C after each shot to skip the shell camera. Guides report all three leaving the tube in about three seconds. Do it only after a single ranging round has confirmed the solution.
Why does my mortar shell explode in front of me?
Something is in front of the barrel. A wall, sandbag, razor wire or other structure in the shell’s path detonates it on the way out. Keep surrounding walls a block back from the tube and fire one round straight up to check clearance before relying on the position.
Sources & verification
Every mechanic on this page is attributed to All Things How guides published between 10 and 19 September 2026, each read from the page’s raw HTML on 25 September; this site has not reproduced them in its own client. The Large Hammer’s Support 8 gate is from BULKHEAD’s Season 1 changelog. BULKHEAD has published no official mortar range, damage or shell cost, and where guides disagree on those, every figure is printed with its date.
| Source | Type | Read |
|---|---|---|
| BULKHEAD · Pre-Load Live & Season 1 Changelog, 9 September 2026Published 22:46:09 UTC. Records server-browser, voice, stability, progression and economy changes from beta to Season 1. | Publisher stated | 2026-09-11 |
| All Things How · “Wardogs: How to Build the L81 Mortar”, 14 September 2026Supplies the four requirements, the 91-supply blueprint cost, the build-wheel sequence, the no-refund dismantle, the 30-Ammo-Supplies-per-shell figure and the roughly 700 m reach. Its $1,600 Large Hammer price and ~$2,500 FOB price differ from the Season 1 figures and are not used. Read from the page’s raw HTML. | Unverified | 2026-09-25 |
| All Things How · “Wardogs: How to Use the L81 Mortar”, 11 September 2026Supplies the ping-for-bearing method, the coordinate arithmetic and its worked example, the ten-per-cent marked planks, R-and-C salvo loading, the 684 m reticle maximum and the list of reasons shells miss. It does not contain a per-shell Ammo Supplies cost. | Unverified | 2026-09-25 |
| All Things How · “Wardogs: How to Land Mortar and Artillery Shells on Target”, 14 September 2026Supplies the sight’s three readouts, Mark Coordinates, the 100 m grid squares, the 120 damage / 10 m radius, the 50 MOA spread, the 735 m / 625 m height effect, and its statement that BULKHEAD has published no official mortar range. | Unverified | 2026-09-25 |
| All Things How · “Wardogs: How to Calculate Distance for Artillery”, 15 September 2026Supplies the one-map-unit-is-100-m rule, the diagonal warning for grid counting, the ~130–685 m community firing-table envelope, the $600-per-shell figure and the note that on the L81 a longer shot means a lower mil number. | Unverified | 2026-09-25 |
| All Things How · “Wardogs: How to Build a Solo Mortar Pit With a Wide Field of Fire”, 19 September 2026Supplies the 80–684 m envelope, the ~600 m siting advice, the four-high HESCO layout and the warning that raising or roofing the pit shortens the reach. | Unverified | 2026-09-25 |
| All Things How · “Wardogs: How to Run a Solo Mortar FOB Against an Enemy Base”, 10 September 2026Supplies the 50–700 m envelope and 50 m dead circle, the 6.5-second reload, the whole-mil sight steps, the no-separate-ammunition-purchase statement and the target list for counter-battery. | Unverified | 2026-09-25 |



