Reading the sight
The mortar view shows range on the left, marked RNG in metres, and elevation on the right, marked MILS. A compass across the top gives your facing. Move the barrel with WASD — the mouse works too, but slower.
Fix one thing in your head before anything else: on the L81, more mils means a shorter shot. Raising the barrel lobs the round higher and brings it down closer; lowering it sends it further.
Firing, step by step
- Get the distance
While you are on the mortar, hover over a marked enemy on the map and the game gives you the exact distance. A Recon player marking targets for you is worth more than any table. No mark? Put the gun and target on the calculator's map — one square is 100 m.
- Face the bearing
Turn to the target's direction on the compass. The calculator's map gives you the bearing along with the distance, in degrees and in mils.
- Dial the mils
Look the distance up on the range card. Between two rows, take a straight line between them — 450 m sits halfway between 530 and 520, so dial 525.
- Fire and watch
Follow the round on the mortar cam and see where it lands against the target.
- Correct
Short: take mils off. Long: add them. Size the change with the table below rather than by feel.
How big a correction to make
A 10-mil change does not move the round the same distance everywhere. The L81 table grows steep at long range: the click that shifts a round 10 m at 300 m shifts it about 5 m at 650 m.
| Distance band | 10 mils moves the round | To fix a 20 m miss |
|---|---|---|
| 140–151 m | 11 m | ≈ 18 mil |
| 198–208 m | 10 m | ≈ 20 mil |
| 300–310 m | 10 m | ≈ 20 mil |
| 394–403 m | 9 m | ≈ 22 mil |
| 494–501 m | 7 m | ≈ 29 mil |
| 597–603 m | 6 m | ≈ 33 mil |
| 646–651 m | 5 m | ≈ 40 mil |
| 680–684 m | 4 m | ≈ 50 mil |
In practice: near the edge of the L81's range, a correction that looks too big usually is not.
The SPH-2 and its two arcs
The SPH-2 howitzer is a different job. It costs $10,000, stays locked until Wardog 55, and reaches from 780 to 2,629 m on two arcs:
- Low arc, 1,181–2,629 m. Flat and fast — and it works the opposite way to the mortar: more mils fire further.
- High arc, 780–2,629 m. Steep and slow, able to drop over a ridge the low arc would hit.
Between 780 and 1,181 m only the high arc reaches. At 2,000 m the low arc wants 206 mils and the high arc 1,057; the calculator shows both.
Why rounds still miss
- Height. The tables assume gun and target at the same elevation. A target above you catches the round early and it lands short; one below lets it run long.
- Scatter. Even a perfect solution spreads. Plan to walk rounds onto the target, not to land the first one.
- The wrong table. Mils are the gun's own sight scale. A NATO chart or a table from another game will not line up.
- A patch. These tables were measured in the Beta. If every round lands off by the same amount, the table may be out of date.
Every figure on this page comes from the same table the calculator prints — where it came from, and what it does not cover.
The table here ends at 684 m, and every figure on this page follows it. Another community calculator publishes 3.1 km for the same weapon. Nobody has published a clean in-game measurement yet — until someone does, treat anything past 684 m as unknown.