Gaming How-To

Wardogs: How to Use the L81 Mortar

Build the emplacement, read the optic, set bearing and range, and walk shells onto a target without wasting ammunition.

Build the emplacement, read the optic, set bearing and range, and walk shells onto a target without wasting ammunition.

The L81 Mortar is the cheapest way to put heavy explosives on a fixed position in Wardogs, and it is also the easiest piece of equipment to waste. Every shell you fire comes out of your FOB’s ammunition pool, so guessing your way onto a target burns through supply that your team needs elsewhere. Getting the bearing right first, then the range, turns it from a lottery into a repeatable strike.

Quick answer: Press E to enter the mortar, ping your target with the middle mouse button so the marker shows on the compass, turn the tube until the barrel lines up with that marker, set the range in meters on the left-hand scale, fire one shell, then correct the range from where the shell-cam shows the impact.


Build the L81 Mortar with a Lv.3 hammer

You cannot place a mortar with a starter hammer. The buildable only appears once you are carrying the Lv.3 hammer, and the finished emplacement draws from FOB resources, so build it where your logistics can reach it.

Open the hammer’s build wheel and page across to the third page. “L81 MORTAR” sits on the left tile of that page.
Build wheel open on the L81 MORTAR tile, showing its indirect-fire and reload description
The L81 MORTAR entry on the build wheel, with its indirect-fire and reload notes. Image: Bulkhead
Place the blueprint on flat ground with a clear arc in front of the barrel. The game drops a ring of wooden planks where the pit will be.
Hit the planks with the hammer until the build percentage reaches 100. Ordinary hits add one or two percent, but the planks marked with a cross add ten percent each, so chase the marks instead of swinging at random.

Note: Holding V dismantles the mortar and returns nothing. Check the placement before you commit, and keep razor wire, walls, and other tall structures out of the barrel’s line of fire — a shell that clips your own construction detonates on top of you.


Mortar controls and optic readouts

Walk into the sandbag pit and the interact prompt appears on the HUD. Entering swaps you to a zoomed optic view with three readouts arranged around the reticle.

Control Zone HUD showing the enter prompt for the L81 Mortar beside the emplacement
The enter prompt for the L81 Mortar on the Control Zone HUD. Image: Bulkhead
Control or readoutWhat it does
EEnter and exit the mortar
W / A / S / DCoarse traverse and elevation changes
MouseFine adjustment within the zoomed sight
Middle mouse button (on map)Ping a target so the marker appears on the compass
CCancel the shell-tracking camera and return to the tube
V (held)Dismantle the emplacement, no materials refunded
Compass (top)Current heading, used for bearing
RNG (left)Distance to impact in meters, up to roughly 684
MIL (right)Barrel elevation in milliradians; a higher number means a shorter shot

The relationship between pitch and distance is the one thing to internalize. Raising the barrel steepens the arc and pulls the impact closer; flattening it pushes the shell out toward the maximum range mark on the reticle.


Set the bearing with a map ping

Direction is the half of the problem you can solve with certainty, so solve it first. Open the map, put the cursor on the target, and press the middle mouse button to drop a ping. That marker carries into the mortar’s sight view and sits on the compass strip at the top of the screen.

Back in the optic, traverse with the movement keys until the barrel is lined up with the ping, then fine-tune with the mouse. If a teammate has already spotted the target, hovering it on the map shows the exact distance and leaves a 3D marker you can align to directly, which skips the maths entirely.

Tactical map open with a highlighted sector selected and its coordinates displayed
Selecting a sector on the map to read its coordinates before setting the mortar. Image: Bulkhead

Three ways to get the range in meters

Range is where shells get wasted. Pick the method that matches how much time you have and how much ammunition your FOB is holding.

MethodHow it worksCost
Grid countingSmall map squares are about 100m, large squares about 1km. Count squares between you and the target for a rough figure.Fast, usually needs one or two corrections
Ranging shotFire at or near maximum range, watch the impact marker on the map, then reduce the range and repeat.Slowest, burns the most shells
Coordinate mathsRead the X and Y map coordinates of your position and the target, then solve the right triangle.Near-first-round accuracy

Calculating exact range from map coordinates

Hover your own mortar on the map and write down its X and Y coordinates. Do the same for the target point.
Subtract the two X values and multiply the result by 100 to get the horizontal leg in meters. Repeat with the two Y values. Signs do not matter, since both figures get squared.
Take the square root of the two legs squared and added together. That result is your range in meters.
Target X 95.55, Mortar X 96.67  ->  (95.55 - 96.67) x 100 = 112
Target Y 106.36, Mortar Y 109.11 ->  (106.36 - 109.11) x 100 = 275

Range = sqrt(112^2 + 275^2) = 296.9 m
Dial the RNG readout to the nearest whole figure — 296 or 297 in the example above — confirm the barrel is still on the ping, and fire.
Map view with the mortar's target area highlighted while checking firing coordinates
Checking the target area and firing coordinates on the map before dialling the range. Image: Bulkhead

If you would rather not run the numbers mid-match, an indirect-fire calculator that takes the L81 Mortar, your coordinates, and the target coordinates will return bearing and elevation for you. The output is used the same way: match the bearing on the compass, set the range, fire.


Correct from the shell-cam and fire a salvo

Firing switches you to a tracking camera that follows the shell to the ground. Stay with it. The camera shows the impact point against the map, and that single observation is worth more than any pre-fire estimate.

Correction is simple. Short of the target, increase the range. Past it, decrease it. Left or right, nudge the traverse and leave the range alone. Change one value at a time so you can tell what actually moved the impact.

Once the impact point is confirmed, speed matters more than precision. The mortar holds up to three shells, and pressing C cancels the shell-tracking view so you can fire the next round immediately. Three shells can leave the tube in about three seconds, which is usually enough to catch defenders before they scatter. The same loop works against moving assets such as a helicopter flagged on the map — align to the marker, fire, and adjust from the tracked impact — though a target that keeps moving is rarely worth more than a couple of attempts.

Player aiming at a distant airborne target with a red low-health vignette on screen
Tracking an airborne target while badly wounded, with the low-health vignette closing in. Image: Bulkhead

You know the solution is locked in when the shell-cam impact lands on the marker and the HUD registers the result — destroyed structures, confirmed kills, and the cash award. From that point you only need to re-check the bearing, not the range, as long as the target stays put.


Mortar ammunition comes from your FOB

Shells are drawn from the ammunition stock held by the Forward Operating Base you are attached to, the same pool that feeds systems like the C-RAM and Strela launchers. When the FOB runs dry, the tube goes quiet regardless of how good your firing solution is.

Resupply is manual. Resources arrive at the FOB in crates that someone has to carry in a backpack and deposit through the small terminal on the building, which also displays the base’s current inventory. Trucks and helicopters such as the UH-1 can drop pallets closer to the line, and each unpacked pallet delivers around 1,800 resource points spread across building supplies, fuel, ammunition, and spare parts depending on what the driver or pilot bought.

Tip: Tell whoever is running logistics before you start a sustained fire mission. A crew that checks the ammunition stock first avoids sitting on a perfect solution with nothing to load.


Why mortar shots miss

Most failed fire missions come down to a short list of causes rather than bad luck.

  • Bearing was never confirmed. Without a ping or a spotted marker to align to, the compass heading is a guess and range corrections cannot fix it.
  • Range and elevation were adjusted in the same pass, so the impact shift cannot be attributed to either one.
  • The target is beyond the tube’s reach. The reticle marks maximum range, and anything past roughly 684 meters will fall short no matter how flat the barrel sits.
  • Coordinates were read from a stale marker after the target moved. Acquire a fresh position instead of continuing to walk rounds onto an old callout.
  • Structures sit directly in front of the barrel. Walls and razor wire built too close will catch the shell on the way out.

One last habit worth building: every launch advertises your position through sound and the visible arc of the shell. Enemy scouts, rocket-armed helicopters, and counter-battery mortars all hunt firing positions once the rounds start landing, so move the crew after a productive fire mission rather than settling in for the whole match.