Squad Mortar Calculator: Precision Indirect Fire Guide

Welcome to the most accurate Squad Mortar Calculator available. Designed for competitive play and tactical realism, this tool converts distance into precise milliradians (mils) and provides bearing data for effective fire support in the game Squad.

Elevation (Mils) --
Bearing (Deg) --

Squad Mortar Range-to-Mil Curve

What is a Squad Mortar Calculator?

A Squad mortar calculator is a specialized ballistic tool used by players in the tactical shooter game Squad. It allows a Mortar Squad Leader or gunner to input coordinates or distance measurements to determine the exact elevation (in milliradians) and azimuth (bearing) required to hit a target accurately.

In Squad, mortars are the ultimate force multiplier. However, unlike traditional shooters, there is no "red dot" on the map. You must rely on mathematical conversions of distance to mils. This calculator automates that process, ensuring your first volley lands exactly where the infantry needs it.

The Mortar Formula and Explanation

The standard 81mm mortar in Squad follows a specific parabolic trajectory. The relationship between distance ($d$) and elevation ($m$) is roughly linear but requires precise interpolation for high-accuracy hits. The range limits are 50 meters (minimum) to 1250 meters (maximum).

The core logic used by this calculator follows the standard Squad ballistic table:

  • Minimum Range: 50m ≈ 1579 Mils
  • Maximum Range: 1250m ≈ 800 Mils
  • Average Drop: Approximately 0.65 mils per meter.
Distance (m) Elevation (mils) Flight Time (s)
100m1558~18s
300m1475~21s
600m1350~24s
900m1148~27s
1250m800~30s

How to Use the Squad Mortar Calculator

Using our tool is straightforward and designed for high-pressure combat situations:

  1. Determine Distance: Use the in-game map to place a "Move" or "Attack" marker on your target. The distance will appear in the bottom right of your screen or on the marker itself.
  2. Input Distance: Enter that number (e.g., 842) into the "Distance" field above.
  3. Input Bearing: Look at your compass or the map tool to find the bearing from your mortar tube to the target.
  4. Adjust In-Game: Dial the Milliradians on your mortar (using the mouse wheel) and rotate the tube to the bearing.
  5. Fire for Effect: Fire a ranging shot, wait roughly 25 seconds, and adjust based on observer feedback.

Practical Examples

Example 1: Defending the Radio

Your SL marks an enemy radio at 450 meters away on a bearing of 210 degrees. By entering 450 into the calculator, you receive a solution of 1413 mils. You dial 1413, turn to 210, and successfully destroy the HAB.

Example 2: Long-Range Suppression

The commander requests fire on a bridge 1100 meters away. The calculator provides 916 mils. Because of the long flight time (approx 29 seconds), you fire a 3-round burst to saturate the area before the enemy can move.

Key Factors for Accuracy

While the calculator provides the math, several variables can affect your shells:

  • Height Deviation: If your target is on a mountain and you are in a valley, you may need to decrease your mil count (aim higher) than the calculator suggests.
  • Spread: Mortars have a natural dispersion. They are not 100% precise surgical tools; they are area-of-effect weapons.
  • Map Grids: One full grid square is 300m. One keypad is 100m. Use this to double-check your distance estimates.

Frequently Asked Questions (FAQ)

What is the maximum range of a mortar in Squad?
The maximum effective range for a standard 81mm mortar in Squad is 1250 meters. Beyond this, the shells will not reach the target.
How many mils is 500 meters?
At 500 meters, the elevation is approximately 1391 mils.
Does wind affect mortar shells in Squad?
No, Squad currently does not simulate wind physics for mortar projectiles. Only distance and elevation differences matter.
What is the difference between Azimuth and Bearing?
In the context of Squad, they are used interchangeably to describe the horizontal angle (0-360 degrees) toward your target.
How long does it take for a shell to land?
Depending on the range, it takes between 18 and 30 seconds for a shell to impact after firing.
Can I use this for the Technical Mortar?
Yes, the Insurgent/Militia technical mortars use the same ballistic tables as the stationary emplacements.
Why did my shell miss even with the correct mils?
Check the elevation of the target. If the target is significantly higher or lower than your position, the "horizontal distance" provided by the map may be misleading.
How many mortars can one squad build?
Most layers allow for 2 mortar tubes per Forward Operating Base (FOB).

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