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How to Destroy Enemy Buildings in Frontkrieg: Shelling Factories and Railways

Enemy buildings in Frontkrieg come down under fire, not under a demolition order: every unit carries its own anti-building attack value, and that number decides how much structure falls per combat round. A railway gun strips 15 points, a bomber or a battleship 8, artillery 5, a heavy tank 4, and infantry only 0.3. The damage is split evenly across every building standing in the province, and each building level is its own layer of hit points: a factory holds 300 HP per level, a fortress 400, a harbour and a railway 250 each. Once a layer is gone the building drops a level, and at level 1 it is razed off the map for good. Repairs are slow: 2% of the pool per hour, and only in a province that still has an owner.

This guide is for players already at war who want to hit the rear instead of the front line - the factories, railways and harbours that keep an enemy army alive.

Contents

Five facts in brief about destroying buildings {#korotko}

  • Every unit has its own anti-building attack, from 15 on the railway gun down to 0.1 on cavalry.
  • Round damage is divided equally between all buildings in the province. You cannot pick a target.
  • A building level is a hit-point layer. A level 4 factory stacks four layers of 300, a total of 1,200 points.
  • Artillery and railway guns can shell a province with no garrison at all: there is no battle, but the buildings still take damage.
  • A fortress cuts damage to the defending troops by up to 90%, yet it shields none of the buildings.

Which units can break buildings {#khto}

Anti-building attack is a separate stat from normal ground attack. A tank that deals 30 against an army deals just 2 against walls. Here is the full table, per single unit, per round:

  • Railway gun - 15
  • Bomber - 8
  • Battleship - 8
  • Artillery - 5
  • Heavy tank - 4
  • Tank - 2
  • Fighter - 2
  • Light cruiser - 2
  • Armoured car - 0.5
  • Infantry - 0.3
  • Cavalry - 0.1
  • Submarine, balloon and transport - 0

The conclusion is blunt: siege work belongs to four units - artillery, bombers, battleships and railway guns. Everything else chips at buildings only incidentally, while the fight for the province runs its course.

Total damage is the sum of every stack's attack scaled by its health, with a 0.9-1.1 random spread on top. A damaged stack hits softer: the health factor falls linearly to 0.5 for half-dead formations. A battery that has already taken return fire will therefore flatten an enemy factory twice as slowly.

How much HP a building has {#hp}

The hit-point pool depends on the building type and is counted for EVERY level:

  • Fortress - 400 per level, up to 5 levels, 2,000 in total
  • Factory - 300 per level, up to 4 levels, 1,200 in total
  • Harbour - 250, single level
  • Railway - 250, single level
  • Aerodrome - 200, single level
  • Barracks - 150 per level, up to 2 levels
  • Workshop - 150 per level, up to 2 levels
  • Recruiting office - 100, single level

When the top layer is exhausted the building does not vanish. It drops one level and receives the full pool of the level below. A level 4 factory has to be punched through four times in a row, and only when the last, first level breaks does the building leave the province for good.

Why damage gets spread thin {#podil}

Here is the mechanic most players miss: round damage is divided equally between all buildings in the province. There is no targeting.

Run the numbers. Ten artillery batteries deal 5 x 10 = 50 points per round, or 45-55 with the random spread.

  • If the province holds a lone railway at 250 HP, it collapses in roughly 5 rounds.
  • If a fortress, a factory, barracks and a railway all stand there, each absorbs 12.5 per round, and that same railway survives four times longer.

Two practical takeaways follow. First, a rich province with five buildings soaks up a bombardment far longer than a bare rail stop. Second, if you want one specific building gone, storming the province is cheaper than pounding the whole block from a distance.

Shelling without an assault {#obstril}

Artillery reaches 90 distance units, a railway gun reaches 340. That is almost four times further, which is exactly why the heavy gun is the favourite late-game weapon: it touches the rear from behind a line enemy infantry cannot cross in a single move.

The key point: a province can be shelled even when not a single soldier stands in it. No battle is fought, nothing lands in the combat log, but the buildings take their damage. Empty cities are not invulnerable.

Flight radius, patrol modes and interception are covered separately in the air operations guide, while gun range and counters live in the artillery guide.

What you take away from the enemy {#efekt}

A destroyed building is not cosmetic damage. It is a permanent cut to the enemy economy and mobilisation:

  • Factory: +5% province production per level, plus artillery from level 1, tanks from level 2, and heavy tanks, bombers and railway guns from level 3. Raze a level 4 factory and your opponent loses 20% production and all heavy hardware.
  • Railway: +10% production and +50% army movement speed through the province. No railway, no railway gun either.
  • Harbour: +10% production and access to the entire fleet. Without a harbour no landing ever sails.
  • Aerodrome: without it not a single aircraft takes off.
  • Recruiting office: free infantry, one unit per 24 in-game hours.
  • Barracks: recruitment speed +50% at level 1 and +150% at level 2.

There is a second effect that is easy to overlook. A harbour and a railway each give +7 province morale, a fortress +5 per level, a factory +2.5 per level. Bombing the infrastructure clips morale along with output, and a province whose morale drops below 10 revolts and turns neutral. The build order behind all of this is laid out in the buildings guide.

Repairs and ruins {#remont}

A damaged building recovers 2% of its pool per hour. For a factory that is 6 points an hour, roughly 50 hours from the brink back to full. Repair is automatic and free, with one catch: only buildings in a province that has an owner are repaired. If the province has revolted or stayed neutral, the ruins stay ruins indefinitely.

For comparison, a harbour or a railway takes 60 in-game hours to build, a factory and a fortress 24 hours per level, and a level 4 factory cannot even be placed before in-game day 12. That is why hitting infrastructure in the back half of a match hurts more than any army trade: your opponent replaces an army faster than a factory. How the units themselves heal is covered in the unit repair guide.

Four rules of economic warfare {#pravyla}

  1. Hit lonely targets. A province with one building is the perfect mark, because all the damage lands on it.
  2. Count layers, not buildings. Before walking a battery up to a level 5 fortress, remember the 2,000 hit points sitting in five consecutive levels.
  3. Keep your guns healthy. Half health on a stack means half damage against walls.
  4. Do not leave ruins behind. Wreck a factory and walk away, and the owner starts repairing it within the hour. Either take the province or keep it under fire.

Pre-raid checklist: target inside 90 or 340 range, fewer than three buildings in the province, your stack above 50% health, and enough force to hold the ground for at least a day.

Frequently asked questions {#faq}

Can infantry destroy a building in Frontkrieg?

Yes, but very slowly. Infantry anti-building attack is 0.3 per unit, so a hundred soldiers strip about 30 points per round, and that total is still split across every building in the province. Demolition is a job for artillery, bombers and battleships.

Does a fortress protect buildings from shelling?

No. A fortress reduces damage to the defending troops by 30% at level 1 and up to 90% at level 5, and from level 3 it also hides the garrison size from the enemy. It does nothing for the hit points of the buildings next to it, which take their full share of the damage.

How long does a damaged building take to recover?

A damaged building repairs itself at 2% per hour, so a full recovery takes about 50 hours. A building destroyed outright has to be rebuilt from scratch: a harbour or railway costs 60 in-game hours and 20,000 money plus resources.

Can you shell a city with no army in it?

Yes. Artillery and railway guns fire into a province even with no garrison present: no battle takes place, but the buildings take damage. It is the standard way to flatten rear infrastructure without spending infantry on an assault.

Conclusion

Destroying buildings in Frontkrieg runs on its own damage scale with its own numbers: 15 for a railway gun against 0.3 for infantry, 300 hit points per factory level, damage split evenly across every building in the province, and 2% repair per hour. Players who track those figures win the war in the enemy's factories rather than in the field.

The fastest way to test the maths is a live match: join a new game - a fresh one starts every day, it is free with no pay-to-win, and there is always a seat on the 4,800-province map. More mechanics breakdowns live on our blog.

The historical backdrop to this tactic, from factory shelling to naval blockade, is well documented in the World War I article on Wikipedia.

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