SAU firing range in world of tanks. Which tank destroyer branch is the best in World of Tanks? French branch of artillery

Since the World of Tanks game is far from new, we will start our article with a detailed analysis of Tier VI, VII, and VIII artillery. If you want to know why constantly changing positions is of great importance, whether it would be advisable to fire on tracers and what differences the art of different factions has.

Art in World of Tanks: the basics of tactics

But first, let's figure it out how to play art in World of Tanks.

First you need to understand what a tracer is. This is the flight path of a projectile fired by artillery, which you will see for a few seconds after a particular shot is fired. The most noticeable trajectory will be for vehicles with large-caliber guns. Thanks to this, the gamer who controls the art will be able to easily calculate the location of such a combat vehicle.

If you want to survive, then it is advisable to change your position after almost every shot. You can ride forward and backward, or ride diagonally. But there are some troubles here as well. If artillery is located in the forest or near destructible objects, if the howitzer mode is activated, then movement will be difficult.

We suggest that you familiarize yourself with the guide, which tells in detail about how to kill by tracers:

If you want to become an ideal tanker, especially if you like to control artillery, then be sure to memorize every little thing on the ground - broken trees, impenetrable fences, buildings. Before you make a shot, pay attention to all this, and immediately plan a retreat path so that in no case will you hit anything. To perform such a maneuver, depending on the specific artillery vehicle, it will take approximately 10-20 seconds.

NOTE. Interestingly, artillery with a reload time of more than 20 seconds does not move at the expense of its rate of fire. Thus, the minimum recharge time is far from what you should aim for.

Is it relevant to shoot at the tracer with World of Tanks art?

In the next part of the article, we will try to figure out with you whether it is relevant today to shoot at tracers left by shells of enemy guns.

If you want to shoot down an artilleryman, then it is certainly best to fire at tracers. But the fact is that in this case you will destroy only the laziest opponents. But more experienced fighters will change positions every time. Because of this, with such shooting, you will lose a lot of precious things - from time to shells. Moreover, such actions will begin to harm your team!

The reason for this lies in the following. So, let's suppose that you notice the trajectory of a fired projectile from enemy artillery. Most likely, in this case, the artillery vehicle hit the ally and inflicted serious damage on him. If you fail to kill the enemy vehicle, then the projectiles fired, as well as the time spent aiming, are wasted. Imagine that you are repeating your attempts, aiming at the tracers. Artillery continues to attack your allies, changing location after each shot. Thus, you do not cause her any inconvenience, but allow her to destroy her own allies.

Summing up the foregoing, we can safely say: firing at tracers is beneficial only in those cases when there are no other enemy targets in direct line of sight.

Each fight will give you certain moments when it is necessary to transfer the shooting from square A to square B as soon as possible. To do this, fixing the guns will be required. Hold RMB, then rotate the body of the artillery itself using the keyboard. In parallel, you need to lead the camera after the sight. As soon as the body is turned in the desired direction, return the cursor to the aiming point. At first, this method may seem difficult and ineffective to you, but with gaming experience the understanding will come that this is one of the most practical methods of emergency information.

Arta in World of Tanks level 6

The most powerful guns are equipped with two level 6 self-propelled guns - SU14 and SAU 51. These guns are capable of inflicting 1850 average damage. At the same time, the spread of fragments from shells, which is 6.5 meters, is quite wide.

But you have to pay a lot for such advantages - the machines have reduced dynamics and a very long reload time. The supply of shells is far from ideal. In protracted battles, 12 shells for SU 14 and SAU 51 are nothing. For this reason, these machines will fit experienced players who are not accustomed to rush and make decisions with a cold head.

The last artillery of the German SPG branch is the GW Panther combat vehicle. She has decent aiming angles in the horizontal plane, thanks to which her guns control a huge location sector. On the other hand, the damage from guns is much lower compared to the same machines of the Soviet army. Again, compared to them, the German "tank" has a higher rate of fire and accuracy.

M12 - American artillery vehicle at the sixth level is characterized by a high rate of fire and low damage compared to Soviet vehicles, which makes it a twin of the German "Panther" (GW Panther).

Lorraine 155 50

The fastest SPG at tier 6 is the Lorraine 155 50. The top speed is 60 km/h with the fastest acceleration. In some cases, this vehicle is capable of overtaking not only medium, but even light tanks (what can we say about heavy tanks?). It is better to use this combat vehicle in order to constantly change position on the map, remain hidden from enemies, and instantly choose a different direction of fire. But there are also disadvantages here - the lowest damage for artillery of the sixth level, numbering only 960 units. To destroy armored targets, you have to hit several times.

Arta of the seventh level in WoT

At the seventh level, let's pay attention to the "Object 212". This combat vehicle received a 203 mm gun with increased accuracy and rate of fire from its predecessors. An advantage can also be called the fact that during the battle you are unlikely to have time to use up the entire combat set of self-propelled guns. For this reason, the owner of this device will be able to carry other shells with him without harming normal shooting.

For example, you can easily take gold high-explosive fragmentation shells with an increased dispersion radius. With their help, you can easily destroy the enemy hiding behind cover. Due to armor-piercing shells, which you can also take into battle with you, it will be possible to save your self-propelled guns with one accurate shot, if you happen to be close to the enemy.

The German art GW Tiger took the laurels of the slowest self-propelled guns at the seventh level. The minimum speed of turns has led to the fact that, having approached, any enemy will twist and turn you around his finger, and you won’t even be able to do anything. No matter how experienced the player controlling the "Tiger" is. But there is also a significant advantage here - art deals 2000 damage per shot, which is the best indicator within its level. The price for this was not only low maneuverability, but also prolonged aiming, poor accuracy compared to the rest of the seventh level self-propelled guns, as well as minimal angles during horizontal guidance.


GW Tiger

American self-propelled guns M40 43 - one might say the most versatile art. The guns are similar to the ones on the Soviet Object 212 and deal the same 1850 damage. The main advantage compared to other ACS at the level is the largest aiming angles in the horizontal plane. Arta covers the largest sector! Higher and dynamics compared to Soviet and German counterparts.

The French art of Lorraine 155 51 is practically no different from the self-propelled guns of this nation at other levels. This is still the same dynamic and fast car, with a maximum speed of 60 km / h, equipped with an engine with a capacity of 850 horsepower and a relatively low weight - 32 tons. An important advantage is that if the enemies approach you, then you will have no problems with this self-propelled gun you can hide from them, away from danger. She has the most best accuracy at the seventh level. The best and mixing, but there is a minus - weak damage equal to 1250 units.

Art in World of Tanks level 8

The eighth level is a real crown for the entire branch of artillery vehicles. In this case, there will be a huge difference between each ACS.

Let's start with the Soviet art "Object 261". This combat vehicle stands out significantly from its predecessors. If they were slow and clumsy, then "Object 261" became one of the most the best art of World of Tanks in terms of dynamics and accuracy in the game within the eighth level. On the other hand, damage has decreased - the average is 1700 points. And this is the lowest setting in the game! But due to the increased accuracy and unsurpassed rate of fire, you can even use armor-piercing shells. This artillery can easily hide from opponents, as well as cover the rear of its ally.

The German GW TIGR art is equipped with exactly the same gun as the GW Tiger P, but with minor changes. Firstly, its rate of fire has been increased, and secondly, the accuracy and speed of aiming have been increased. On the other hand, it is the most immobile option at the eighth level, so it is rational to use this self-propelled guns in battles on global maps or companies, where it will remain under constant protection.

T92 is characterized by the most powerful damage, amounting to 2250 units. The maximum spread of fragments for high-explosive shells is also - 9 meters for ordinary and 13 for gold. Thanks to this, you will be able to destroy opponents hiding behind any obstacles. For such a high firepower, artillery paid with a long reload time - 40 seconds, as well as a long mixing, which is why there is no possibility of an instant transition from flank to flank.


T92

The French artillery vehicle Bat Chatillon 155 is unique in its kind. She has a drum with a reload time of over a minute. But for one such reload, you get 4 projectiles, each dealing 1250 damage. The firing time between these projectiles is 5 seconds. Thanks to this, you will be able to inflict a huge amount of focused fire on enemy targets.

Its turret rotates 360 degrees - the second self-propelled gun in the game after SS 26. This ensures fast mixing and control of all flanks. As in the case of other French SPGs, the Bat Chatillon 155 has high maneuverability, which allows it to change positions as quickly as possible throughout the battle.

The best World of Tanks art on every level

And now we will try to single out one of the most the best art in World of Tanks within each level. But here you need to make a reservation: for an individual gamer, a different self-propelled gun may turn out to be better, since for him, for example, the dynamics of mixing will be more important than increased damage. We tried to combine all the strengths of each art and highlight for you those self-propelled guns that had the highest number of pluses.

At the second level, we prefer T57

In terms of advantages, we single out a large supply of shells for one battle (40 pieces), high maneuverability, which allows you to change the location after one shot (also preventing your enemy if he was about to circle the T57), huge dimensions that allow you to ram enemies, aiming angle of 320 m, powerful frontal armor, high accuracy.

Of course, there are also disadvantages, but they are less - low alpha damage, as well as the presence of an open cabin, because of which your enemies can easily incapacitate crew members. But given that we are talking about the second level, then, most likely, this artillery will be destroyed faster than the crew will be dismantled.

At the third level, we will highlight the World of Tanks M7 Priest art

Advantages:

  • High dynamics and maneuverability - you can change your location as quickly as possible, while remaining safe from counter-shots.
  • A powerful gun with decent accuracy and a high rate of fire.
  • Excellent NLD armor.
  • Horizontal aiming angle is in the range from "-12" to "+26".
  • The ammunition load includes 69 shells. Enough for any, the most protracted fight. You can shoot mercilessly and without hesitation.

Flaws:

  • Vulnerable to high-explosive shells, since the cabin here is open.
  • Low penetration rate with high-explosive fragmentation shells. On the other hand, this is leveled by the lack of "fat" tanks at the first levels.

On the fourth level, select the Sturmpanzer II

Advantages:

  • Increased gun accuracy, good rate of fire, great power.
  • Among all SPGs of the fourth level, the maximum penetration rate - this speeds up the destruction of thick tanks.
  • Dynamics above average.
  • Good camouflage due to the small profile.

Sturmpanzer II

Flaws:

  • Low UGN.
  • Weak range - no more than 500 meters.

On the fifth level, select Grille

Advantages:

  • If the enemy tank is not higher than 4-5 levels, then with the help of the guns of this self-propelled gun you will send any enemy to rest for the first successful hit.
  • In addition, the guns of this self-propelled guns cause tremendous damage to tanks of the sixth level. But if you manage to strike with a HEAT projectile, then you will surely send a Tier 6 tank home as well.
  • Since the projectiles fly in a hinged trajectory, you will be able to hit enemy targets by hitting their roof. But that's where the lowest armor is!
  • This self-propelled gun has an excellent radio station. This module for art is perhaps one of the most important!

Flaws:

  • Due to the small aiming angles, you will not be able to hit fast targets located close to the artillery.
  • Long reload time.

At the sixth level, select FV304

As they say, this is a real IMBA at the sixth level!

Advantages:

  • This self-propelled gun is more dynamic, more maneuverable and faster than many light tanks in the game!
  • The gun has a high rate of fire and shoots along a hinged trajectory. Thus, opponents located in shelters will not be able to escape from your shots.
  • Due to the small dimensions on this art it is easy to hide from opponents.
  • Ammunition is enough for the longest battles.
  • Large horizontal angle.

Flaws:

  • Projectiles fly relatively short distances.

At the seventh level, we will highlight the World of Tanks G.W. panther

Advantages:

  • Excellent dynamics, allowing artillery to hide from pursuers as quickly as possible or even ambush medium tanks.
  • High rate of fire, which is an advantage in combat with high-speed French vehicles.
  • A tower that allows you to aim at any enemy.

G.W. panther

Flaws:

  • Weak damage.
  • Low dispersion of fragments, which makes it pointless to attack heavy tanks of the Slipper type in most cases.

At the eighth level, select M40/M43

Advantages:

  • Small dimensions, lack of a muzzle brake, which is why the SPG is one of the most camouflaged tanks in the game.
  • High dynamics, which arte inherited from the M4 tank.
  • A high-powered gun that sends tier 7 tanks to the hangar with one shot, as well as most French vehicles up to lvl 9.
  • The aiming angle is 18 degrees. You can chase the target without making jerks. Comfort when playing for this self-propelled guns is guaranteed!

Flaws:

  • The presence of an open cabin.
  • Lower rate of fire and higher spread when moving the hull compared to other level 8 arts.

At the ninth level, select M53/M55

Advantages:

  • High dynamics, allowing you to hide not only from medium, but also from light tanks.
  • Due to the presence of the tower, the aiming angle is 29 degrees.
  • An excellent weapon with high damage, unsurpassed accuracy and a good rate of fire.

Flaws:

  • The view is only 350 meters.
  • Large size, due to which the disguise is minimal.

At the tenth level, select G.W. E 100

Advantages:

  • Thick armor around the entire perimeter saves even from enemy artillery shots.
  • The weapon is as balanced as possible. The flight path is hinged, thanks to which you throw shells behind cover.
  • Smooth undercarriage to reduce scatter when moving.
  • A large supply of shells for one battle.
  • High HP for all machines.

G.W. E 100

Flaws:

  • Large overall dimensions, which makes it easy to highlight the art.
  • Low maneuverability, which has its advantages - read about the smooth chassis above.

Hello dear tanker, today we will look at the best Self-Propelled Artillery

As everyone knows, artillery is a rather dangerous class in the game and in capable hands is capable of inflicting huge losses on the adversary's team. The list was compiled by comparing the main characteristics for self-propelled guns necessary for competent support of allies and causing considerable damage to the enemy team - this is the ability of self-propelled guns to survive (camouflage, dynamics) and to support the team with fire (damage, splash, accuracy of fire and rate of fire). So let's get to the review...


II level - T57. Good armor and good rate of fire make it easy to destroy small and nimble LTs. And coupled with the small dimensions of the self-propelled guns, it has excellent camouflage performance.



Among the advantages:
● large ammunition for 40 shots;
high speed, you can take cover and roll after each shot, as well as excellent maneuverability (not so easy to spin);
● the heaviest tank of the second level, which, combined with good dynamics, allows you to successfully ram the enemy;
good review at 320 meters;
● excellent frontal armor, excellent accuracy.

Among the cons:
● small alpha damage;
● open logging, crew members are easily disabled, although, given our LVL, we are more likely to be destroyed than to cripple the crew.

M7 Priest. III level we have the M7, which has a significantly increased DPM and projectile range compared to the previous self-propelled guns. He is also good, unusual for artillery, with armor. It is noteworthy that most of the players shoot at the NLD, and the NLD of this vehicle has armor, taking into account the slope in the region of 120-130 mm.



Among the advantages:
● good dynamics, allowing you to quickly change positions;
● lethal gun with good accuracy and rate of fire;
● surprisingly good NLD armor;
● good horizontal aiming angles (from -12 to +26);
● ammunition consisting of 69 shells, which we will not be able to spend until the end of the battle, even if we start firing left and right until the end of the battle;

Among the cons:
● due to the open cabin, we are very vulnerable to high-explosive shells;
● not the best penetration by land mines, however, there are not so many "thick" tanks at levels 3-5, so there are no particular problems.

Sturmpanzer II. german SPG Tier IV famous for its comfort of the game and excellent review. It is also important to note the low profile of the vehicle, which increases its camouflage and makes it more difficult for enemies to hit it, but it also has disadvantages, including a small number of shells in the ammunition load, which is compensated by the good accuracy of the gun, thanks to which literally every shell with proper mixing will reach its goal.



Among the advantages:
● excellent gun with excellent accuracy, rate of fire and high power;
● the best level of penetration among self-propelled guns, which makes it easier for us to destroy enemy heavy loads;
● good camouflage performance due to low profile;
● good dynamics;

Among the cons:
● small UGN;
● low range of the gun (the projectile flies about 500 meters).

Level V - Grille. Second in power, but not in versatility level 5 car. It has excellent damage, good dynamics and is in demand in medium companies. It can easily destroy an enemy tank up to level 6, but the main disadvantage for us is small aiming angles, which are not conducive to fighting light tanks.



Among the advantages:
● a gun that with one hit sends any tank up to level 4-5 to the hangar and causes huge damage to tanks of level 6, if you manage to get direct fire with a cumulative projectile, then this shot, as expected, is often critical for a tank of level 6;
● the trajectory of the projectile is mounted, therefore, most of the hits will be on the roof of the tank, where it has the thinnest armor;
● excellent radio station (an important module for artillery);

Among the cons:
● poor aiming angles do not allow to effectively hit nimble enemies at close range;
● quite a long recharge.

FV304. Imba Level VI, sand bender and just good self-propelled guns. If she is not able to deal enough damage to an enemy tank, then she will perform a psychological attack on "Hurrah!". Critting modules every 10 seconds and dealing 60-100 damage to monsters like the 8.8 cm Pak 43 Jagdtiger will definitely destroy it. Morally.



Among the advantages:
● speed, just worth noting that it is faster than most LTs in the game;
● fast-firing cannon with a good hinged projectile flight path, even behind cover the enemy cannot escape from a hail of projectiles flying at him;
● small dimensions give excellent camouflage plus;
● large ammunition load;
● excellent horizontal aiming angles.

Among the cons:
● low projectile range.

G.W. Panther - Tier VII. Having a Panther base, this vehicle has excellent dynamics, an anti-aircraft gun with huge aiming angles and a good rate of fire. When playing on this self-propelled gun, it should be remembered that our shells do not fly along a hinged trajectory, therefore we will not be able to freely throw shells through shelters. However, the flat flight of the projectile will give it a faster arrival to the enemy tank.



Among the advantages:
● great dynamics, which allows us to quickly escape at our level at signs of danger or ambush an enemy CT encroaching on our base;
● good rate of fire of the gun, which is very useful against the fast French;
● the presence of a tower, thanks to which we can aim at the adversary's tank without a fierce spread;
● with proper skill can bring a lot of trouble to the enemy team.

Among the cons
● low damage and dispersion of fragments, which will not allow hitting heavy tanks like "Tapka" without any problems.

Tier VIII - M40/M43. A very vigorous self-propelled gun, which is distinguished by a rather powerful gun, good dynamics thanks to the Sherman base and small dimensions. The machine is also unique in its huge UGN. In close combat, he does not feel so bad, in comparison with his classmates.



Among the advantages:
● a good concealment factor is available to us due to the relatively small dimensions and the absence of a muzzle brake;
● good dynamics inherited from the base of the M4 tank;
● a powerful weapon capable of sending almost any level 7 tank and most French cardboard tanks up to level 9 into the hangar with one shot;
● aiming angles of 18 degrees in each direction will provide us with a “pursuit” of the target without jerks, as well as provide a comfortable game.

Among the cons:
● open felling will not save against an enemy landmine;
● Slightly slower rate of fire and more spread when moving the body than classmates.

M53/M55. American SPG Tier IX, which has excellent aiming angles due to the presence of a turret with a fairly accurate gun and good dynamics.



Among the advantages:
● excellent dynamics will allow you to quickly leave the position upon the arrival of the enemy CT or LT, or not let us swirl if we were taken by surprise;
● tower, thanks to it we have 29gr. horizontal aiming angles;
● a good weapon with fairly good parameters of damage, accuracy and rate of fire.

Among the cons:
● poor visibility at 350 meters;
● shed dimensions, thanks to which we have almost no disguise.

G.W. E 100 - X level. It has an excellent gun, screens, good armor, for which, however, it pays with poor dynamics. Although, due to poor agility, we have a weak dispersion in movement, which is an additional coin in the piggy bank of this car.



Among the advantages:
● thick screens and good armor can save even from an enemy self-propelled guns that exploded close;
● a balanced gun with a hinged projectile flight path will allow us to throw our projectile behind cover;
● smooth chassis, when turning which our sight goes astray slightly;
● huge ammunition;
● the largest amount of HP among all artillery.

Among the cons:
● huge dimensions, due to which it is very easy to “light up” us;
● poor mobility (having its own pluses described above).

This is where our review comes to an end and, as a result, I would like to note that All of the above is the opinion of the author., Your opinion and that of other players may differ significantly from this review. Thank you all for your attention and good luck!

On the this moment in game world of Tanks has five full-fledged artillery branches. They include vehicles from the second to the tenth level. Artillery branches are possessed by the USSR, Germany, USA, France and Great Britain. China and Japan do not have them, although the developers plan to correct this shortcoming in the distant future. Nevertheless, a newcomer to World of Tanks is hardly ready to upgrade all five (and even more) branches of artillery that currently exist (and even more in the future) just to find out which one is still the best.

Which branch of artillery or which nation available in World of Tanks is right for you, what criteria for choosing vehicles for download, and finally, which branch of artillery to prefer? These questions are answered in this guide.

Artillery in World of Tanks - which branch to choose?

In the Soviet branch of vehicles, it is first worth mentioning the SU-26 (third level), which has a wheelhouse that rotates 360 degrees. It used to be an extremely popular car, but after a series of nerfs, it turned into a solid mid-ranger. Next comes the SU-5, which has neither a cabin nor any acceptable firing range, but it has a very steep trajectory, which allows it to throw shells over obstacles.

At the fifth and sixth level, there are fairly ordinary cars without noticeable pros and cons. But the situation changes dramatically at the seventh level, at which the USSR has two self-propelled guns at once (one opens with the KV-2). They are equipped with extremely powerful guns for their tier, with 102 mm high-explosive shell penetration and 1850 damage per shot. A direct hit on the roof can send heavy tank even a level higher immediately to the hangar.

Soviet vehicles rarely shoot, often miss, but when they hit, they cause huge damage.

Soviet artillery world of Tanks deals massive damage but takes a long time to recharge. Source: wikimedia

But it comes at the cost of terrible accuracy and a reload time of roughly 50 seconds. At the eighth and ninth levels, the gun remains the same, only the characteristics are slightly improved. But the top branch (Vol. 261) is a major change in concept. With a damage of 1700 units at a penetration of 102 mm, it is already difficult to surprise someone, these are weak indicators for the tenth level, but the good aiming speed (6.5 seconds) pleases, and the accuracy is one of the best. And good mobility allows you to quickly change position, which cannot be said about the previous machines of the branch.

In general, the Soviet branch cannot be called monotonous. But most of the time you will have to play on slow cars that shoot extremely rarely, often smear, but with a direct hit they cause huge damage. At the same time, mediocre horizontal aiming angles with long aiming force you to spend a lot of time aiming, and a long reload greatly increases the cost of each miss.

German artillery branch

The German branch of artillery cannot be called monotonous either. For example, horizontal aiming angles are constantly changing, they are best at the seventh level, this machine is generally distinguished by good accuracy and an acceptable rate of fire. But this is compensated by the average damage (1200 units) and penetration (88 mm) of a high-explosive projectile. But good mobility allows you to keep up with the allies and keep at an optimal distance from the enemy.

German vehicles are characterized by a good balance between accuracy and rate of fire, but they are huge and have terrible dynamics.

In general, up to the seventh level, inclusive, German vehicles are comfortable in the game and have a good balance between accuracy, damage, and rate of fire. At the eighth level, damage is seriously increased (up to 2000 units for a high-explosive projectile), and penetration is 105 mm. A similar weapon is placed on vehicles of the ninth and tenth level. But you have to pay for this simply by huge size and terrible dynamics. Moving from flank to flank can take several minutes, often during this time the battle simply ends without your participation. However, for a passive game, when you are standing somewhere near the base, high-level German artillery is ideal.

American branch of artillery

As for the American branch of vehicles, the top branch (T92) immediately catches the eye, which has a maximum damage of 2250 units (!) for a high-explosive projectile when penetrating 120 mm. But the accuracy is one of the worst in the game, the spread is 0.92. However, even a splash can take out 500 or more health points on weakly armored targets. But the rest of the machines of the branch are seriously different in concept.

American cars high level almost identical to the representatives of the Soviet branch

Only vehicles of the eighth and ninth levels have significant one-time damage, here they are almost identical to the representatives of the Soviet branch. The cars that preceded them are solid mid-rangers, they are quite balanced in terms of damage, reload speed and aiming, but, on the other hand, they lack bright advantages, so you are unlikely to remember playing them. But, for example, the American SPG of the eighth level is considered one of the best precisely because of the comfort of playing on it.

French branch of artillery

The branch of French self-propelled guns is different in that almost all the vehicles in it are made within the framework of a single concept. There are no abrupt transitions, so it is unlikely that you will have to completely relearn when leveling up. But it is important to note that the top of the branch has a loading drum for 4 shells, this is a unique case in World of Tanks, there is no other artillery with a loading drum.

French technique is distinguished by good accuracy and fast mixing, as well as excellent dynamics, which allows you to quickly change position.

But the drum recharges for a long 80 (!) seconds, during which your team can easily lose. Or win, nothing depends on you during these 80 seconds. The lowest single-shot damage among the tenth level self-propelled guns (1250 units) with mediocre penetration (95 mm) is also sad, but you can shoot four times in 18 seconds. All other vehicles of the branch of the loading drum are deprived, but low one-time damage compared to other single-level self-propelled guns is typical for almost all French artillery.

This is compensated by both good accuracy and fast mixing. Add here also excellent dynamics, for example, the top branch is capable of speeds of 62 km / h, this allows you to change position extremely quickly. In general, French artillery involves active gameplay, as far as it is possible on self-propelled guns. It is necessary to change position more often in order to shoot enemies in the side or even the stern. This will have to be done, because low penetration and one-time damage do not allow you to seriously damage most opponents when hit in the forehead.

British artillery

Finally, the British artillery branch is characterized by the steepest trajectory in World of Tanks, which allows you to throw explosives even over relatively high obstacles. But this is where the similarity between the machines of the entire branch ends. At low levels there are self-propelled guns, which do not stand out with anything remarkable, these are strong middlings. But on the sixth level there is the famous FV304, perhaps the most unusual self-propelled gun in the game.

British vehicles are miniature, fast-firing, but the one-time damage and penetration are low. As the level increases, the damage increases, but the accuracy of the hit remains relatively low.

It is distinguished by good dynamics, miniature size (like a light tank) and an extremely weak, but fast-firing gun. It fires approximately every 13 seconds, but the one-time damage (450) and penetration (57 mm) of a high-explosive projectile are extremely small. Moreover, the shooting range is so limited that you have to constantly move behind allied tanks in order to deal damage. But the trajectory of the projectile is such that it allows you to “smoke out” opponents because of positions beyond which other artillery cannot reach them.

The vehicle of the seventh level is a strong average car, its only striking feature is its greater speed backwards than forwards, but they get used to it in a couple of fights. And machines from the eighth to the tenth level are distinguished by high one-time damage with mediocre accuracy. The top branch in terms of one-time damage (2200 units) and penetration (117 mm) of a high-explosive shell is slightly behind the T92, and its accuracy is even worse (the spread is as much as 1.1). Probably, such terrible accuracy compensates, among other things, for the steep trajectory, which allows you to throw shells even behind houses.

Your choice?..

So, which branch of artillery should you upgrade? It's hard to answer, it depends a lot on personal preferences. If you are just starting to play World of Tanks, then the German and Soviet branches are probably the most suitable, they are the most “classic”, you can also advise the American branch, although the top is quite specific due to terrible accuracy.

Start with the "classics" - the German or Soviet branches of tanks and artillery. But later, switch to the French artillery branch.

If you have been in World of Tanks for a long time, you understand the mechanics of the game well, then you can advise the French, they are the least dependent on VBR, and excellent dynamics allow you to quickly change position, which, with good knowledge of the maps, allows you to take convenient positions. The British, in general, are quite specific, a steep trajectory, of course, allows you to throw shells behind high covers, but the reverse side of it is the most big time projectile flight, it is not easy to shoot with a lead.

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When the muzzle of these monsters looks at your tank, you can feel goosebumps on the steel armor, the tracks begin to give way, and the ammunition rack gradually gets wet. Few survived after being targeted by the heroes of this article.

Today we will look at the most powerful guns in the game, and, of course, the vehicles they are mounted on. We will not pay attention to the rate of fire, accuracy and armor penetration. Determine the tanks with the maximum one-time damage - that's our goal today. At each level, from the first to the tenth, we will select the most lethal tank. We will also separately rank the most powerful self-propelled guns.

1 level

vickers Medium Mark. I (maximum damage 71-119 units)

The only one medium tank at the first level, it is radically different from its counterparts. The Briton is the most massive and almost the slowest among classmates. He also has almost no armor ... but what’s there, we can say that the armor Vickers Medium Mk. I not at all. Shoot wherever you want, it’s hard not to hit such a big carcass, and it’s even harder not to pierce it or ricochet.

But on the other hand, an English tank can set fire to all rivals in the sandbox with a cannon QF 6- pdr 8 cwt Mark. II.

There are three types of shells to choose from: two armor-piercing and one high-explosive fragmentation.

It is the land mines that have a record damage of 71-119 units, having only 29 mm of armor penetration, but at the first level this is not a problem. The most armored classmate (MS-1) has only 18 mm on the forehead.

2 level

Т18 (maximum damage 131-219 units)

low level American tank destroyer T18 does not have a large supply of health points, but it has the thickest frontal armor at the second level and good mobility.

Add to that a powerful gun 75 mm Howitzer M1 A1 - and you will get a PT that can brazenly go out to the enemy, inflict huge damage on him, and receive only scratches herself.

High-explosive shells, as usual, differ in record damage of 131-219 units. With such power, you can kill an enemy a level above yourself with one shot, but only on condition that the projectile hits an unprotected part of the hull. If the enemy is facing you, then feel free to load the “golden” cumulative ammunition, their damage is slightly less, but the armor penetration is many times better.

ArtillerySturmpanzer I Bison (maximum damage 225-375 units)

This self-propelled gun rightfully takes the place of the "sand" queen. If the enemy team had such artillery, take care of your heads. At first glance, this flimsy machine does not pose a danger, but if a projectile flies from it, it will not seem enough.

The Bizon has only one cannon, so there is no choice here. HEAT shells for it are very expensive, they can be bought for 12 gold or 4800 silver coins for one piece, but they are worth it. Due to the huge (for its level) damage of 225-375 units and excellent armor penetration of 171-285 mm, even heavy tanks of the fifth level can suffer from one small artillery shell.

3 level

cruiser Mark. II (maximum damage 278-463 units)

And again the British. This light British tank boasts maximum damage, which is enough to one-shot the enemy a level or even two higher than itself. In principle, that's all, he has nothing more to brag about. The speed is disgusting, the armor is weak, the reload is so-so, but I generally keep quiet about accuracy. The projectile flies very slowly, and go figure out when it hits the target, and whether it hits at all. It happens that you come down to a standing enemy, fire a volley with anticipation, and watch how your projectile flies over the enemy in a mocking arc.

But despite all this, I personally left the Cruiser Mk. II in his hangar. Do you know why? This is a very fun tank! It may be slow, clumsy and oblique, but when you take off all the health points of a high-level enemy with one shot, you are imbued with genuine love for cruiser mk. II.

To achieve maximum lethality, you need to install a weapon 3.7- inch Howitzer. Only two types of ammunition are supplied to this gun - “golden” cumulative and conventional high-explosive fragmentation. Premium HEAT shells have excellent armor penetration, but HEs deal massive damage (if fired at weak points), as many as 278-463 units.

ArtilleryLorraine39 L AM

Miniature, dynamic and long-range artillery with a long reload time, but huge damage for its level. Thanks to the hinged trajectory of the projectile, the small French self-propelled guns are able to reach enemies hiding behind low shelters.

He has two weapons in his arsenal: the fourth and fifth levels. Despite the same damage, the "stock" gun reloads longer, and the shells from it fly somehow slowly.

High-explosive fragmentation ammunition has the highest damage of 308-513 units, but against heavy tanks of the fifth and sixth levels, it is better to use "gold" HEAT shells.

Have the same damageM 37 andWespe .

4th level

Hetzer (maximum damage 308-513 units)

The German tank destroyer in the "top" configuration inspires fear and horror on its opponents. Not only that Hetzer has a low hull, ricochet armor angles and good mobility, it also has excellent damage.

One of his "top" guns 10,5 cm StuH 42 L/28 can fire armor-piercing, cumulative and high-explosive fragmentation shells. Landmines deal - 308-513 damage, but are only good for weakly armored opponents. Against heavy tanks and tank destroyers, it is best to use "golden" cumulatives.

Has the same damageSomua SAu -40 and T40 .

ArtilleryGrille (maximum damage 510-850 units)

The most popular self-propelled guns in medium companies and, perhaps, the best artillery at its level. But do not think that having bought the "Grill" you will immediately start killing enemies in batches. This machine requires a special approach and getting used to. Firstly, it has very poor horizontal aiming angles, which means that if you just move the sight slightly to the right or left, you will have to wait for full aiming again. Fortunately, with the most pumped crew and "reinforced aiming drives" Grille converges pretty quickly on the target, so don't shoot offhand, show a little patience.

Another positive feature of the "Grill" is the good range of the projectile. Unlike the Soviet counterpart, small German artillery at almost any location can send a projectile from one end of the map to the other.

And, of course, the highest damage is at the fourth level (510-850 units), which more than pays for a long cooldown. There are two types of shells in the arsenal: high-explosive fragmentation and cumulative. Both types of ammunition have the same damage, but cumulatives penetrate thicker armor, sacrificing fragmentation damage in the process. Given the lame accuracy of this artillery, choosing the type of projectile is not an easy task.

5th level

KV-1(maximum damage 338-563 units)

After splitting the legendary HF for two tanks KV-1 and KV-2) both new vehicles took first place in the 5th and 6th levels of the ranking of the most lethal vehicles in World of Tanks.

KV-1 in the "top" configuration, it has a well-armored compact turret, which allows it to fire with impunity due to shelters and terrain folds.

This tank has a wide range of Tier 5 and 6 guns, but only the HE has the maximum damage (338-563 HP) 122 mm U-11. Such a gun can be loaded with land mines or cumulative "golden" shells.

High-explosive fragmentation ammunition, despite the large declared damage, will be of little use if you shoot at the strong forehead of tank destroyers and heavy tanks of their level, but light tanks and artillery literally explode almost from the first hit.

Has the same damage SU-85.

ArtilleryM41

The American level 5 SPG is famous for the fact that in addition to excellent damage, it has excellent horizontal aiming angles and a good rate of fire.

Also M41 can accelerate to 56 km / h, but due to a weak engine, this takes a lot of time.

"Top" gun 155 mm Gun M1918 M1 can fire two types of high-explosive fragmentation shells — standard and premium. Both types of ammunition have the same damage (713-1188 units), but the “golden” shells penetrate armor a little better and scatter their fragments further during the explosion.

Have the same damageHummel andAMX 13 F 3 AM .

6th level

KV-2

A very dangerous tank in battles on the sixth and seventh levels. Thanks to the gun 152 mm M-10, which was popularly nicknamed "shaitan-pipe", KV-2 can deal 683-1138 damage, but only if the armor is pierced by a HE. If you are confronted by a thick-skinned tank, then it makes sense to try armor-piercing or cumulative shells.

Unlike its predecessor, KV-2 It has an impressive hull and a massive turret, which means that it is quite difficult to hide on it. Try to avoid open area and stay close to the city buildings, where you can catch enemies in the narrow streets. The reason is obvious: this tank has trouble with accuracy, shooting at distant targets is just a waste of shells. City buildings also come in handy for retreating to reload, which lasts about a quarter of a minute.

Artillery S-51(maximum damage 1388-2313 units)

S-51 or "Pinocchio" almost always desired artillery in champion companies. Let the rate of fire of this self-propelled guns be the lowest at the sixth level, but with a "top" gun 203 mm B-4 she deals 1388-2313 damage with land mines on a successful hit.

Compared to its counterpart SU-14, this artillery is much more mobile, which allows it to change position in time when there is a threat of detection.

Has the same damage SU-14.

7th level

SU-152(maximum damage 683-1138 units)

At the seventh level, Soviet vehicles retain their leadership in terms of damage. The most powerful weapon SU-152 practically no different from a high-explosive on a heavy tank KV-2. A gun 152 mm ML-20 also shoots armor-piercing, HEAT and high-explosive fragmentation shells, which deal the most damage to weakly armored targets - 683-1138 units.

Do not forget that with a high-explosive gun you sacrifice accuracy and rate of fire. It will not allow you to sit in the bushes and accurately shoot enemies at long distances, the best option is to go behind enemy lines and, seizing the moment when he is not up to you, implement an impressive alpha strike.

ArtilleryGW Tiger (maximum damage 1500-2500 units)

Massive and slow artillery with a long reload time, but with lethal high-explosive fragmentation shells that deal 1500-2500 damage. Even if a landmine does not penetrate armor, any enemy will still feel uncomfortable. Who knows, maybe next time an armor-piercing shell will fly in, which, with the favor of the VBR, can swanshot almost any car in the game?

GW Tiger great for team game in a platoon. With such huge damage, you should not chase the "frags". Leave the change and the “shortage” to your allies, your primary goal is high-level heavy tanks and tank destroyers.

8 level

ISU-152(maximum damage 713-1188 units)

And again the USSR is in the lead. An improved model of the previous tank destroyer, ISU-152, possesses a weapon of the tenth level 152 mm BL-10, which can deal 713-1188 damage with HE shells. However, it is much more effective to shoot with armor-piercing ones: their damage is slightly lower, but armor penetration makes it easy to pierce even the toughest opponents of the tenth level. Using "golden" shells with this gun does not make much sense. And without them, you can easily break through any opponent.

The ISU-152 with the "top" gun has tolerable accuracy, which allows you not to break into the thick of the battle, but to cover allies from a safe distance.

Artillery T92(maximum damage 1688-2813 units)

The most deadly and most useless artillery of the eighth level. Premium HE shells deal 1688-2813 damage and have a massive blast radius of over 11 meters.

In everything else, T92 total cons.

First, it's terribly slanting artillery. It would seem that with a huge radius of fragmentation, special accuracy is not required. Well, the projectile landed not on the head of the enemy, but next to him, all the same, the adversary will be hooked by fragments. But what if enemy and allied tanks clashed in the same clearing? In this scenario, you can put both of them, and it remains to be seen who will hook more, and whether the team will be grateful to you after that.

Besides, T92 takes a very long time to recharge. While reloading, the enemy will not only have time to repair broken tracks, but also easily disappear from view.

And finally - another big minus of this artillery. He completely lacks a negative angle of vertical aiming. Imagine that a light tank breaks through to your base, drives up close to your forehead, and there is nothing you can do about it. A gun T92 it just doesn't drop below the zero line, which means that low-profile tanks can calmly shoot you at point-blank range.

9th level

T30(maximum damage 713-1188 units)

Main advantages T30- a strong free-spinning tower and a maximum damage of 713-1188 units.

Among the shortcomings are weak hull armor, long reload time and unpredictable accuracy.

High-explosive fragmentation shells inflict the greatest damage, but it is most comfortable to play, of course, with armor-piercing or sub-caliber shells.

In Game T30 can behave like a heavy tank (initially it was such). If you are tired of sitting in the bushes, feel free to go to the place of hostilities. The main thing is not to climb on the rampage, cover a weak body and show the enemies only your strong tower.

Have the same damage Object 704 and T95.

level 10

FV215 b (183) (maximum damage 1313-2188 units)

There is nothing scarier than coming face to face with a charged FV215 b (183) . From the mention of this tank destroyer, even the "Mouses" hide in their holes, because with one successful volley the British monster is able to halve its health. Can you imagine what will happen to the rest of the tanks when a projectile from FV215 b (183) ?

"Premium" shells give out crazy damage (1313-2188 units), but if HESHs usually have very low armor penetration, then special British HESH HESHs can penetrate from 206 to 344 mm of armor. This comes at the cost of horrendous accuracy and huge reload times.

Generally, FV215b (183) is very different from his classmates not only in damage, but also appearance. This tank destroyer has the shape of a “slipper”, that is, the turret is located behind the hull, and in order to carefully look out from around the corner, you will have to show your entire huge carcass to the enemy. The so-called "Reverse Diamond" will not help much here, on the sides FV215b (183) only 50 mm of armor.

You need to get used to this PT and learn not only to competently drive around the corner, but also to roll back in time for a long reload. Try not to ride alone, it is best to have a thick-skinned and ricochet partner in the platoon who can distract opponents while you reload.