What perks to download on t28. Video guide World of Tanks American tank destroyer T28. Advantages and disadvantages of the car in the top configuration

Hello dear tankers! Today we continue to consider the US tank destroyer branch and today one of the most incomprehensible and scary Tier 8 vehicles is next in line. Terrible not only for the enemy, but also for the driver. This is a machine that does not forgive mistakes. A machine, with the proper use of which, you can bring panic and fear into the enemy's ranks. This is one of the most obscure, creepiest, most unexpected cars in the game. Meet T28.

Well, the car is level 8. Despite its level, this vehicle does not find a place in the companies, like many other tank destroyers. This car is made for the scary bending of the random, however, you will have to work hard to bend each and every one individually. Many drivers of this PT and the next one also pay with their nerves, and many get a lot of fun. Therefore, if you do not like very slow and armored vehicles, then it is better to stop at the T25 AT. This machine differs from its predecessor in all respects and on each one individually. Trying to play on this machine is worth it, maybe even on OT ( general test) immediately in top configuration, but if the car is not about you, then it’s better not to torture yourself and the allied team - nerves are more expensive. It is also worth considering the fact that the T95 is a truly terrifying continuation of the T28 (in two senses of the word “terrifying”, for whom, decide for yourself). The value of this horror is 2,580,000 credits and 87,000 experience. The numbers are quite common for level 8, so there is nothing terrible and unattainable in them. From experience, this is even slightly less than that of the alternative T28 prototype. However, since the machine is quite demanding on the hands and does not forgive mistakes, we immediately need to install optional equipment, put a good crew and apply camouflage. We will talk about the equipment later, but already now expect to spend at least 1,000,000 credits on its purchase, since the previous vehicle was light, and this is a heavy tank with completely different class modules. As for the crew, everything is quite simple, but with its own moments. I have repeatedly said that the higher the level of the car, the more its characteristics are influenced by the crew. Therefore, I highly recommend transferring the crew from the previous car, since the specialties completely coincide. I advise you to transplant immediately with a 100% level of proficiency in the main specialty, this can be achieved in several ways:

  • The most convenient way is to retrain everyone for gold. The perks of us and our predecessors should match, so they don't even have to be reset. It will cost you 200 * 5 = 1,000 gold.
  • An alternative option is retraining for silver up to 100%. Here we will have to sacrifice a small amount of experience, as we will be forced to reset the skills of the crew and retrain them. Thus, part of the experience in the "plus" will cover the entire penalty amount, and plus, we will be able to choose new perks and skills. It will cost us 40,000 * 4 = 160,000 silver.

I also highly recommend applying camouflage to the car. We are a PT, which already means that we have a bonus to camouflage, and in combination with camouflage we will get a good increase ... It will cost 80,000 * 3 = 240,000 credits for 30 days. It's not that expensive for a level 8.

Equipment

Here is the machine research tree

Of course, the already opened pre-top gun and radio station cannot but rejoice. However, if you have already upgraded the alternative PT T28 prototype, then the gun and engine should already be open.

As usual, the choir must be opened and installed immediately to increase the load capacity of the machine. Also, we will significantly increase the turning speed and cross-country ability on different soils, which in turn is extremely important for the PT with our dynamics.

Both the top engine and the stock engine do not reach enough power to achieve more or less normal speed with our mass. Yes, the top engine is important, but the game is not based on dynamics on this tank, so the top gun will be more useful for us.

Well, the stock radio station will obviously not be enough for us to play at our levels, so we definitely immediately install the top radio station, since it was opened a very long time ago and is quite light in weight. It will be enough for us.

A terrible, very terrible top gun for this tank. Of course, many will say that the BL-10 will be better, but this is not so. First here better accuracy, secondly, one-time damage does not always solve. There are a lot of situations when it is more important to inflict 100 - 200 units. damage is faster than inflicting 700 - 800, but wait 15 seconds ... We have more than enough penetration even with basic shells, so we will not have problems with penetration of mouses, Is-7 and slippers. The damage is also quite good, and with a high rate of fire, we can pour in and pour in damage. As for the pre-top weapon, it is not enough for us, but be patient and gradually upgrade the top one, in the end you will get what you wanted and the game will become much more pleasant.

pumping

It is better to open and install modules in this order

  1. radio station
  2. Chassis
  3. Top gun
  4. Engine

The last 2 points can be swapped if you are too unbearable to ride with a stock engine.

Advantages and disadvantages of the car in the top configuration

pros

  • low silhouette
  • Excellent booking in the frontal projection
  • Great tool
  • Good shooting accuracy on the move

Minuses

  • Poor side and stern armor
  • Weak dynamics
  • No tower

Balance weight

We get into battles of 8 - 10 levels. In principle, we don’t care who to make holes, but we don’t care what kind of artillery to catch blanks from. However, we feel comfortable everywhere if the machine is for you and you know how to play it.

Profitability

A successful game with PA will bring us a little farm. All this is due to the good survivability of the vehicle and the ability to deal high damage to any opponents. However, this is all when using ordinary shells and consumables, with premium ones you will go into the red. The game without PA will also differ little from the last option.

Tactics

Well, get used to the fact that you are a mobile pillbox. We have an extremely weak dynamics, so we need to carefully choose the direction where to go from the very beginning. We are unlikely to be able to return to the base, not to mention the change of flank. It is also worth noting that we have a fairly long body, which means that it will not be difficult to break through you into a lateral projection, and to get there too. We should be wary of artillery, because the boards and feed are cardboard and splashes will pass perfectly. Also because of the low speed - we just can not quickly change position. Our worst enemy is CTs at short distances, they can simply get used to the side and hit us. Shoot down their tracks, crit the engine, do whatever you want, but don't let them near you. Well, according to this PT, perhaps all of the features. I will only say that you need to think well before each action, turn, shot. The game on this PT is built with the help of brains, not hands and experience, which is also important.

Optional equipment

Everything is standard here, but with some features

  • Rammer
  • Drives
  • Fan / lining / optics / mesh - depending on the style of play. Personally, I would put a lining, we don’t have dynamics anyway, so we won’t lose anything, but artillery will have to try hard when dealing damage. With such a lining, even a direct hit can only be an injection.

Equipment

Also standard

  • repair kit
  • first aid kit
  • Fire extinguisher

Crew Perks

Commander

  1. Sixth Sense
  2. Disguise
  3. The Brotherhood of War

gunner

  1. Disguise
  2. Sniper
  3. The Brotherhood of War

Driver mechanic

  1. Disguise
  2. Virtuoso
  3. The Brotherhood of War
  1. Disguise
  2. radio interception
  3. The Brotherhood of War

Charging

  1. Disguise
  2. Non-contact ammo rack
  3. The Brotherhood of War

Machine vulnerabilities

Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammo rack
Blue- driver mechanic.

And finally, a few videos on the car

Hello dear tankers! Today we continue to consider the US tank destroyer branch and today one of the most incomprehensible and scary Tier 8 vehicles is next in line. Terrible not only for the enemy, but also for the driver. This is a machine that does not forgive mistakes. A machine, with the proper use of which, you can bring panic and fear into the enemy's ranks. This is one of the most obscure, creepiest, most unexpected cars in the game. Meet T28.

Well, the car is level 8. Despite its level, this vehicle does not find a place in the companies, like many other tank destroyers. This car is made for the scary bending of the random, however, you will have to work hard to bend each and every one individually. Many drivers of this PT and the next one also pay with their nerves, and many get a lot of fun. Therefore, if you do not like very slow and armored vehicles, then it is better to stop at the T25 AT. This machine differs from its predecessor in all respects and on each one individually. It's worth trying to play on this machine, perhaps even on OT (general test) immediately in the top configuration, but if the machine is not for you, then it's better not to torture yourself and the allied team - nerves are more expensive. It is also worth considering the fact that the T95 is a truly terrifying continuation of the T28 (in two senses of the word “terrifying”, for whom, decide for yourself). The value of this horror is 2,580,000 credits and 87,000 experience. The numbers are quite common for level 8, so there is nothing terrible and unattainable in them. From experience, this is even slightly less than that of the alternative T28 prototype. However, since the machine is quite demanding on the hands and does not forgive mistakes, we immediately need to install additional equipment, put a good crew and apply camouflage. We will talk about the equipment later, but already now expect to spend at least 1,000,000 credits on its purchase, since the previous vehicle was light, and this is a heavy tank with completely different class modules. As for the crew, everything is quite simple, but with its own moments. I have repeatedly said that the higher the level of the car, the more its characteristics are influenced by the crew. Therefore, I highly recommend transferring the crew from the previous car, since the specialties completely coincide. I advise you to transplant immediately with a 100% level of proficiency in the main specialty, this can be achieved in several ways:

  • The most convenient way is to retrain everyone for gold. The perks of us and our predecessors should match, so they don't even have to be reset. It will cost you 200 * 5 = 1,000 gold.
  • An alternative option is retraining for silver up to 100%. Here we will have to sacrifice a small amount of experience, as we will be forced to reset the skills of the crew and retrain them. Thus, part of the experience in the "plus" will cover the entire penalty amount, and plus, we will be able to choose new perks and skills. It will cost us 40,000 * 4 = 160,000 silver.

I also highly recommend applying camouflage to the car. We are a PT, which already means that we have a bonus to camouflage, and in combination with camouflage we will get a good increase ... It will cost 80,000 * 3 = 240,000 credits for 30 days. It's not that expensive for a level 8.

Equipment

Here is the machine research tree

Of course, the already opened pre-top gun and radio station cannot but rejoice. However, if you have already upgraded the alternative PT T28 prototype, then the gun and engine should already be open.

As usual, the choir must be opened and installed immediately to increase the load capacity of the machine. Also, we will significantly increase the turning speed and cross-country ability on different soils, which in turn is extremely important for the PT with our dynamics.

Both the top engine and the stock engine do not reach enough power to achieve more or less normal speed with our mass. Yes, the top engine is important, but the game is not based on dynamics on this tank, so the top gun will be more useful for us.

Well, the stock radio station will obviously not be enough for us to play at our levels, so we definitely immediately install the top radio station, since it was opened a very long time ago and is quite light in weight. It will be enough for us.

A terrible, very terrible top gun for this tank. Of course, many will say that the BL-10 will be better, but this is not so. Firstly, accuracy is better here, and secondly, one-time damage does not always solve. There are a lot of situations when it is more important to inflict 100 - 200 units. damage is faster than inflicting 700 - 800, but wait 15 seconds ... We have more than enough penetration even with basic shells, so we will not have problems with penetration of mouses, Is-7 and slippers. The damage is also quite good, and with a high rate of fire, we can pour in and pour in damage. As for the pre-top weapon, it is not enough for us, but be patient and gradually upgrade the top one, in the end you will get what you wanted and the game will become much more pleasant.

pumping

It is better to open and install modules in this order

  1. radio station
  2. Chassis
  3. Top gun
  4. Engine

The last 2 points can be swapped if you are too unbearable to ride with a stock engine.

Advantages and disadvantages of the car in the top configuration

pros

  • low silhouette
  • Excellent booking in the frontal projection
  • Great tool
  • Good shooting accuracy on the move

Minuses

  • Poor side and stern armor
  • Weak dynamics
  • No tower

Balance weight

We get into battles of 8 - 10 levels. In principle, we don’t care who to make holes, but we don’t care what kind of artillery to catch blanks from. However, we feel comfortable everywhere if the machine is for you and you know how to play it.

Profitability

A successful game with PA will bring us a little farm. All this is due to the good survivability of the vehicle and the ability to deal high damage to any opponents. However, this is all when using ordinary shells and consumables, with premium ones you will go into the red. The game without PA will also differ little from the last option.

Tactics

Well, get used to the fact that you are a mobile pillbox. We have an extremely weak dynamics, so we need to carefully choose the direction where to go from the very beginning. We are unlikely to be able to return to the base, not to mention the change of flank. It is also worth noting that we have a fairly long body, which means that it will not be difficult to break through you into a lateral projection, and to get there too. We should be wary of artillery, because the boards and feed are cardboard and splashes will pass perfectly. Also because of the low speed - we just can not quickly change position. Our worst enemy is CTs at short distances, they can simply get used to the side and hit us. Shoot down their tracks, crit the engine, do whatever you want, but don't let them near you. Well, according to this PT, perhaps all of the features. I will only say that you need to think well before each action, turn, shot. The game on this PT is built with the help of brains, not hands and experience, which is also important.

Optional equipment

Everything is standard here, but with some features

  • Rammer
  • Drives
  • Fan / lining / optics / mesh - depending on the style of play. Personally, I would put a lining, we don’t have dynamics anyway, so we won’t lose anything, but artillery will have to try hard when dealing damage. With such a lining, even a direct hit can only be an injection.

Equipment

Also standard

  • repair kit
  • first aid kit
  • Fire extinguisher

Crew Perks

Commander

  1. Sixth Sense
  2. Disguise
  3. The Brotherhood of War

gunner

  1. Disguise
  2. Sniper
  3. The Brotherhood of War

Driver mechanic

  1. Disguise
  2. Virtuoso
  3. The Brotherhood of War
  1. Disguise
  2. radio interception
  3. The Brotherhood of War

Charging

  1. Disguise
  2. Non-contact ammo rack
  3. The Brotherhood of War

Machine vulnerabilities

Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammo rack
Blue- driver mechanic.

And finally, a few videos on the car

Introduction

American tank destroyer of the eighth level. Only with the "Turtle" does the era of armored self-propelled guns of the United States begin, the rest of the time you rode "crystal guns". Rejoice or not? More likely no than yes. Having thick frontal armor is good, no one argues with that. But it turns out that on high levels she is no longer enough. Plus slowness and sensitivity to land mines. This tank destroyer will have to suffer in order to advance to . And if punishment is inevitable, then you need to relax and get maximum pleasure.

History reference

Already in 1943, the US military was concerned about breaking through long-term fortifications like the Siegfried Line. It was supposed to create a well-armored tank without a turret, with a powerful gun installed, capable of hitting pillboxes.

In the process of creating the unit, the frontal armor was increased to 300 mm. Weight increased to 95 tons. All this, of course, resulted in problems with the chassis, where it was necessary to replace the electromechanical transmission with a mechanical one. At first they wanted to order 25 prototypes, but the US Armed Forces Logistics Directorate decided not to risk it and reduced the order to five pieces.

As a result, the car simply did not have time for the war, as production began in May 1945. Hope glimmered on the Pacific front, but soon Japan signed a surrender. The order was reduced to two copies, which were used as guinea pigs at the Aberdeen test site, as well as to test floating bridges.

Game characteristics

In "Turtle", thanks to its powerful gun and strong frontal armor, it became a stationary firing point. Consider its characteristics in the context of the game:

Protection

The main thing with us is armor. 254 mm in the forehead - not khukhra-muhry. However, there are nuances. Firstly, only the area around the mask is maximally armored. In other places of the front, it is about 200 mm, which is no longer a problem even at the eighth level for some tanks. In addition, the angles of inclination are not rational, except for the NLD, which is generally impossible to aim at. The sides and stern of 50 mm are not even worth mentioning. Secondly, the commander's cupolas are protected by 106 mm armor plates. There are two of them, and they beckon shells. Thirdly, the roof is only 25 mm, and land mines can pass with full damage. Saves only the strength of 1500 hit points - we will die long and painfully.

Firepower

The first two guns 90mm AT Gun T15E2 and 105mm AT Gun T5E1 we pass as quickly as possible. They are not impressive, except for the rate of fire. But 120mm AT Gun T53 worth considering in more detail. Yes, it is less accurate and takes longer to converge (not compared to other tank destroyers), but it provides guaranteed damage from the first shot.

And there is something to it - armor penetration with a standard projectile is 248 mm! A one-time average damage of 400 HP completes the picture. At the same time, a rate of fire of 6.59 rounds per minute gives a DPM of 2637 HP. This is much more than the stock rapid shooters. The disadvantages include low angles of vertical declination - only minus five degrees.

Dynamics

Top engine Ford GAFM2A1 produces 780 hp For our carcass, this is a trifle - the maximum speed is only 22 km / h. We definitely recommend changing the tracks T46 on the T56. Significantly increase maneuverability (from 20 to 24 degrees / sec) and carrying capacity (almost three tons). In general, mobility

our weak point.

Discovery and communication

But the radio communication of tank destroyers is critical to shoot at a distance. Top radio station SCR528 allows you to keep stable contact at a distance of 745 meters. This is quite enough to see opponents on half a map. The visibility is not bad for a tank destroyer - 370 meters, but it's still better to increase it with improvised means and skills. Stealth with a low silhouette is already quite good, but camouflage and a net are worth buying.

Pumping and equipment

What is the best way to study T28? If you played diligently on , then you managed to pump out the pre-top 105-mm gun. If you switch to "Turtle" from the "prototype" T28, then you immediately get the whole set of guns, radio stations and even engines. True, the last option is maneuvering within the eighth level, while people usually come from the seventh. Therefore, we will tell you how to download from T25 AT. On the free experience buy tracks, and then urgently pump the top 120-mm gun. After that, we increase the communication radius, and only then go to the engine. Anyway, T28 is a slowpoke, and there is no getting away from it.

The crew, surprisingly, consists of only four people, so we distribute the skills wisely. We download them to the standard PT option: the commander - "The Sixth Sense", the rest - "Disguise". Then the commander pumps up the "brilliant green", and the rest of the tankers acquire skills for accurate and fast shooting, increased visibility and high-quality movement on soft ground. The loader can be specialized in Desperate and Proximity ammo racks. The third level of perks for everyone is the combat brotherhood.

As for special equipment, we recommend the classic sniper version: Stereotube, Camouflage Net and Rammer. There is also an option for active actions: “rammer”, “enlightened optics”, “ventilation”. When the crew reaches one hundred percent, you can replace the fan with a “Toolbox” so as not to often stand on the “gusle”.

We place the following consumables: "Hand Fire Extinguisher", "Large First Aid Kit" (+15 to protection against wounds), "Large Repair Kit" (+10 to repair speed). If you are not afraid of knocking out the engine, take the Coke of Cola to increase the characteristics of the crew.

T28- a good defensive tank destroyer, which can both shoot from ambushes and press the front on the front line.

At the start, you immediately decide where you will go. Your speed is close to negative and there is a chance not to be in time anywhere. If the rendezvous point with the enemy is too far away, and the route runs through rough terrain, then it is better to abandon the idea of ​​​​escorting allies. It is better to see where the fewest teammates go and set up a defensive post there. Keep a distance of one hundred meters from the enemy, otherwise they will “carousel”!

Defense is what the Turtle does best. Know yourself catch ricochets and shoot back. But you need to know a couple of points in order to do it as efficiently as possible. To begin with, protect yourself from the effects of arta. Take a position behind cover, or on the back slope of a hill. Don't make one-button life easier! Do not stand at gunpoint like an idol, fidget back and forth so as not to catch in the convex turrets. Try to hide a vulnerable VLD behind a fold in the terrain or stones - you will live longer.

But sometimes def is contraindicated. Allies can merge en masse, and then you will be mobbed by angry and nimble CTs and LTs. Therefore, if the map is small, it is quite possible to play the role of an armored train and push through the front. When the “Turtle” is rushing at you, few people do not lose their nerves. Instead of knocking your caterpillar down, the enemies will most likely try to target weak spots and pay dearly for it. Exchange hit points with T28- no way out.

City maps are the best thing that happens with this self-propelled gun. When your flank and rear are securely covered, it is quite possible to damage even the largest concentrations of enemy armored vehicles. The main thing is to look at the mini-map in time and master square tactical thinking. The self-propelled gun spins in place much better than it goes forward. A small hint: although we have only 50 mm sides, all 106 mm of armor are behind the tracks. Therefore, breed the enemy for a shot, driving backwards at an acute angle due to an obstacle.

Artillery is your main enemy. If there are more than two self-propelled guns in battle, you can immediately merge. There is only one option in this case - diving into a non-shootable zone, but this passive method rarely led to victory, especially in oncoming battles and assaults. Therefore, it is better to go ahead and honestly die at the front, exchanging health for frags.

An overview of the strengths and weaknesses of the tank. Results

pros:

  • good armor
  • Slaughter weapon
  • low silhouette
  • Good farm

Minuses:

  • Lack of mobility
  • Armor doesn't tank everywhere
  • Low OHC
  • Engine crashes frequently

T28- this tank destroyer has its pros and cons, and will most likely appeal to those players who do not like fuss. Shoot from the bushes, improve the direction, slowly crawl into the enemy's defenses... No, of course, this requires a certain skill, but for some reason it's not a shame to lose on the "Turtle". Apparently, initially you don’t expect anything special, and it’s all the more pleasant when the self-propelled gun surprises. As they say, rarely, but aptly.

Good luck in battle!

Recently, an alternative direction has appeared in the American branch of anti-tank self-propelled artillery installations - high-level anti-tank guns with rotating turrets. But we will talk about them later, and in this guide we will try to study all the nuances and features of the control of the self-propelled gun that has become familiar to us - T28. This tank destroyer is fundamentally different from both its predecessor T25 AT and the top American T95 tank destroyer. This is a cross between a nimble level 7 PT and an extremely clumsy and slow TOP car. In a word, a compromise option, without pronounced advantages and disadvantages.

The game on it leaves a very pleasant impression. We have the strongest frontal armor, and our best gun has excellent penetration. But we have become much more slow and clumsy. In addition, if in a frontal attack we have a chance even against a heavy tank of the tenth level, then even the best light tanks will pierce us into the sides and stern. So there are a lot of nuances here, let's try to find the best way to upgrade and play on this tank destroyer, since there are cases when it was the T28 that turned out to be invincible, and the whole team of opponents could not solve the task of destroying it.

Let's start with history. The creation of the T28 and T95 is clearly out of the concept used by the US military. Firstly, the idea of ​​creating heavy tanks is understandable, but in the USA a tank necessarily implies a turret. Secondly, our model was also not suitable for the class of US tank destroyers (in the States it was believed that tank destroyers should be as mobile as possible, and the T28 and T95 were extremely slow). In a word, the project, which began in 1943, was never brought to mind. Powerful armament and thick armor made this tank a formidable opponent, but the huge weight and extreme slowness did not fit into the ideas of the army leadership about the future of the armored forces. These installations were tested until 1947, when the final decision was made to abandon such monsters.

Unlike real history, on the battlefields of "World of Tanks" you can meet a "crocodile" (as the players called this self-propelled gun for its low silhouette and the danger emanating from it) quite often. But in the stock configuration, our anti-tank installation is nothing special - extremely low speed and dynamics, a rather weak weapon. So we'll have to try hard before we can force the opponents to reckon with us.

The first priority for owners of the factory version of the T28 is the installation of an improved undercarriage "T28VVSS T56", the carrying capacity of which is 62.5 tons. The fact is that we can only put a stock gun on a standard chassis, but the new base will allow hanging additional modules. Plus, we will slightly improve the speed of rotation of the hull. That's just the point, that a little. 20 degrees per second is the maximum for us - this is the slowest tier eight anti-tank vehicle and one of the slowest armored vehicles in the game (only our "big brother" T95 is slower). In any case, the chassis should be installed first.

Our tops:

Even on the T25 AT, it was possible to study the AT Gun T5E1 gun of 90 mm caliber. If you have already opened it - put it without hesitation. It has high armor penetration, damage, almost the same rate of fire as the stock gun. This is a good pass option, although in the future a real monster awaits us - a tenth level weapon.

So far, it's too early to put the best and most powerful gun. First, let's take care of improving the dynamic characteristics of our self-propelled gun. Let's do this with a Ford GAFM2 engine with a capacity of 510 horsepower. Agree, for a steel monster weighing 62.5 tons, this is clearly not enough. In general, this engine is also installed on the next PT, which weighs even more. As a result - the minimum speed in the game. In our case, it will be only 18 kilometers per hour. Of course, this is very little, especially if you remember how nimble and maneuverable the previous model was. But there's nothing to be done - for the power of the guns and the thickness of the frontal armor, you will have to pay with such a slow speed.

Now it's the turn of the 120mm AT Gun T53. This pleasure costs a lot - 63 thousand experience. But we get a great tool. The basic armor-piercing shell has a penetration of 248 mm, which is enough to penetrate the armor of almost any heavy tank in the game. Our damage is 400 units. Not bad, considering that our gun has a rate of fire of 6.6 rounds per minute. In terms of damage, we are behind both the ISU-152 and the Ferdinand, but in terms of DPM (damage per minute), we are ahead of our competitors.

The aiming speed and accuracy of the TOP gun is traditionally a little worse than the stock ones, although in general these indicators are at a decent level. In principle, it is possible to open the T95 without studying this gun, but there is no point in this. Firstly, with it we will be able to deal more damage, which means we can earn more experience and open the “turtle” sooner. Secondly, this gun will be useful to us on the next model.

The latest module for us will be the SCR 528 radio station with a communication radius of 745 meters. This is the best American radio for the tank destroyer class, so there is nothing to complain about - it does an excellent job of transmitting information about the location of the enemies to us. Now we just have to accumulate experience to study T95. It is worth noting that these self-propelled guns are similar in many ways (powerful guns, strong frontal armor, slowness). So, playing on the T28, we get invaluable skills to control the TOP US anti-tank installation.

Before talking about the tactics of the game, let's highlight the strengths and weak sides T28. They will help us behave properly in battle, hide our shortcomings and make the most of the advantages of self-propelled guns. By tradition, first we will name the pleasant moments.

The first of the good news is that you can forget about the "crystal" of American anti-tank guns. Our frontal armor is 254 millimeters, so now in a head-on collision we are not even afraid of heavy tanks ninth-tenth levels, not to mention medium and light vehicles, which we will destroy in a minute without losing HP. The second obvious plus is the TOP weapon of the tenth level. With it, we are guaranteed to penetrate the armor of any armored vehicle up to the ninth level inclusive. Neither the IS-4 nor the E-75 will be able to get away from our fire. Of course, there will be problems with the TOP cars, so let's remember the most vulnerable places of the IS-7 (the part of the lower armor plate to the right of us), "Mice" (cheeks on the tower, NBL). With the right use of this gun, you can inflict several thousand points of damage in one battle. Our frontal armor is not just thick - it also ricochets. Good angles of inclination provide regular ricochets of enemy armor-piercing shells. And the last plus is the hull shape, proprietary for the US TOP PTs. We are like a shadow, he is so low. In practice, this allows us to use any bush as a good cover.

Now a little about the shortcomings of this anti-tank installation. First, we have a very slow car. The maximum speed of movement and rotation of the hull are the lowest at its level. It turns out that we have nothing to do in the attack at all - we have no chance to catch up even with heavy tanks, so in most cases we have to limit ourselves to the task of protecting our own base and shooting at illuminated opponents. Our armor is strong only in the frontal part, but the stern and sides are so “cardboard” that even Tier 4 vehicles can penetrate them with sub-caliber shells. This also affects tactics - ideally, we should be in a very narrow place on the map, which excludes the possibility of the enemy to drive into our side or rear. Due to the squat hull, we have poor vertical convergence angles. The cannon is too low from the ground, so it will be almost impossible to hit the enemy that is hanging over you on the mountain. The frontal armor is not all ricochet - the upper armor plate is located unsuccessfully (almost at right angles to the enemy), and its dimensions are too large. The last drawback is the muzzle brake on the TOP gun. Each shot is the probability that we will be detected by dust and flying leaves.

Now about tactics in battle. The T28 is a superb armored fighter. Our disadvantages and advantages perfectly compensate each other, resulting in a perfectly balanced weapon for the destruction of enemy armored vehicles. Of the obvious disadvantages, only the low squatness of the installation can be noted. Our main task is to hide from artillery fire. There is no armor at all in the upper part of the self-propelled gun, so the self-propelled guns will inflict maximum damage on us from above with high-explosive shells, and with a direct hit from an armor-piercing blank, we will simply be destroyed with one shot, despite a decent amount of HP (1150 health units). Strong frontal armor allows you to feel confident in the gorges, on the narrow streets of cities, but we are extremely vulnerable in open spaces. If a medium tank managed to get to our rear or clung to the side, then we have practically no chance of survival. It is desirable (especially if we are at the top of the list and the outcome of the battle depends on us) to always have one support tank next to us, which will drive away annoying medium and light tanks from us.
Due to the characteristics of this self-propelled gun, we do not have such big choice battlefield tactics. Of course, the most acceptable option is a deaf defense. Our invisibility, rate of fire of the guns and penetration of armor allows us to quickly deal with opponents who managed to avoid meeting with our strike force. This tactic should be used in cases where we find ourselves in a battle with tanks of the ninth and tenth levels. If we are at the top of the list, and it is we who will cause the main damage to the enemy, then there is more choice of tactics. The first option is the systematic pushing through of the enemy's defenses. Here the strongest frontal armor and the TOP gun come to our aid. The main thing is that our flanks should be covered by allied vehicles, which will not allow the enemy to get to us from the rear. Of course, the speed is too low, but we will pull the main forces of the enemy towards us, we will be able to simplify the task of the allied vehicles. The second option is to cover the flank. We just take a safe place in the shelter and wait for the enemies. Remember that it is better to occupy the direction from which the main enemy forces will go, because we are able to penetrate almost any armor.

Of the equipment, we would advise installing a stereo tube (370 meters of visibility is not bad, but I want to notice the enemy from afar in order to have time to destroy him before he manages to get close to us). Also be sure to install the rammer, as our gun has a good rate of fire, and in combination with this module it becomes even better. Depending on the style of the game, we will leave the third slot for ventilation, camouflage net or anti-fragmentation lining. Ventilation will improve the skills of all crew members (by the way, there are four of them). In practice, this will increase the reload speed of the gun, its accuracy, and the dynamic characteristics will also improve. The rammer is our everything, without it our formidable weapon is no longer so dangerous for the enemy, since we can be destroyed during reloading. Camouflage net is only suitable for those who love immobility and ambush fire. Anti-fragmentation lining is suitable for fans of an aggressive game, since with it we will receive less damage from artillery.

The ammunition load of the TOP gun is 40 rounds. We will load most of it with armor-piercing blanks. If you have gold, you can buy a couple of sub-caliber shells (they have enough penetration to deal damage even to E-100 and "mouse"). Be sure to leave room for two or three land mines - they will come in handy in order to bring down the capture of your own base.

But due to the presence of a turret, the tank can shoot from around the corner, it is more difficult to twist it and it is more flexible in use. A distinctive feature of pumping a tank is the ability to install all the top modules on the original chassis, which allows you to quickly acquire a good gun.

And the gun on the T28 Prototype is the best American weapon in the game, which makes the vehicle a formidable opponent for any type of vehicle.

How to play tank T 28 prototype

Due to the fact that the chassis in the tank is from the T28, the armor of the sides and stern leaves much to be desired. Therefore, despite the presence of the tower, it is not recommended to engage in open confrontation in close combat. Removing the gun into the turret reduced its rate of fire, accuracy, and aiming speed, so at long distances the Prototype is inferior to turretless anti-tank guns. The optimal battle tactic would be to fight at medium range, where the T28 Prototype can fulfill its role of holding the opponent's heavies. Especially good if there is an impenetrable shelter nearby.
If randomly throws a car into the top of the list, then definitely it will be one of best tanks in battle. In this situation, you can play heavy. Good frontal armor and rate of fire will allow you to successfully push through enemy defenses from tanks of a lower level.
At the bottom of the task list T28 Prototype- sit in the bushes and play sniper. It is better not to enter into a direct confrontation at all, as this is fraught.

Crew and equipment what perks to put

  1. The sixth sense for the commander will be the first important skill.
  2. For the rest, we pump in everything that will allow you to shoot on the go more accurately.
  3. This is a smooth ride and a smooth turn of the tower. Repair will be far from superfluous, but not a paramount skill.
  4. The self-propelled gun must move, and a downed harp makes it vulnerable to artillery, since good armor is only frontal.

Of the equipment, we definitely put a prototype on the T 28 tank

  • Rammer, with it the rate of fire will increase significantly.
  • To disguise the tank, we put the Maskset.
  • Further on the choice of a stereo tube, if you prefer a war from the bushes, or Coated Optics if you like to tank.

T28 Prototype- an excellent combat vehicle that copes with the tasks set with a bang. A powerful cannon allows you to fight on equal terms with the heavies of an opponent of the same level. Of the shortcomings, it is worth noting the low speed of the machine and the rotation of the tower. Also affects the lack of accuracy at long distances.