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World of Tanks: MaxL_1023′s Strategy Series

Dark Green Level Tactic Guide #4: Module Targeting

 

The strategy series intends to help tankers build a comprehensive mechanical, tactical and strategic background. As opposed to a few large articles the focus will be on a series of smaller guides covering individual aspects of gameplay. Divided into three primary levels, the series articles will be tailored to players of varying skill to allow a smooth progression into the upper echelons of player ability. This is a dark green level guide representing material which is slightly more complex but is still within the realm of intermediate play. This level is intended for newer or intermediate players who are steadily progressing through the general set of green level material and have integrated most of the more basic skills into their play. This level is also suited for “Dark Green” players looking to begin a push towards Blue Level or “Light Blue” players who are weak in the area covered.  The subjects of this tactics guide is Module Targeting.

 Introduction and Background

Thanks to incredible advances in game development, processing power and internet infrastructure (few of which WG uses) WoT incorporates the ability to deal damage in ways other than simply removing HP. If you have made it this far into the strategy series, you (hopefully) know that to destroy a tank you need to reduce its HP to 0. You have also noticed that when taking fire, your vehicle often loses various aspects of performance. Your gun might be disabled, you might not be able to move, or your turret may stop turning. These are serious disabilities which substantially reduce your ability to fight. However, the correlation between these effects and HP loss may seem unclear. Sometimes, you are immobilized without taking damage, other times your turret randomly flies off. At this point, you understand why being able to inflict this kind of “status effect” would help you in game – a disabled tank is much easier to kill, and is less likely to shoot back effectively. The issue (which plagues players of many skill levels) is how to go about doing it.

“We’ve lost a track!”

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World of Tanks: MaxL_1023’s Strategy Series

Green Level Tactic Guide #3: Weakspots 

 

The strategy series intends to help tankers build a comprehensive mechanical, tactical and strategic background. As opposed to a few large articles the focus will be on a series of smaller guides covering individual aspects of gameplay. Divided into three primary levels, the series articles will be tailored to players of varying skill to allow a smooth progression into the upper echelons of player ability. This is a green level guide intended for newer players who are not yet familiar with intermediate level play, or as a refresher for “greens” who feel that they are relatively weak in the area covered. The subjects of this tactics guide is Weakspots.

Author’s Note: This guide was originally intended to cover module targeting as well. However, in the interests of readability this subject was promoted to an individual guide topic to be released immediately subsequent to this guide. 

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World of Tanks: MaxL_1023’s Strategy Series

Green Level Tactic Guide #2: Target Selection


The strategy series intends to help tankers build a comprehensive mechanical, tactical and strategic background. As opposed to a few large articles the focus will be on a series of smaller guides covering individual aspects of gameplay. Divided into three primary levels, the series articles will be tailored to players of varying skill to allow a smooth progression into the upper echelons of player ability. This is a green level guide intended for newer players who are not yet familiar with intermediate level play, or as a refresher for “greens” who feel that they are relatively weak in the area covered. The subject of this tactics guide is Target Selection.

Please don't be this Player

Please don’t be this Player – Let me Help!

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Russian Tank Destroyers start off small. However, due to Russian bias game balance, they are equipped with oversized guns. The SU-85 originally carried the KV-5’s 107mm, however it was removed and replaced with the KV-13s 85mm due to the sheer ridiculousness of that gun at tier 5. The SU-100 carries both a 100mm (you don’t say) and the 122mm mounted on the IS. Both the SU-85 and SU-100 are small, low profile vehicles with good mobility, very high camouflage and decently sloped frontal armor with freakishly strong gun mantlets. After the tier 6 SU-100, the line splits in two. The newer line continues with the sloped armor and mobility theme with the SU-100M1, through the SU-101 and SU-122-54 to the Object 263, a fast tank with very heavy frontal armor, yet a somewhat anemic gun. The original line sacrifices armor and mobility for pure firepower and ambush camouflage. The tier 7 SU-152 can mount either a slow, inaccurate 152mm gun (dealing an incredible 700/700/950 with AP, HEAT and HE) or an improved 122mm gun which fires faster then most 90mm guns. The next 2 tanks are the ISU-152 and the Object 704, both mounting the 152mm BL-10, also known as the “finger of God. ” The apex of this line is the Object 268, a fairly fast and decently armored Tank Destroyer carrying an improved 152mm cannon and a cloaking device. The overall story of Russian Tank Destroyers is therefore the choice between mobility and armor (the Object 263 line), or firepower and alpha damage (The Object 704/268 line). Many players at tier 6 must wonder – what would it be like to have mobility, armor AND insane firepower? For the low, low price of 6750 gold, SerB has provided the answer. Enter the SU-122-44.

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m18 hellcat

American Tank Destroyers come in two flavors. The first is a slow, heavily armored bunker. Carrying heavy firepower with excellent gun handling, vehicles such as the T28, T95 and T110E3 are designed to ponderously assault enemy positions as a moving steel wall. These vehicles stem from the original American Tank Destroyer line, running through icons such as the Wolverine and Jackson through the T25AT, finishing with the 3 fortresses mentioned above. However, America also possesses a second line of tank destroyers. This second flavor turns standard Tank Destroyer Design on its head by including a turret. The endpoint of this line is the T110E4, a T110E5 hull which trades mobility and gun handling for a 155mm cannon. This line is characterized by high mobility (however it decreases as you move up tiers), good camouflage and a turret. However, you trade off gun handling and armor. The combination of mobility, camouflage, a turret and decent firepower is recognized by many as the trinity forming a recipe for mid tier stat padding. The epitome of this is the M18 Hellcat, the tier 6 Tank Destroyer of the turreted line.

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British Tank Destroyers are as a whole characterized by platforms with heavy armor, slow speed and moderate traverse. They mount accurate, fast firing guns with above average penetration (except at tier 8, where they lag slightly in this area) and very high damage per minute. They are easily able to perma-track approaching enemies and to lay down effective suppression fire. However, their lack of alpha damage make them less effective at trading shots. Despite this, their armor and HP give them the staying power needed to positively influence the battle. From the tier 5 AT-2 to the Tier 9 Tortoise, these characteristics hold sway. Of course, this is WarGaming we are talking about. Therefore, it comes as no surprise that the endpoint of this line is completely different. Enter the FV 215B(183), also known as “Land Arty.”

215bfv183

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