How to play anti-tank self-propelled guns. Who's behind the levers?

All of them, without exception, have high performance and interesting qualities, and UDES 03, anti-tank self-propelled gun eighth level, amazing with his abilities.

Performance characteristics

What you immediately notice is her speed of movement. Did the developers mess anything up? Moving forward is about 70 km/h, moving backward is 50!

There are two weapons to choose from, but which ones! Stock – 90 mm, top – 10.5. The first has a penetration of 210, the second has 288. And this is at the eighth level! In addition, there is no armor-piercing ammunition, only sub-caliber and land mines. It's just some kind of holiday! For all this “beauty” the “pet” is forced to pay... Yes, yes, with armor protection. More precisely, its absence. Weak sheets of iron cannot even be called “cardboard”; rather, it is thin tissue paper to protect against midges and mosquitoes.

Who is behind the levers?

The diligently pumped-up crew of “peteshki” from previous levels is thinning out before our eyes. The loader “went AWOL” and the gunner went to catch up with him. Now they sit in the barracks or go to the DMB, as the player decides. As a result, only the commander, driver and radio operator remained. Entering the battlefield with unprepared soldiers is like death. Tankers need to be taught and trained to the maximum extent possible. Choosing perks for them is a personal matter for everyone, but the “disguise” skill is the most popular and necessary.

Behavior on the march

In marching firing mode, the Swedish “petashka” behaves dynamically and maneuverably. The best position to control the area will be occupied before anyone else. But shooting in this position is very problematic. The barrel does not go down. And the slightest unevenness will lift the nose of the car into the sky. And mixing in three seconds leaves much to be desired.

Tank destroyer under siege

The magic key is pressed, two seconds pass, UDES 03 goes into siege mode. After that, it’s as if she’s changed. It turns into a huge spinning tower. The protective mode of the camouflage net is active and does not turn off. When you rotate it from side to side, the effect of the stereo tube does not turn off (if it is installed, of course). But when moving back and forth, everything disappears. Aiming the gun in this mode is just a song. There is practically no such thing. The body is rotated to the required angle, one and a half (!) seconds pass, and that’s it, there is complete convergence. Taking into account the dispersion of both guns at 0.35 m per 100 meters, such a firing point is capable of significantly damaging the armor of enemies. But all this is ideal, and so far the “Swedish” has not been caught in the spotlight. And if this happens, then the fight is almost over for her. The speed of movement in siege mode is 4-5 kilometers per hour. That is, she practically stands still. It is impossible to quickly change position. And in 2 seconds of changing to traveling mode, the enemies manage to destroy it with a couple of shots.

Two types of combat

  1. Firing from an ambush, a well-fortified position, when the PT is fighting according to the rules.

It operates behind heavy tanks, “illuminating” the battlefield for them so that they are not destroyed by members of the enemy team. And at the same time, supporting with their sub-caliber ammunition.

  1. Offensive mode.

Yes, yes. The UDES 03 can be used as an assault tank. But with certain conditions. The dynamics of the equipment allows you to quickly reach an advantageous combat position, occupy it, go into siege mode and wait for the enemy to approach. On the Siegfried Line map you can easily position yourself in the central gate.

And you need to do this while going uphill. In siege mode, due to triangularity (when viewed from the side), the plane where the weapon is installed will be flush with the soil of the central area. And getting into it from the position in which the enemies will be is very difficult. In turn, they are very vulnerable, positioned as if at a parade.

A small “bun” from the “developers”

Due to its design, in any position the UDES 03 gun is located just below the middle of the hull of the vast majority of tanks. And therefore you have to fire at the lower armor plate, with all the ensuing consequences for the enemy.

Self-propelled artillery units (self-propelled guns, “art”) are quite seriously different from all other types of combat vehicles in. A self-propelled gun is not a tank in every sense of the word. Most representatives of this class do not have thick armor, so it is used in close contact combat only in the most extreme cases.

Even sniper mode“arty” has a special one, or rather not a sniper, but the so-called. howitzer - by pressing Shift (or the left trigger of the gamepad in the case of console version), we “ascend” above the battlefield and take aim from a bird’s eye view. The green line in front of the aiming circle means that you can shoot, the red line means there is no line of fire (there is an obstacle between the vehicle and the target), and the gray part of the line marks the distance to which the self-propelled gun cannot reach.

In general, artillery is characterized by such features as a low safety margin, long reload times, slow turning speed and thin armor. But all this is compensated for by the super-powerful gun and howitzer mode. The latter often allows you to destroy an enemy tank with one successful hit.

Thus, your team’s self-propelled guns must be protected. After all, they are capable of turning the tide of a battle with just a couple of shots. But they themselves die from no more of them.

  1. Don't leave the edges of the map. Don’t forget about the main functions of artillery and don’t get into the main “meat grinder” - you have nothing to do there with your armor. It’s better to destroy enemies from afar with as accurate strikes as possible.
  2. Find a comfortable position. Not on every map does a hill appear best place for self-propelled guns. The most important thing is the position from which as much of the map area as possible is covered. Most often, this location can be found closer to the corners of the map.
  3. Keep an eye on the minimap. Try to help your allies where it is needed most, carefully observing the battlefield. If suddenly one of the enemies appears dangerously close to you, then immediately change your location and try to hide from his field of vision.
  4. Don't forget about direct fire. If you cannot hide from the enemy, or you are not sure that you will have time, then try to hit him from direct fire mode - standard for all types of equipment. The target locking function (RMB or the key above the right trigger in the console version) can also be very useful here.
  5. If you're not sure, don't shoot. You need to try to hit the target with every shot. Since an artillery gun takes a very long time to reload, sometimes it is better to wait for a better moment than to waste a shell and then miss the chance to get a good hit during reloading.
  6. Consider anticipation. The longer the distance to the target, the longer the projectile flies to the target. Closer to the opposite edge of the map, the flight time can reach up to 3 seconds. Take this into account and shoot proactively. To calculate it, try to eyeball the approximate distance that the enemy covers during the flight of the projectile.
  7. Sometimes you can hit several targets at once. The arty projectile deals damage in a fairly wide radius. This should be used if two enemy tanks are standing shoulder to shoulder.
  8. Prioritize your goals. First of all, you should shoot at those enemies that stand still or move very slowly. If there are several such targets, then first - self-propelled guns, then - tank destroyers, and then - heavy tanks(TT). Hit medium (ST) and light tanks (LT) only if there are no other targets.
  9. Watch out for destruction. Knocked down trees and pillars, destructible surroundings and flashes from shots - all this can give away the enemy. Try to figure out where the enemy tank is and send a shell there. However, don’t get carried away with shooting too blindly.

Because World game of Tanks is far from new, we will begin our article with a detailed analysis of artillery VI, VII and VIII levels. If you want to know why constantly changing positions is so important, whether it would be advisable to fire at tracers, and what differences the art of different factions has.

Arta in World of Tanks: basic 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 an artillery shell, which you will see for several seconds after a particular shot is fired. The most noticeable trajectory will be for vehicles with large-caliber guns. Thanks to this, the gamer controlling the art will be able to easily calculate the location of such a combat vehicle.

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

We suggest you read the guide, which tells in detail how to kill using tracers:

If you want to become an ideal tanker, and especially love to control artillery, then be sure to remember every little detail on the ground - broken trees, insurmountable fences, buildings. Before you make a shot, pay attention to all this, and immediately plan an escape route so that you don’t hit anything in any way. To perform such a maneuver, depending on the specific artillery vehicle, it will take approximately 10-20 seconds.

NOTE. It is interesting that artillery, which takes more than 20 seconds to reload, does not move at the expense of its rate of fire. Thus, the minimum recharge time is far from what you should strive for.

Is it still relevant to shoot at a 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 from enemy guns.

If you want to shoot an artilleryman, then, of course, it is best to fire at tracers. But the fact is that in this case you will only destroy the laziest opponents. But more experienced fighters will change positions every time. Because of this, when shooting like this, 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 assume that you notice the trajectory of a projectile fired from an enemy artillery piece. Most likely, in this case, the artillery vehicle hit an ally and caused him serious damage. If you fail to kill the enemy vehicle, then the fired projectile, as well as the time spent aiming, will be wasted. Imagine repeating your attempts, aiming at the tracers. The artillery continues to attack your allies, changing its location after each shot. Thus, you do not cause her any inconvenience, but allow her to destroy her own allies.

To summarize the above, we can safely say: it is beneficial to fire at tracers only in cases where there are no other enemy targets in direct visibility.

Every fight will give you certain moments, when you should transfer shooting from square A to square B as soon as possible. To do this, you will need to fix the guns. Hold RMB, then rotate the body of the artillery itself using the keyboard. At the same time, you need to move the camera along the sight. Once 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 you will understand that this is one of the most practical methods of emergency mixing.

Arta in World of Tanks sixth level

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

But you have to pay a lot for such advantages - the cars have reduced dynamics and a very long recharge time. The supply of shells is far from ideal. In protracted battles, 12 shells for the SU 14 and self-propelled gun 51 are nothing. For this reason, these machines are suitable for experienced players who are not used to rushing and make decisions with a cool head.

The last artillery German branch ACS is fighting machine GW Panther. It has decent aiming angles in the horizontal plane, thanks to which its guns control a huge sector of the location. On the other hand, the damage from guns is significantly lower compared to the same vehicles Soviet army. Again, compared to them, the German “tank” has a higher rate of fire and accuracy.

M12 - an 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 brother of the German "Panther" (GW Panther).

Lorraine 155 50

The fastest self-propelled gun at the sixth level is the Lorraine 155 50. The maximum 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 your position on the map, remain hidden from enemies, and instantly choose a different direction of fire. But there are also some disadvantages here - the lowest damage for artillery of the sixth level, amounting to only 960 units. To destroy armored targets, you will have to hit several times.

Level seven art in WoT

At the seventh level, let's pay attention to “Object 212”. This combat vehicle received a 203 mm gun from its predecessors with increased accuracy and rate of fire. Another advantage is that during a battle you are unlikely to have time to use up the entire combat kit 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 golden high-explosive fragmentation shells with an increased dispersion radius. With their help, you can easily destroy an enemy hiding behind cover. Due to armor-piercing shells, which you can also take with you into battle, you can save your self-propelled gun with one accurate shot, if by chance you find yourself close to the enemy.

The German artillery GW Tiger took the laurels of being the slowest self-propelled gun at the seventh level. The minimum speed of turns has led to the fact that, when you get close, any enemy will twist and twirl 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 - the art deals 2000 units of 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 other self-propelled guns of the seventh level, as well as minimal angles during horizontal aiming.


GW Tiger

The American self-propelled gun M40 43 is, one might say, the most universal artillery piece. The guns are similar to those on the Soviet Object 212 and deal the same 1850 damage. The main advantage compared to other self-propelled guns at the level is the largest aiming angles in the horizontal plane. Art covers the largest sector! The dynamics are also higher compared to their Soviet and German counterparts.

The French artillery 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, developing maximum speed 60 km/h, equipped with an 850 horsepower engine with a relatively low weight of 32 tons. An important advantage is that if the enemies approach you, then with this self-propelled gun you can easily hide from them, away from danger. She has the best accuracy at level seven. The best and reduction, but there is a minus - weak damage equal to 1250 units.

Artwork in World of Tanks, level eight

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 self-propelled gun.

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 best art World of Tanks in terms of dynamics and accuracy in the game within the eighth level. On the other hand, the damage has decreased - the average is 1700 points. And this is the lowest parameter 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 and also cover the rear of its ally.

The German artillery GW TIGR 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, its accuracy and aiming speed have been increased. On the other hand, it is the most stationary option at the eighth level, so it is rational to use this self-propelled gun in battles on global maps or companies, where she will remain under constant protection.

T92 is characterized by the most powerful damage, amounting to 2250 units. The dispersion of fragments for high-explosive shells is also maximum - 9 meters for conventional shells and 13 for gold ones. Thanks to this, you will be able to destroy opponents hidden behind any obstacles. The artillery piece paid for such high firepower with a long reload time - 40 seconds, as well as long aiming, which makes it impossible to instantly switch from flank to flank.


T92

The French artillery vehicle Bat Chatillon 155 is unique in its kind. It has a drum, the reload time of which exceeds a minute. But for one such reload you get 4 projectiles, each causing 1250 units of damage. The firing time between these projectiles is 5 seconds. This allows you to unleash massive amounts of focused fire on enemy targets.

Its turret rotates 360 degrees - the second self-propelled gun in the game after the SU 26. This ensures quick convergence and control of all flanks. As with other French self-propelled guns, 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 at every level

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

At the second level we give preference to T57

The advantages include a large supply of shells for one battle (40 pieces), high maneuverability, which allows you to change location after one shot (also preventing your enemy if he is about to circle the T57), huge dimensions, allowing you to ram enemies, aiming angle of 320 m, powerful frontal armor, high accuracy.

Of course, there are disadvantages, but they are fewer - low alpha damage, as well as the presence of an open control room, which is why your enemies can easily incapacitate crew members. But if you consider that we are talking about the second level, then this artillery will most likely be destroyed faster than the crew will dismantle it.

At the third level, let's highlight the World of Tanks M7 Priest art

Advantages:

  • High dynamics and maneuverability - you can quickly change your location while remaining safe from counter-shots.
  • A powerful weapon with decent accuracy and a high rate of fire.
  • Excellent NLD armor.
  • The horizontal aiming angle ranges from “-12” to “+26”.
  • The ammunition load includes 69 shells. Enough for any, even the most protracted battle. You can shoot mercilessly and without hesitation.

Flaws:

  • Vulnerable to high-explosive shells, since the wheelhouse is open.
  • Low probability of penetration using high-explosive fragmentation shells. On the other hand, this is offset by the absence of “fat” tanks at the first levels.

At the fourth level we highlight Sturmpanzer II

Advantages:

  • Increased accuracy of the gun, good rate of fire, enormous power.
  • Among all fourth-level self-propelled guns, it has the maximum penetration rate - this speeds up the destruction of thick tanks.
  • The dynamics are above average.
  • Decent camouflage due to the small profile.

Sturmpanzer II

Flaws:

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

On the fifth level we will highlight 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 just for the first successful hit.
  • In addition, the guns of this self-propelled gun inflict enormous damage on Tier 6 tanks. But if you manage to strike with a cumulative projectile, then you will probably send away the sixth level tank.
  • Since the shells fly along a curved trajectory, you can hit enemy targets by hitting their roof. But that’s where the lowest armor is located!
  • 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 recharge time.

At the sixth level we select FV304

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

Advantages:

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

Flaws:

  • The projectiles fly relatively short distances.

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

Advantages:

  • Excellent dynamics, allowing artillery to quickly hide from pursuers or even set up an ambush for medium tanks.
  • High rate of fire, which is an advantage in battles 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 is why in most cases it is pointless to attack heavy tanks of the “slipper” type.

At the eighth level we will select M40/M43

Advantages:

  • Small dimensions, lack of a muzzle brake, which is why the self-propelled gun is one of the most camouflaged tanks in the game.
  • High dynamics, which the art inherited from the M4 tank.
  • A high-powered weapon that can send level seven tanks into the hangar with one shot, as well as most French vehicles up to level 9.
  • The aiming angle is 18 degrees. You can pursue a target without making dashes. Comfort when playing this self-propelled gun is guaranteed!

Flaws:

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

At the ninth level we will highlight 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 sizes, which is why camouflage is minimal.

At the tenth level we will highlight G.W. E 100

Advantages:

  • Thick armor along the entire perimeter even protects you from enemy artillery fire.
  • The weapon is as balanced as possible. The flight path is hinged, thanks to which you throw shells behind cover.
  • Smooth chassis to reduce spread when driving.
  • Large supply of shells for one battle.
  • High HP for all vehicles.

G.W. E 100

Flaws:

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

Before you learn how to play self-propelled guns in World of Tanks, decide whether this technique is suitable for you. The PT does not have a tower, the PT has few lives, the PT has no assistants in battle (STs, for example, walk in a flock, and the heavies too), the PT is afraid of everyone: from artillery to fireflies. Think again, they don’t go on the attack on a PT, threatening with caliber; on a PT they sit in the bushes the entire battle and are afraid to even shoot, so as not to be noticed. But if all this does not bother you and you decide to spend your life under the bush, then further guidance will help you become a terrible force.

The first rule of PT is to be able to survive! Survival directly depends on your ability to disguise yourself. Therefore, when appearing on the battlefield, the entire crew must jump out of the tank, mow the grass and overwhelm the tank so that only the barrel sticks out. However, I recommend learning to use the terrain, vegetation and ingenuity. I’ll tell you about ingenuity a little later, but for now let’s learn how to use the terrain and vegetation:

1. Find bushes and hide. Bushes are the easiest way to become invisible, but you must understand that bushes have a center, and your PT gun also has its own dimensions. So, you should hide your dimensions behind the center of the bushes, and not try to squeeze the entire tank into the bushes. Simply put, your task is to keep the center of the bushes between you and your opponent, then you will achieve maximum zen invisibility. The muzzle is not included in the dimensions of the tank, so you can show it from any bushes and boast of its long length; other tankers are especially respectful of the long muzzle raised up, rather than sadly looking at the ground.

2. Find a low spot. You need to find a hole in the ground where you will not be visible. Don’t forget that no one can see you in the niches, crevices and recesses of the playing area either. But there is one unpleasant moment, you also cannot see anyone from there, so it is better to use them for invisible movement, or shelter from shelling.

3. A tree is also a bush. A tree is a large bush and its trunk and branches also hide the carcass of your PT from enemy sight. You can even knock down a tree to make it easier to hide in its crown. Previously, the fallen tree became transparent, but this is no longer the case.

4. Freeze and tremble. Don’t forget that you are a tank tank, so the developers have already given you a dose of invisibility and, under equal conditions, you will be noticed later than a tank of another class. In some cases, in open spaces (especially in one-on-one combat), it is better to just freeze. While you stand and do not move, you cannot be seen, but if you try to run to the bushes, they will find you and kill you.

Now that you have mastered all the rules of a seasoned invisible man, let's learn how to shoot. A PT shot is like a bolt from the blue: even if you’re sitting in the very corner, everyone will definitely pay attention to you. Even if you are not spotted, there is a shot tracer and enemy artillery can pay attention to you. And this contradicts our rules of survival, unnecessary attention harms us, here are the recipes “do not harm your loved one”:

1. Shoot from a long distance. The Soviet tank is a support tank, not an offensive tank (well, except for lvl 9). Find a place with good shooting and from there support other tanks with fire. Bushes and a long distance (from 250 to 400 meters depending on the gun) will make your shot invisible. That is, shoot at other people's lights.

2. Shoot through the double bushes. Double bushes mask your shot about twice as much. But don’t forget, this is how double bushes work along the line of fire, and if the enemy is on the side at that moment, you will be illuminated.

3. After the shot, hide in the lowland. This is the very case when a deepening in the landscape can help you. The recipe is simple: you stand in the bushes, calmly aim and shoot, and then hide in the lowland, wait 5 seconds, drive out of the lowland again, stand behind the bushes and repeat the action from the beginning.

4. Change your position. Each shot you take does not necessarily unmask you, but always reveals your position. Enemy art that is looking for other art using a tracer can mistake your tracer for a tracer art, or simply shoot at the bushes from which someone is shooting. Even experienced anti-tank specialists monitor where the tracers are coming from and hit with precision. Don’t forget to change your position, it’s not even necessary to run to the other side of the map after shooting, just changing your position two buildings to the side will not give the enemy the opportunity to hit.

5. Hit without missing a beat. I will repeat it many times, greed is a bad trait. Everyone wants to be a hero and shoot as many frags as possible, but if you miss, then you won’t make a single frag. The PT specialist must weigh each shot! Always focus on 100%, don’t shoot at random, don’t shoot if the enemy is only visible from behind cover, in the next second he will move out completely, and you will have to reload. Some more try to shoot at weak points tanks from such a distance that two tanks can fit in the sight, it’s in vain, just aim at the very center of the tank and hit, the shell won’t hit the center anyway, but the chance of hitting will be higher.

Well, the most important thing! Now I will tell you a terrible secret, what in the “World of Tanks” is called straight hands, is just ingenuity. Any tanker must have a brain. The brain doesn't have to be big, it just has to be! And if you have a brain, then you also have ingenuity, but everyone has their own.

1. Look at the mini map. If your entire team has gone to rush along one flank, it is better to join them; the chances of holding off an entire flank on the PT are extremely small. Join the general mass, you will be more useful there, or go defend the base.

2. The gun must fire. If you find a secluded place and sit there the entire battle without helping the team with fire, you will not have a chance to shoot back at the end of the battle when you are left alone. Always try to use your weapon for its intended purpose, and not just show it off before battle.

3. Sometimes it's better to be a firefly than a PT. Imagine that you are standing in the bushes on an SU-100 and see Mouse crawling nearby. Do you think you will hit him, and if you do, how much pain will it hurt him, and after your shot, how many shots from Mouse will you withstand? Assess the enemy and just hide, let him pass by and your artillery or other tanks will work on him. And Mouse doesn’t have to be here, just two or three strands will kill you quickly, and if they are killed by your light, you’ll get your share of experience. Remember that while you are trembling in the bushes, you see the enemy, but he does not see you, which means he can be killed, but you are not.

4. Exposure is the key to everything. If you choose to play on PT, then every morning you must pour yourself a glass of beer and not drink it, and in the evening you must carefully listen to the gossip of your battle friend and so that not a single nerve on your stern tankman face twitches. This is the only way to have endurance worthy of the bush! Not only PTs are hiding in the bushes, but also heavy and medium tanks, you must outlast them all. Calm yourself with the thought that you are not an attack tank, and sit back and clean the barrel. The first shot should always be yours, so develop your Jedi powers of bush meditation!

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Dear artillerymen!

Each of you has already upgraded or is still pumping up your favorite branch of self-propelled guns. You already know how to drive a self-propelled artillery installation, but would like to increase the effectiveness of battles.

This is exactly what we will talk about today.

To play self-propelled guns correctly in World of Tanks, it is enough to follow simple rules. Stick to them to ensure your artillery is highly effective in World of Tanks.

You need to know a few basic ones about self-propelled guns. Let's list how to increase the effectiveness of self-propelled guns and the overall probability of a team winning a battle.

How to shoot self-propelled guns in World of Tanks

  • Shoot as often as possible

This way you will increase DPM, which will make a significant contribution to reducing the total safety margin of enemy tanks

  • Focus your sights on any illuminated enemy

Don't sit with your sights folded, waiting for the next enemy tank to be spotted. He may no longer be there. Move your sights to current targets.

  • Take a control shot after the light

If you have not yet reloaded, and the enemy is no longer visible on the map, do not wait for the next firefly to appear - shoot near the area where the enemy tank was just located. According to statistics, in 15% of cases you will hit the target or even destroy it.

  • Don't waste time traveling

It is important to understand that an untimely move may deprive the team of the fire support it is counting on. Try to make long maneuvers immediately while reloading, making periodic stops at the time of the shot.

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