What's in the tanks? Tactical Tips

Important

If you are just starting to play WOT, be sure to familiarize yourself with the terminology of the game. If you come across an unfamiliar or unclear word, stop, look it up in the tanker's dictionary, a simple dictionary, or any search engine in the context of WOT, then continue reading.

      IMPORTANT What do you need to know before you start playing tanks in general?
    1. Don't get ahead

      • Never get ahead. Under no circumstances should you climb forward. Even if you really want to climb forward, and there shouldn’t be anyone there, don’t climb forward. The cost of any mistake at low levels is very high. Especially in close combat.
      • Never be in the forefront, even if you are on a well-armored tank, but do not know how to play. You will still be killed, but it will be a few seconds later. Don't just leave.
      • It's better to stand than to drive. All other things being equal, there is more advantage in standing not on the front line of battle than in moving. Great speed in inept hands is a disadvantage. Low speed in inept hands is almost an advantage.
    2. Survive Law of Tank Conservation

    3. Deal Damage How to Deal Damage Effectively

      • The only real benefit you can bring if you don't know how to play is damage. Therefore, you should apply it from the safest possible place, without exposing yourself if possible. This does not mean that you should stand stupidly in the middle of an open field. You have to hide, but on the back line. Or not in sight at all.
      • The maximum effect brings fire concentration, because the rate of decrease of enemy trunks increases in proportion to the number of yours.
      • IMPORTANT Reduce the number of trunks. Any living tank shoots. All other things being equal, kill those with less HP.
    4. Concentrate your strength How to effectively deal damage

    5. Only real gaming experience Easy to Learn, Hard to Master

    6. Gameplay for a beginner tanks and/or gameplay for a beginner: artillery and anti-tank guns

      Artillery And slow PT. You don’t need to be at the forefront of the attack (receiving potential damage from the enemy), you more or less stand still (artillery) or calmly move behind the battle line in the second row (PT), causing damage from a safe distance, gradually understanding the intricacies of combat operations , features of maps, tactics and strategies for playing on different maps, etc. At the initial stage, this is the most important thing.

      Perks for personal leveling in order of learning:

      • Movement of artillery across the battlefield following the progress of the battle. Designating targets and informing allies about their actions (reloading, confirming assistance, designating an attack, etc.) and bringing these actions to automation.
      • Game from the PT: placing the tank at the correct firing points, distant from the front line of battle, and providing fire support. Stealth. Excerpt. Calm. Iron nerves. Using the minimap to move on the edge of the circle of light as close to the enemy as possible.
      • Targeting weak areas of opponents (recommended mod: penetration indicator is standard). Study the armor of vehicles and the principles of operation of various projectiles. There is equipment that is very difficult for classmates to destroy head-on, and there are simply stupid machines. Example AT 2.
      • Control of an advancing tank (front line tank). Movements, entering firing positions, hiding the body, approaching the enemy from cover. A smart retreat. Switching to/from sniper mode in different situations. Shooting on the move, using first gear. Tempo, the first elements of team play. Firefly control: nerves of steel and endurance, clear movements between shelters, retreat. If possible, try not to twist enemies: this requires serious skill.
      • Tanking. Leveling out the weak areas of your tank. Use of terrain.
      • The first elements of tactical combat are moving around the map to take a more advantageous position: cross-fire, entering the enemy’s side/back, etc. Fire concentration. A closer look at the features of the cards.
      • Team tactical game in random.

      Game balance

      In general, all tanks in the game are balanced. Each of them has its own strengths and weaknesses. true for life too You must know them and use your strengths while eliminating your weaknesses. Well, or at least use the strong ones correctly.

      Artillery and anti-tank vehicles are a common vehicle class in the game (and in life). They are neither bad nor good in themselves. Any player (and watermaker) who considers these classes unworthy, cheating, etc. (including swearing) is stupid (hypocritical, vain), no matter how strange it may sound, regardless of his gaming achievements and level of fame.

    7. Analyze the results and draw the right conclusions

      • Record and analyze the causes of defeats. In subsequent battles, try not to make these mistakes. Often specific errors are tied to maps/respawns. Remember, the head is very easily turned off by the excitement of battle, and the price of a mistake is very high. The law of two bangs has not been repealed, especially at low levels. Focus on your own mistakes, not the team's mistakes. By writing down, you will see which mistakes you make more often. true for life too
      • Analyze the reasons for victories. This is no less important than lesion analysis. true for life too
      • Usually, reasons for victories not at all in you, but in:
        • a successful team and randomly formed tactics,
        • personal skill of one or more allied players,
        • low overall skill of the enemy,
        • luck aka FBR.
      • Basic types of errors:
        • climbed forward/went too far/fast forward and was left without cover,
        • low tank control skill,
        • incorrect position / incorrect movements,
        • impatience / lack of restraint / nerves.
      • If you have a deer meter aka DeerOMeter, then take a closer look at how experienced players play. Analyze their mistakes too. Each person has their own playing style, you will need to find yours. Rough division: those who are at the forefront and those who are not at the forefront. In any case, at the beginning you need to play not at the forefront.
      • Smart play on difficult/bad tanks increases your skill, because... you will be forced to strive to compensate for the tank's shortcomings with your skill. Playing on a bad tank differs from playing on a good one only in the area of ​​application. You must survive () and deal damage () as much as possible on this tank. There are no bad tanks, there is an inability to use them as correctly as possible. true for life too
      • Learn to lose correctly. You are obliged to fight until the very last moment of the battle, bringing the greatest possible benefit. Sometimes a good loss is the same as a victory and your opponents will thank you for a great fight.
      • Develop your strengths more than your weaknesses. true for life too
        Strength to strength, weakness to weakness.
        Example If you like to tank (and you can do it), and not deal damage from the bushes, tank, learn. If, on the contrary, you can’t tank, but it’s much more interesting to shine and rush into the rear - swing with a firefly. Don't download what doesn't suit you. Only experienced players can play productively on any type of equipment, but even they admit that one or another type suits them better.
        You must understand your playing style, which depends on many factors (temperament, ability to think quickly, ability to make quick decisions, motor skills, lack of restraint, etc.). This will determine how you need to play a particular technique and which technique “suits” you best.
        IMPORTANT Trying to go beyond your “comfort zone” (For example, changing from artillery to a firefly) on the one hand gives a very good experience, but on the other hand it is very “energy-consuming”. You will not achieve high results under very serious emotional stress, turning into fatigue, apathy and depression. Do this in very limited portions, keep your condition under control, do not force your psyche. true for life too
      • Remember, in the vast majority of cases you lose not to the enemy from the red team, but to yourself. The enemy is just showing your weaknesses. And he doesn't deserve bad words addressed to him.
      • Be skeptical of the famous water makers. In most cases, they use WOT in one form or another to show how awesome they are or entertain the audience with an exciting video (to watch in the morning at breakfast), rather than actually teach them how to play. The best training is analysis lost battles / bad game moments with a detailed analysis, and not epic victories and personal ability to drag. Only mistakes allow you to truly understand what's what. It is more important not so much to learn to play well as to learn not to play poorly. That. good training - analysis of a winning strategy for playing on a tank/map/etc and analysis of the main mistakes. The ability to drag directly depends on gaming experience and the ability of the head, based on this experience, to make instant correct decisions in conjunction with straight arms, allowing a minimum number of errors aggravated by FBR. This skill is nice to look at, but it gives practically nothing for training. You need your own experience, which you don’t have.
      • If a leader (authority) criticizes a team for losing money, then he is an unimportant player and will never reach truly great heights in the game. He will be a good player with decent stats, but nothing more. WOT is a team game, even in a random setting. The team does something anyway, even if it doesn't cause a single unit of damage. Everything is interconnected. Example While an ally dies under enemy fire, other allies do not fall under this fire, having the opportunity to inflict damage. Ignoring this is a failure to understand the basic principles of war and concentration of power.
      • See different waters from different watermakers. It's good for the brain. But remember:
        • Not all water makers are equally useful. There are star-studded, inadequate people who will spend more of your time swearing, nonsense and whining about how deer interfere with the game. Example Murazor, Jove.
        • Pay special attention to watermakers who teach at the intersection of play and life, i.e. understand the game more broadly. This really pumps up the brain and helps in reality. Example AceWOT.
        • Don't think that you can immediately bend at level 3, inspired by the victorious battle of level 10. In general, forget the word and concept “bend over”. There is no bending. There are only FBR, team and skill.
        • It is more useful to watch fights of your level, rather than top fights.
        • Famous water makers rarely note and concentrate on their mistakes. But they do them quite a lot and quite often. Be sure to analyze these errors as your own if you notice them.
      • IMPORTANT The main ultimate goal of the game is not to cause damage, but to win the battle. You shouldn't be too happy about a lot of damage if your team loses.
    8. Use your experience wisely

      • Study the research tree and see where the “currently unnecessary” modules will be used. During the time between pumping out the next tank and purchasing it at a promotion, you will have enough time to pump up these modules. This is also good because you are already playing well on this tank, if only it is a complete hat (Example).
      • Use free experience wisely. It is awarded at a rate of 5% of experience per tank. That. For every 10k experience you get 500 free experience. Calculate how much experience you need to pump out the next tank, and you will get the amount of free experience that you can immediately spend on research, because... it will be restored during the pumping process. All other things being equal, you should pump out what brings the most benefit in battle. Usually these are tools. A top weapon will do more good (more damage). But often the weapon requires a reinforced chassis (you cannot install a top-end weapon on a stock chassis).
      • If you see that there is not much time left before pumping out a perk, pump it out on the current tank, then transfer and retrain the crew. It makes sense to upgrade crew perks from level V on non-premium vehicles.
    9. Game economy Proper purchase and sale of tanks / equipment / consumables

      • Buy equipment, train the crew only on promotions. And in general, do everything according to promotions.
      • Be sure to purchase additional equipment/shells on promotions. Calculate how much you need. Sales happen quite often. Use modules wisely. Premium equipment does not make sense at levels below V. Use camouflage by buying it in bulk (monthly) for a time or during a promotion. Permanent camouflage only makes sense on tanks that you do not intend to sell.
      • Have a certain amount of silver in reserve: 0.5-1 million. true for life too :)
      • At low levels, it makes sense to buy silver rather than gold if you don't want to farm. This silver is used to purchase the necessary additional equipment (nets, rammers, etc.), which allows you to better deal damage and survive.
      • A Tier VIII premium tank (and there is no point in buying others for farming at the beginning of the game) farms over 50,000 for an average battle and over 100,000 for a good one. If you decide to buy, then it should be Löwe or T34.
      • IMPORTANT If you want a premium tank, then (according to paragraphs 1, 3 and 6) take the PT. For example, SU-100Y.
        Do not take heavy/medium tanks, because... Their gameplay is one of the most difficult (head-on collisions and tanking), and high levels of battles differ from low levels in their protracted nature, i.e. you will have time to make a lot of mistakes, which is undesirable, unlike the possibility of one-shots or causing critical damage on the SU-100Y, despite the fact that you will not have time to get to the center of the thick of things, where you should not be.
        Do not take light tanks, because... Besides the ololo light and drain in the first minutes, you are unlikely to be capable of anything. Light is a complex thing that is understood in the process of playing for the one who implements it and requires good knowledge of the area and direct hands. Don't ruin your statistics.
    10. Game gold Use game gold/money wisely

      • Gold doesn't make you a good player, it gives you the opportunity to better (or faster) express your capabilities. If there are no opportunities, there will be no effect from gold. A premium tank in the wrong hands is no more effective than a regular tank.
        A premium tank is the same as a non-premium tank, only premium. ©
      • Buy gold only by shares.
      • Do not buy premium tanks of a level higher than yours until you have played 2k battles. Buy premium tanks only with promotions and only with additional modules. Understand why you need this or that tank and what its strengths/weaknesses are.
      • Train the crew for gold up to 100%, only if you understand that you play well on this tank, then the waste of gold will not be in vain. Do not train crew for gold on tanks below level V. There are promotions for retraining. Use it.
      • Premium account cost for a year: 0.25$/day, for half a year: 0.3$/day, for a month: 0.32$/day, for a week: 0.7$/day, for a day: 1$. If you are going to play constantly, then there is no point in buying premium for less than a month.
      • If you really like the game, pay the developer in any form. He deserves it and, perhaps, will make the game even better, i.e. the deal is mutually beneficial. true for life too

The path to success in World of Tanks.

World of Tanks is an extremely massive and popular MMORPG online game. As a result, the game's audience is actively expanding, which is why a lot of newcomers appear in the game in a short period of time. They do not yet understand the gameplay, interface and playing techniques, as a result of which they make many mistakes. So how can a beginner or an experienced, but not very experienced and “handy” player achieve progress and improve his statistics and gaming skills? How to become a good World of Tanks player?

Preparing to go into battle.

To begin with, you should clearly understand which tank you went into battle with. You should become familiar with its strengths and weaknesses. This can be done by studying its performance characteristics in the game client or by watching a training video or guide on the tank you are interested in. Each tank plays its role in battle and you should know it, and most importantly, perform it. For example, with a heavy tank you should occupy strategically important areas on the map where active and prolonged firefights are taking place (for example, the Himmelsdorf “banana”, streets on the ENSC, Ruinberg maps). In turn, the offensive of the heavy forces should be supported by medium and light tanks, which will be engaged in reconnaissance, support and breakthroughs along the flanks. In turn, tank destroyers and self-propelled guns should support everyone else: tank destroyers are capable of inflicting large one-time damage in an area covered by a howitzer, and tank destroyers are perfect for ambush tactics. However, it should be noted that the playstyle of some tanks (such as T95 or Jgd.Pz.E100) is specific, and is more similar to the playstyle of heavy tanks. This knowledge is the basic knowledge that everyone should learn before going into battle.

Conducting the battle.

There are many game locations in the game. They differ quite significantly from each other, so if you are a beginner player, it will be difficult for you at first. To fight effectively, you should know not only your tank, but also the map you are on. You can study the maps in the game either through personal experience, having skated many battles on them, or by studying relevant topics on the game’s fan resources. But the optimal way is to combine both. Thus, if you find yourself on a map that is unfamiliar to you, but having previously studied it using a video guide or a topic on the official forum, you will be able to act much more effectively. It’s also worth noting that “going where everyone else has gone” is not always the best option. The concentration of all tanks on one half of the map greatly affects the security of the opposite flank, and if it is occupied by the enemy, the outcome of the battle is usually a foregone conclusion - everything ends in defeat. Conclusion: distribute tanks evenly across the battlefield, with tanks of different types occupying those parts of the map that suit them best. Most cards allow this.

Knowledge is power!

Oddly enough, the above recommendations are practically useless if you do not know the advantages and disadvantages of other tanks in the WoT game. For successful actions in battle, you need to know the armor of those tanks that you may encounter in battle. The armor of tanks indicated in their technical specifications will not be able to give you a complete picture of what is happening. Let's give an example: the frontal armor of the Royal Tiger's hull is 150mm - the upper frontal armor plate, and 100mm - the lower frontal plate. It may seem to you that if the armor penetration of your gun is 175mm, you are guaranteed to be able to penetrate the CT. However, this is not the case. If you still manage to penetrate his lower armor plate, then his upper armor plate will not. This is due to the fact that the Tiger 2 VLD is located at an angle of approximately 50 degrees, which in turn increases the thickness of the reduced armor by one and a half to two times. The conclusion follows from this: you must know the vulnerabilities of your opponents. Each tank has its own pain points, but there are certain patterns. For example, when shooting at the frontal projection of any tank, it is easier to penetrate it not into the turret, but into the hull. And the hull, in turn, is easier to penetrate into the lower armor plate. The turrets of most tanks are also not without weak points: the cheeks of the turrets and commander's cupolas are much more accessible to penetration than the main planes.

Summary.

All of the above information is fundamental for a player who plans to achieve success in World of Tanks. From personal experience: when I started playing, the game was much simpler and clearer - there were fewer tanks and fewer maps in the game. However, the “road to success” algorithm is standard and extremely simple. Following all of the above, you will not immediately begin to “pull battles”, receive “Warrior” or “Redley-Walters” medals, but the fact that sooner or later you will achieve progress is obvious. The speed of achieving results will depend, first of all, on how you assimilate the information received in battles. Over time, following these recommendations, you will confidently be able to surpass the average players (who are the majority in the game) in terms of playing skills, as a result of which it will be more interesting and easier for you to play, and most importantly, you will continue to improve yourself, from which the amount of pleasure you get from the game will increase in geometric progression. Good luck in mastering the difficult science of “winning,” tankers!

New players come to World of Tanks every day. The game developers lure newcomers with promotions, competitions and all sorts of combat missions. For example, in September 2014, World of Tanks players can receive two unique tanks: the Chinese Type 62 and the Soviet KV-220. Both tanks are considered gifts at the time of writing. It is impossible to purchase them in a premium store. The Type 62 is a classic light tank designed for reconnaissance. As for the KV-220, nicknamed the “electrician,” it belongs to the fifth-level “benders.” Reinforced hull and turret armor allows you to tank and benefit your team. Carrying battles on the KV-220 is a pleasure. Would you like to see the “electrician” in the hangar? Start up light tanks and complete combat missions. Don't know how to drag in World of Tanks? This article will definitely help you deal with this issue.

True, before you understand the basics of cheating, you need to understand that there are three classes of players in the game:

  • benders that destroy everyone in their path;
  • “deer” that merge at the beginning of the battle and do not benefit the team;
  • ordinary players who can show themselves in individual battles as benders or merge like deer.

In fact, all three classes of players are scary in battle, since no one knows what to expect from a “deer,” and even more so from a bender. But by following a number of rules, you will drag out battles over and over again. Moreover, by players who carry the battle on themselves, we mean gamers who scored the most frags, damage and experience during the battle. It is not necessary to carry it with top-end equipment. Often, players in level 5-6 tanks manage to destroy 7-10 enemy vehicles.

Rule No. 1. Prepare the game client.

As a rule, all experienced players with good skills have modifications installed. The developers do not prohibit the installation of mods on World of Tanks. Therefore, first of all, install the following mods on the World of Tanks client:

  • an improved sight will allow you to get information about charging time, projectile range (for art);
  • using a “smart” mini-map it is easy to determine the types of tanks on a particular flank;
  • complex XVM mod with “deer meter” (personal damage panel, determination of players’ “combat efficiency”);
  • tank information panel is a small mod that allows you to find out the characteristics of the tank and the installed weapon directly in battle.

Rule No. 2. Learn to evaluate your opponent.

At the beginning of the battle, players have 30 seconds. Don't waste this time: identify the strongest enemies with the help of the "deer gauge". They will not necessarily be top-end combat vehicles. Very often on Mouse and E100 there are players with statistics below 47%. Such “warriors”, as a rule, are useless in battles and disappear in the first five minutes of the battle.

Analysis of enemy technology is also an important factor. For example, if the enemy has a lot of medium tanks, then you should take this factor into account and take positions far from them if you are on a tank destroyer or self-propelled gun. For example, several medium tanks can be the “initiators” of victory on Malinovka from the top spawn if they are sent along the first line.

Another example: while riding an artillery, you will eventually learn the most secluded places illuminated by light tanks and the location of artillery. For example, if you are thrown onto the Prokhorovka map and the enemy has a light tank, then there is a high probability that he will highlight the alley from square E1. Therefore, do not spare a shell, shoot into the bush - and in most cases you will get a frag.

Rule No. 3. Don't get into trouble.

As a rule, all those who drag out battles survive until the middle of the battle with a full margin of safety. If you want to bend, then do not climb into the first line of battle, regardless of whether you are at the top or not. If you merge in the first minutes or lose most of your strength, you will naturally be of no use. Try to damage the enemy from medium/long distance. The only class of equipment that must be on the front line is light tanks. But you also need to be able to bend over them. Most of the players shouted: “Olololo, light!” in the first minute of the battle they go to the enemy base and merge, and then complain about the artillery that it didn’t help them. Don’t be such a “deer”, and everything will work out for you.

Rule #4: Play as a platoon.

How to drag into WoT? A platoon of two or three tanks is an excellent way to drag out battles. True, only platoons whose actions are harmonious and coordinated bend down. Platoons of newcomers are not able to drag out a battle, because they do not have experience and skill. Game experience comes with time. For example, when playing in a platoon of three medium tanks, you need to take into account the terrain and key points, but an artillery platoon is a formidable force. Typically, experienced platoon players will add another Firefly to their platoon. A light tank highlights enemies, and two artillery destroy them. As a result, the platoon carries on the battle and receives a huge amount of credits and experience.

If you are invited to a platoon, then take into account the player's rating. You should not go out in a platoon with a player whose efficiency is below 1000. He will not be useful in battle and will only spoil the statistics. Try to fight in a platoon with experienced players. In addition to victories, you will learn from them how to properly tank, shine and destroy the enemy.

Rule #5: Be reasonable.

Perhaps this rule is the most important. Remember the fundamental principles:

  • do not lose your mind in battle and do not give in completely to emotions;
  • do not be alone in battles, break through the enemy’s defenses in “packs”;
  • do not stand in open areas;
  • don’t do anything stupid (rush on artillery, ololo-light on a light tank, etc.);
  • do not interfere with enemies merging and firing at each other;
  • do not stand behind tank destroyers and do not chase frags.

Remember that in WoT players differ not only in their tanks and skilled crew, but also in their ability to play. If you think you are playing poorly, then learn from your mistakes. Record fights and view them later. This will allow you to determine what you did wrong in battle.

Learn from the mistakes of others, watch VODs from experienced players on Youtube more often, as well as videos with reviews of maps and tactics. The more you know about tanks, the higher your chances of winning.

Basics

Don't knock down trees! This gives away your position, even if you are invisible to the enemy.

Use terrain elements!“Fire from behind cover” and “Shot and hide.” Find an indestructible cover, such as a building, a rock, a hill, or the wreck of a destroyed tank. Drive out to shoot, then duck back to reload. This way you can deal damage and reload safely.

Use the uneven terrain! Fire from the reverse slopes, from behind the crests of the hills. In this case, the tank's hull is hidden from the enemy by the ridge and only the turret is visible. Rise up to shoot and step back to reload. If you rise obliquely, the tower will move to the side in the enemy's sights - it will be more difficult for him to hit.

Remember! The projectile flies in an arc. If you take cover behind the reverse slope of a very gentle uneven surface, you run the risk of getting hit in the turret by a projectile that has gone around the uneven surface. Use this feature yourself: if, due to a long and gentle irregularity, the enemy is visible even a pixel, point at him and shoot - the projectile will go around the irregularity in an arc and, quite likely, will hit the roof of the enemy car.

Don't expose yourself to multiple guns! This rule covers a lot of ground, from using cover to pick off enemies one at a time to avoiding obvious bottlenecks on the map.

Tanks crossing the ridge are very vulnerable! They expose the lower armor plates without the ability to return fire. Shooting down the tracks of the most dangerous enemy tanks when they are on the crest of a hill will allow your allies to shoot them without damage and will not allow you to retreat.

Shooting from the edge of a high cliff can be dangerous by exposing the lower armor plates of your tank, but can give good results by shooting at weakly protected enemy roofs.

Attack the enemy, especially the slow ones, from the flank or rear! Tanks, as a rule, have a well-protected bow, worse sides and the weakest stern. A fast medium tank can defeat a heavy tank by simply moving around it and shooting at weak points while avoiding its slowly rotating turret. This is especially effective in one-on-one duels in open areas without cover.

One on one, don’t expose the side and don’t let him come in from the flank! When faced with an enemy who is trying to get around you, turn your body with your forehead towards the enemy. This will force him to make a wider turn, exposing vulnerable points when he himself has to shoot at your thick frontal armor.

Don't let yourself be flanked - several opponents / threat from the front (more common option)! When several opponents intend to flank you, or one is almost on board, and another is firing from the front, simply move back, exposing your forehead to the most serious enemy (this can be either one coming from the flank or shooting from the front). This will delay the enemy's outflanking from the rear, allowing for some time to receive shells into thicker armor. Remember to concentrate your fire on one target until he or you die.

By knocking down the enemy's tracks, you make him motionless! Damage to the tracks stops the tank until the crew repairs them. You can knock down a caterpillar by ramming it (depending on the speed and mass of the opponents) or by firing at the tracks. “Always deprive dangerous enemies of their tracks in open areas where they are exposed to artillery. If your comrades are crowded behind you in a narrow passage (for example, on a city map) and the enemy jumps out in front of you from around the corner... shoot down his caterpillar! Each tank standing behind you can fire a shot, knock down the track again and together finish off the enemy, preventing him from driving behind cover.”

The ram is the weapon of heroes! But ramming a heavier enemy is often not heroism, but stupidity, if it is not done wisely. In order to immobilize a strong enemy, hit his guide and drive wheels with your frontal armor. With a regular blow to the side, you will not only immobilize the enemy tank, but you will also lose the tracks. Yes, this is a difficult technique - learn, practice.

A frontal attack by anti-tank missiles can mean certain death thanks to their sloped armor and powerful front-mounted cannon. But their weak side and rear armor and inability to fire in all directions except forward makes them extremely vulnerable if their tracks are down.

In a group, your chances of survival increase. Barring special circumstances, supporting each other in a group is preferable to heroism and risk. When you're together, you deal more damage and spread the damage between you, attacking and defending more effectively. This can also mean waiting in place with everyone else, even if you don't agree with this tactic - a coordinated bad plan has a better chance of success than an uncoordinated good plan. This does not mean that the whole team should be huddled together. When the bulk of the team goes in one direction, the rest open up, giving a coordinated opponent an easy victory.

Destroy one at a time. Concentrating fire on one enemy until he is destroyed is better than spontaneously shooting at several targets, since in the first case the tank is quickly taken out of the game along with the damage it could cause.

Set your priorities. Remember who you are. Are you a heavy tank, a medium tank, a self-propelled gun? For example, as a heavy tank, you shouldn't waste time chasing a "light frag" when there is a more significant threat, such as an enemy tank behind cover, waiting to ride out and shoot. Likewise, when playing CT, don't waste time on targets you can't hit, look for someone easier to help your heavies. The exception is when a “light frag” hits your enemy artillery position or an enemy tank captures your base - in both cases, this tank becomes the main threat and number one target.

Use your more armored comrades as cover from enemy fire, especially helping allied heavy tanks against enemy heavy tanks. By staying alive, you can continue to cause damage to the enemy and help your team. Think through their intentions and do not block their path to retreat to cover.

Shoot ahead at fast-moving targets! The projectile does not hit the target immediately after being fired; it remains in flight for some time. During this time, the target can change its location. This means that you must aim at a certain distance in front of the target, depending on the speed, direction of the target and the distance to it. When the target moves frontally, it is done range lead, when flanking (to the side) - angular lead. If everything is calculated correctly, the projectile will be in the right place just when the enemy gets under it.

A quick dash from cover to cover will minimize your chances of being discovered and destroyed! When moving from cover to cover, especially between two buildings, take into account the acceleration. The higher the speed you develop by the time you leave for open terrain, the faster you will get through it and the shorter the period you will be open to enemy fire. If the situation allows, you can move back a little before the jerk to give yourself more distance to accelerate.

Don't be afraid to run away! If the team's plan fails or the odds are slim, instead of making a suicidal rush, they should retreat, regroup, and change strategy.

Place your armor at an angle to reduce the angle at which the projectile hits your armor! Turning your tank further (by 20-30 degrees) relative to the enemy will reduce the angle at which the projectile hits the armor and increase the chances of non-penetration or ricochet. But don’t lose sight of this, you can expose the opponents’ side to the far right or left of you, so this maneuver is preferable to use in confined spaces and one-on-one battles.

Continue to coordinate your attack as events unfold! In the example above, while the two enemy heavy tanks are distracted, the medium tanks flank them. Break into groups and work together to defeat your opponent with a coordinated strike. Use cover, camouflage, terrain and tank features to your advantage.

Always change direction! It is much more difficult to hit a maneuvering enemy.

Stay close to cover when driving around it to expose yourself to as few enemies as possible. In places where tanks are lined up on opposite sides of the crest of a hill, an open exit means certain death. Knowing who is there waiting for you is a key factor in deciding whether to move through an obstacle or stop and hold your position. If you are not able to help knock out the enemy by driving over the ridge, try changing tactics and going in a different direction. When your comrades prevent the enemy from going around the ridge, you can use this opportunity to flank the enemy.

Beware of enemy luring tricks and learn to use them to your advantage! You may take more enemy projectiles than you expected when leaving cover or moving towards a narrow passage in pursuit of an easy kill. Learn to recognize obvious bait, take into account the enemy’s behavior and his potential sniper positions on the map.

Don't be predictable, it's easy to resist! Use all kinds of tips on tactics for the game from different sources.

Advanced tactics

Try using a roll shot to hit a low target when reaching the ridge. The tank rolls forward and backward when it starts and stops moving. Tanks with small vertical guidance angles are weak in battle on hills. Accelerate to a decent speed, and then, when your tower appears over the hill and sees the enemy, brake. The tank will tilt forward and the sight will go down, increasing the declination angle of the gun, making it possible to fire a shot at an angle unforeseen by the characteristics of your tank. Keep in mind that you will have a very short window of time to get the shot and the accuracy will be poor, but those few extra degrees of declination will give you the opportunity to land a hit. If your enemy isn't aiming at you, try rocking the tank back and forth (by pressing W and S alternately) to see if you can destroy the enemy. This technique is very important in dynamic combat.

Reverse diamond

This maneuver works better on tanks with a rear turret (like the FV215b (183), Soviet medium tanks of the alternative branch, and other vehicles). It is desirable that the tank have a strong turret without weak points, such as commander's turrets, and medium-thick sides. The essence is shown in the picture: the enemy is exposed only to the side at a ricochet angle, and the caterpillar. If the caliber of an enemy projectile is not three times greater than the thickness of such armor, then there will be a ricochet. In this way, you can inflict damage on the enemy in exchange for ricochets and a downed caterpillar.

Each vehicle class in the World of Tanks game has its own specialization. Light tanks are reconnaissance vehicles, artillery performs a support function, tank destroyers are ideal for defense and directional control, and medium tanks, including the A-44, are generalists. However, the main role in any battle, without a doubt, is played by heavy tanks - TT in World of Tanks, or as they are also called - strands. And today we have TT guide.

The best TTs for tanking

Possessing the most powerful weapons and armor, vehicles of this class are capable of pushing through a strategically important direction on the map and deciding the outcome of the battle. However, you have to pay for this with a strong dependence on the team - without flank cover or competent artillery support, heavies will become easy prey. Plus “Serbogold”, which allows you to penetrate most cars in the game. As practice shows, currently only a few machines can play “from armor”. The legendary Soviet IS-7 and ST-1 (the latter has an indestructible turret) plus the German “slipper”, which will soon be replaced by the Mouse prototype. We recommend that you read our article on how to tank broadside correctly. This is the most important part in TT guide. To play successfully, you must be aware of how to do it correctly.

Comparison of TT-10 which is better?

It's also worth mentioning drum heavy tanks in World of Tanks– they have average armor, but thanks to the charging mechanism and excellent dynamics they are capable of delivering a huge amount of damage. Playing on vehicles of this type is reminiscent of playing on medium tanks, so they can only be called “heavy” based on their class. And finally, a video on the most popular drum TT in wot - T57 Heavy.