Invisible killers, or which art is the best. World of tanks: artillery on the warpath - game tactics and tips from the masters The best range of SPGs in world of tanks

Many games allow gamers to choose the class that suits them best to play. At the same time, everywhere they do not like snipers - those who hardly move, but inflict huge damage. Tanks are not very similar to other games, but the hatred for long-range vehicles remains, although here the role of snipers is played by a special class of heavy equipment - artillery. And for those who love snipers in other games, art will be an extremely interesting unit. However, it should be remembered that arta always shoots at someone else's guidance, which means that part of the experience for your hit is immediately given to the person who was exposed, so that SPGs will always be less effective than other classes.

The essence of the self-propelled guns lies in the fact that to kill the enemy, you don't have to budge at all throughout the battle. However, you can be prevented from standing still - enemy light tanks can spot you for their own artillery, or even defeat you in close combat - most SPGs are poorly adapted for close combat. Do not forget that you can be calculated according to the flight path of the projectile you fired.

For those who crave to play with artillery, the following are three of the most outstanding SPGs in the game. Any combat unit can be compared with several others, not just by one, but by several criteria - for example, by speed, maneuverability, damage done and rate of fire.

And the first on the list will be Soviet equipment, namely the well-known Object 261. This ACS is unique in many characteristics, but for the big picture it is better to consider all of them.

The Object's armor is not very good, as the vehicle only has armored front, wheelhouse and rear. The crew is protected by the thinnest armor - 50mm, there is already 75mm of armor on the nose, but the rear part is protected by a bucket, which provides 80mm of armor and even makes it possible to tank, although the motive for this should be very serious. The most unpleasant moment is not even the complete defenselessness of the sides, but the open wheelhouse, which practically invites the enemy land mine to destroy the entire crew at once.

The Object's weapon does moderate damage. The vehicle has the highest rate of fire in the game - 2 rounds per minute, while you can shoot at long distances. There is a problem that calls into question all the advantages of this representative of artillery - the shells are fired almost exactly, with a very small canopy. This means that on a flat surface, the art will show itself only from its best side, but in hilly terrain it is almost useless, since it shoots in a straight line and cannot take advantage of the range due to numerous obstacles. The Object has very low horizontal guidance, you can lead your enemy through half of the map only with numerous changes of position, that is, the possibility of vertical guidance down by three degrees.

World of tanks which art is the best

The ideal enemy of Object 261 can be called German tanks - the box shape allows you to inflict as much damage as possible, but the streamlined shape of the target will only create problems.

About Object 261 we can say that this art is the most. She can make maneuvers faster than others, reduce herself faster, shoot faster, hit farther and more accurately. Even her shells fly the fastest. It is simply impossible not to distinguish it from others. Many WorldOfTanks players know which art is the best, because there are not so many options, and very few people agree to sacrifice maneuverability for damage.

The second on the list will be the German GWTypE SPG, which, to be honest, does not stand out in almost anything. In contrast to the Object, this art can throw its projectiles over low obstacles. It is well armored, including in relation to the sides, so this SPG is the most heavily armored in its class. An average firing range, a fairly long reload time and a low projectile speed seriously reduce the value of the vehicle, but there are also positive aspects - a large amount of ammunition will help you not to think that you are about to learn how to shoot air clots. The accuracy of fire of military equipment is very high.

The third on the list will be the scariest SPG in the game. Its lethality frightens any enemy, even heavy tanks are afraid of the monstrous damage inflicted by the American legend - T92. This SPG is the most lethal unit in the game. Moreover, the machine has the greatest horizontal guidance angle - 12 degrees in both directions. This angle allows you to capture as many targets as possible without changing position. At the same time, the machine cannot lower its cannon at all, which significantly reduces the already negligible chance of victory in close combat, but can raise it 65 degrees up. The machine perfectly sends projectiles under a canopy, so there are no targets that could hide behind a high cover from enemy artillery fire. The reload time of art is not the longest - about 32 seconds, but there is another indicator that significantly reduces the effectiveness of firing - the aiming time, which is as much as 15 seconds. This means that the SPG does not have the slightest chance of hitting a fast-moving target, the maximum is at a moving heavy tank. The ideal target for T92 will be a hidden, stationary enemy. Alas, the firing accuracy of the American self-propelled guns does not boggle the imagination, so you can easily miss even a stationary heavy tank with full mixing. But there are even more unpleasant aspects of playing the T92. It was mentioned earlier that the Object can be called the most. So, T92 can also be called the most, but otherwise - this art is the slowest in the game, and even the most poorly armored, so even a miss of the enemy artillery can kill you.

But all these ACS are united by one indicator - they are of a high level. But what if the hangar is still empty, and experience has not been accumulated? For beginners, consider the best level 2 art - T57. This is a very small art, which significantly increases the chance of a good camouflage, while it is well armored, but its wheelhouse is open. High armor does not mean that the vehicle is overloaded, on the contrary - the SPG is very nimble and maneuverable, so its chances of survival are increased. But there are not so many pluses without minuses, and here it is worth remembering the attack. The SPG deals surprisingly little damage for its class, although this is enough to quickly destroy a light tank. At the same time, the car carries an impressive supply of shells, so that with a bit of luck and calmness, you can pretty much pinch the enemy team.

So, choosing from these outstanding artillery installations, you must decide - what is most important to you? Do you need an average kill, complete with the ability to briskly move? Or would thicker armor and the ability to shoot without regard to ammunition be more desirable? Or maybe the most important thing is to kill the enemy with one shot, even if you just do not have time to drive away from the place of the shot, and the enemy art will blow you away? Players often have a question WorldOfTanks which art is better to download, but it is very difficult to find the answer with the help of someone else's experience, since this is a subjective question, and only your choice.


The stopwatch went silent, and three dozen engines, roaring in unison, throw steel fighters towards each other. Light, weakly armored, but fast and agile tanks will go first. Steel wedges of heavily armored monsters, accompanied by mobile medium tanks, will move across the area they have explored. Thick armor, lethal weapons, rush, maneuver! Strength and might! But the real "gods of war" look at what is happening from afar, from closed positions in the rear - these are the gunners. A battery of two or three self-propelled guns is able to turn the tide of a battle and turn an apparent defeat into an unconditional victory, "fire from heaven" immobilizing and destroying especially dangerous opponents, covering the offensive or withdrawal of allied forces.

But SPGs are not an absolute weapon. They have drawbacks that the artilleryman must always know and remember. Their power must be used correctly so that the "superweapon" does not turn into a heap of burning debris.

Death from above

Eyes run up: who should be treated with a shell?

An SPG is not just another war machine. It is also a completely different style of fighting and game thinking. After all, observing the battle from a bird's eye view gives artillery a serious advantage! If you do not forget to turn the mouse wheel, you can aim exactly at the lattice of the engine compartment of a heavy tank, or, conversely, move away and take a look around the entire battlefield.

Due to this, the SPGs make excellent spotters of fire - it's a pity that few people think about this in the battles of random teams. Be that as it may, the artilleryman must look at the scope with one eye, and at the mini-map with the other. And if red dots suddenly appeared on it, where no one was expecting them, signal the rest of the team about this, perhaps someone will respond.

The second advantage of viewing from a height is that, even without seeing the enemy, you see the results of his activities: falling trees, breaking fences, shot tracer. It can be expensive to shoot on the first two signs, but it is quite possible to understand approximately where the threat is coming from.

It is important: the tree falls in the same direction as the tank that knocked it down.

But it is worth talking about shooting at tracers. On this occasion, a lot of copies have already been broken on the forum and in the game chat. Who proves that this is the direct responsibility of the artillery, who calls the shooting "blind" a waste of shells ... There is some truth in the words of both the first and the second. The question is, can you afford to waste two or three shells? If for long-range and rapid-fire SPGs like Wespe or Grille the answer is more "yes", then for slow monsters (SU-14) or those with low ammunition (SU-5) - definitely “no”. Also, remember that while you are tracking the location of enemy artillery, firstly, you do not shoot, leaving your allies without support, and secondly, the enemies continue to fire! After all, each tracer, even if you spotted the enemy using it, is, possibly, a destroyed tank of your team.

"Grill" crawled behind a bush. "Grill" is ready for battle!

Large and slow HF - love
may target gunners of all levels.

So whether to shoot or not is up to you. To be able to "catch trails" is certainly necessary, and just interesting, but you should not get too carried away with it. For example, you can follow the enemy base at the beginning of the battle, if a suicide scout rushes there immediately after the start on a light tank. Very often the enemy's artillerymen cannot stand it and try to destroy him, not relying on the team's help. This is where you need to catch them. And when the reconnaissance is over, you can already switch to supporting the allies.

And finally: remember that tracer shots leave not only artillery shots, but all shots in general. The larger the caliber of the gun, the more noticeable the track. "Tank destroyers" and heavy tanks are determined by tracers no worse than self-propelled guns - and the former, moreover, rarely change their position after a shot.

Merging with the environment

The payback for the firepower for the SPG was its easy booking and low mobility. In other MMOs, characters with high damage and low defense are referred to as "glass cannon" - and here this term is more appropriate than anywhere else. Also, don't forget that SPGs are a priority target for the enemy. Sometimes, when choosing between a self-propelled gun and a heavy tank, it is definitely more profitable to destroy an SPG, which is potentially more dangerous due to its firing range.

SU-26 hoped to sit out in the thickets. But we are from above
you can see everything ...

So the first skill that an artilleryman needs is disguise. And it's not about the skill of the crew - until it appears, you will have to get out yourself.

You can often see an SPG trying to climb into a small bush sticking out in the middle of a "clear field". If this is done by a colossus like SU-8, then nothing but laughter, such a "disguise" does not cause - it's better to stand where you are than like this. Because any scout, if he has not just sat down at the levers of a light tank, knows that the SPG must be looked for in the bushes. The same can be said about the gunners tracking the enemy along the tracker: first of all, attention is concentrated on lonely bushes, where it seems so easy and good to hide!

In addition, remember that if part of the SPG sticks out outside the bush, you can assume that you are not covered from that side at all.

As a result, if you do not fit entirely, you need to stand behind the bush, and not try to get into it.. But if you have something small (SU-18, "Bison"), you can completely fit in the bushes.

Remember that any turn of the hull destroys the camouflage completely - and all SPGs, except for the SU-26, are guided horizontally by turning the hull. So, it is worth repeating once again, constantly glance at the mini-map - and, if the enemy is approaching you, and you are sure that you are well disguised, do not turn around.

You also need to keep your gaze on the mini-map because in “howitzer mode”, when viewed from above, you risk finding out that they are shooting at you only when you die. You will not notice an explosion in the neighborhood, or even a direct hit.

Duel of will: gunner versus tanker face to face.

A rare shot: sometimes the gunners converge in close combat.

On a note: the "camouflage net" module will reduce the visibility of your SPG by 25% while it is not mobile. Be sure to buy.

If, however, red dots lit up dangerously close to you - the enemy has broken through the defense, then the main advice: do not panic! Many gunners paid the price when they tried to escape from the light tank and turned their backs on it. But this is the only thing the enemy needs! There will be more chances if you try to remain "facing" the enemy - and hit him with direct fire. After all, many self-propelled guns successfully shoot without "satellite guidance", especially the famous German Hummel. Sometimes a paradoxical maneuver can also work: not increase, but, on the contrary, reduce the distance to the enemy. For example, on Grille it is quite possible to "spin" KV or Hetzer. Naturally, if you "came to visit", you cannot do without a fair amount of luck, but where is it easy without it?

Artillery park

Artillerymen today are represented by almost a dozen vehicles, which differ from each other in technical characteristics and serve for different purposes. What should you choose? Let's take a closer look at each of the machines.

SU-18

The SU-18, developed in 1930, opens the line of Soviet self-propelled artillery. For its characteristic silhouette, players call it a "duck". This duck is a very formidable machine in its "weight category", and it's not just the 76mm howitzer! A small self-propelled gun, similar to a birdhouse, is well armored - many light tanks of 2-3 levels will be thinner, not to mention self-propelled guns of 3-4 levels. The armor allows the novice artilleryman to get comfortable and not be particularly afraid of the enemy suddenly breaking through to the position. There is nowhere to develop it, and there is no need, because the next self-propelled gun in the line is much more interesting.

SU-26

SU-26 is a unique vehicle. The only SPG in the game that has a rotary "tower", even if it is open. This allows fire to be transferred from place to place with much less loss in accuracy. Acting in concert, several of these machines are capable of literally paralyzing an enemy offensive. Despite the relatively low damage and penetrating power of 76- and 122-mm howitzers, the tracks of high-explosive fragmentation shells collide perfectly. And if there is someone to "highlight" the target and cover from enemy light tanks, such a kid will spoil the enemy's blood decently, and the owner will consistently bring rewards for the support of the allies.

The weakness of the SU-26 in thin armor - 15 millimeters can be penetrated by anything. Therefore, if you leave it for a long time, an anti-splinter lining is very useful.

SU-5

When all the tankers in the team are killed, artillery has to rise to the attack. And she is capable of it.

If the player's point strikes are not satisfactory, then the first self-propelled gun capable of inflicting really serious damage will be the 1934 SU-5. Alas, those who are accustomed to the SU-26 “turret” and jewelry shooting at first are disappointed by the need to turn the entire hull when aiming. At the same time, the accuracy and rate of fire fall at times, and it will not work so effectively to throw shells at the enemy. You have to focus on one target and prudently hit the vulnerable spots. SU-5 is the first self-propelled gun in the Soviet line, with which the study of patience, perseverance and a sense of trajectory begins. But for the decent penetration and damage of the 152-mm mortar, this machine can be very forgiven. The ability of a Tier 4 self-propelled gun to inflict significant damage on almost any tank is worth a lot. Even if it doesn't hit some Maus, it will break the caterpillar. Or the equipment will be incapacitated, the crew may be crippled, or simply angry, in the end.

All the advantages of the 152-mm mortar mentioned above are balanced by one, but significant drawback: the ammunition. Armed with this weapon, the SU-5 can only carry fourteen shells, and the phrase in the battle chat: "I'm empty, I'm going to shine" is the norm. It hardly makes sense to keep this car for yourself, if you have studied the next one, but since such a whim comes to mind, then the splinter lining will not be superfluous. If you shine, then shine a little longer.

SU-8

So the SU-5 was left behind. If you have not cooled down to artillery yet, then welcome to the high power club. If the SU-26 and SU-5 can be called auxiliary artillery, then this self-propelled gun can already claim the role of "lethal force". And especially when a 152mm howitzer is installed, the crew is fully trained and additional modules purchased. After all, there is no tank that this self-propelled gun could not penetrate and destroy with several hits! Unless mastodons like the Maus or VK4502 (P) are able to stand under its fire for a while, sadly watching one device after another break down.

This is not a tugboat. It's just that one SU-14 prefers to get to the position as quickly as possible, while the other backs away to open fire at any moment.
new goals.

For the severity of the damage done, you have to pay with a very noticeable track, which the projectile draws. SU-8, which does not change position after firing, is guaranteed to become a victim of another SPG. So for this machine, such qualities as the speed of aiming the sight and reloading the gun are vital. And the purchase of such expensive modules as a reinforced aiming drive and a howitzer rammer is not a luxury at all. Rather a necessity. But you can think about the third cell. Firstly, the SU-8, unlike its younger brothers, is a large lady, and not every bush can disguise her. A camouflage net will come in handy. Sometimes an extra second of invisibility decides the outcome of a collision with a light or medium tank that burst into position. And do not forget about enemy artillery.

But this is until the crew, in full or in part, develops an additional skill of disguise. Then it will make sense to change the camouflage net to something else. First of all, it is an anti-splinter lining. Artillerymen do not like enemy "colleagues" very much, and if they notice where someone else's shell came from, they will certainly send their own back. And there is little joy from a land mine that fell nearby. In addition, the lining increases the chances of survival if, on a city map like Himmelsdorf, an artilleryman gives up on instructions and goes into the city pretending to be a tank destroyer and hitting the enemy with direct fire.

The rest of the modules do not make that impression. The artilleryman rarely needs a line of sight, and the speed of repair ... If the artilleryman needs to be repaired, it means that either he will be finished off now, or he will still have time to fix it while the gun is reloading.

SU-14 and S-51

The remaining two models in the Soviet artillery line must be considered together. These are heavyweights that have no analogues among the Germans - the SU-14, nicknamed the "refrigerator" by the tankers for its appearance and driving performance, and the S-51, popularly called "Buratino" for its long, raised nose. They are related by the B-4 203 mm gun, which has no equal in power. The high-explosive fragmentation projectile from this cannon inflicts an average of 1850 HP of damage - exactly the same as the health of the German heavy tank VK4502 (P). And the strength of the Soviet heavy tank IS-4 is 1590 units. Naturally, with such a force, they are respected by their own and hated by their enemies. But the differences are more difficult.

Heavy artillery has two sore calluses: movement speed and gun reload speed. The first callus hurts the SU-14 much more. This car is more than 10 tons heavier than its counterpart and, accordingly, travels slower, accelerates and turns around. Surprisingly, the closed SU-14 is even worse armored. All this reduces the chances of the "refrigerator" for survival if the team cannot protect it from enemy scouts. The discovered SU-14 does not live long: if not the scout happily shoot, then with the shell of the enemy artilleryman he will just as happily “cover”.

But the rate of fire is the opposite. The bulky SU-14 does not have time to reload much, but still faster than the S-51.

Both self-propelled guns are in vital need of accelerated training of loaders, as well as the installation of howitzer rammers and reinforced aiming drives. Otherwise, shooting less often than twice a minute will not bring any joy. The installation of a camouflage net does not lose its relevance, which can later, if desired, be changed to improved ventilation of the third class (+ 5% to the skills of all crew members - no joke) or anti-splinter lining. Fully equipped and with a trained crew, the heavy self-propelled gun becomes noticeably faster and turns into a truly terrible force.

Sturmpanzer I and II

For players who prefer German vehicles, there are as many as three ways they can come to self-propelled artillery.

First: right after the "little tractor" change to Sturmpanzer I "Bison". And although it looks like the easiest way, the sensations from it can be unexpected. SPGs of the second tier are immediately sent into battles to the "big and terrible" tanks. It would seem, what should he do there?

And the answer is simple: both "Sturmpanzers" have the same weapon. Moreover, it will not be possible to replace it with something more powerful until Grille - but even on it you will have to spend some time with the same 15 cm sIG33 L / 11. The main difference between the "Sturmpanzers" of the first and second models is the reservation and reload time. Naturally, the Sturmpanzer II wins on both counts.

High firing accuracy and damage comparable to those of the Soviet SU-5 (Tier 4 self-propelled guns) make Sturmpanzers a serious threat to any medium tanks.

Wespe

The second path of the German artilleryman is the transition from PzKpfw II to Wespe. The "wasp" has a couple of advantages over "peers": power and range. It is the only level 3 car that can reach from one edge of the map to the other. Her favorite targets are heavy tanks, it's a pity that she rarely gets to them. The third level, and poor Wespe has to hunt for nimble light tanks ... And this is not easy to do on her: the accuracy is worse than that of the "Sturmpanzer", and the aiming is slow. Wide angles of aiming horizontally brighten up the picture a little, so that the enemy can be "led" for some time, for example, trying to shoot ahead. But all the same, it is more convenient for the "wasp" to be a thunderstorm of heavy tanks - the damage allows - rather than to shoot down BT and Leopards "on the fly".

Grille

Both paths intersect at one point: Grille. Its initial weapon is the same as that of the Sturmpanzers, but it can (and must be) changed to an improved 15 cm sFH13 L / 17. The damage more than doubles, and the range (finally!) Is compared to Wespe. And at this level it is already possible to take up the destruction of really serious equipment. With a lot of luck, and this happens more often than you might think, Grille can destroy a gaping KV with one shot.

After improving the engine and suspension, the "Grasshopper" gets another advantage over its Soviet counterparts - speed. You can't run away from a light tank, of course, but you can already "spin" a heavy tank or tank destroyer that has broken through to the SPG.

Hummel

And finally, the third way. He is (so far) - the pinnacle of the development of German artillery. ACS Hummel, a serious competitor to the Soviet SU-14 and S-51 in the fight for the title of "best artillery" in the game. You can "open" it by gaining enough experience on the Grille or on the PzKpfw IV, and the path "through the tank" is more difficult - you need more experience. In addition, the Hummel is not exactly the machine with which to start learning the skills of the gunner. Already on the "Grasshopper" there is a danger of being a loser in terms of loans, if the shoot is not very effective. And about the "Bumblebee" with an improved weapon, they say that it is more profitable to die on it without firing at all than to play effectively and spend money on replenishing ammunition. The solution is simple - do not install the second of the possible weapons, except in special, very important cases. For normal battles, the initial cannon is enough for you.

With the improved cannon, the Hummel does less damage per shot than the SU-14, but fires much more often, and their damage per second is about the same. Naturally, sometimes it is preferable to "treat" the enemy with a more powerful "gift", rather than beat him little by little, but often. But on the other hand, Hummel can afford to finish off an already half-dead enemy or shoot at medium tanks - in such situations, the damage that was wasted will be much less than that of the "refrigerator" or "Buratino".

Last but not least, Hummel is renowned for its speed. An unusual property for an ACS perplexed many drivers of armored vehicles, who were counting on easy prey. And the "prey", instead of slowly crawling away, suddenly took off and left at the speed of a good medium tank ...

Artillery (also known as self-propelled guns or colloquially "arty") is an often misunderstood class in World of Tanks. Playing as artillery takes patience, practice and basic knowledge of the "hot zones" on maps. Generally speaking, artillery has little to no armor, minimum health, and very low mobility. But where this class shines is through its armament: large-caliber guns that can severely cripple, if not outright destroy, an unsuspecting oppontent!

Like other vehicle classes you must play to your strengths and minimize your weaknesess as best as you can.

What Makes an Artillery?

Large-caliber guns - the largest in the game, to be exact!

When entering battle, many first-time artillery players think they are playing a variant of the tank destroyer class, given their large guns and lack of a turret. Artillery is not meant to rush into close or medium-range firefights; staying hidden by the base and picking off targets from afar are the goals here!


Artillery fires rounds at an angle, allowing you to hit even concealed foes

Low tier artillery probably won "t seem much at first. Their guns don" t stand out and they "ll easily be the least-flexlible class available; with no turrets and limited traverse speed and mobility. However, once you" re exposed to mid and high tier artillery, that all changes and you "ll get a glimpse at what this class truly has to offer.

Know Your Role and Shut Your Hatch

Always remember to look at the composition of both teams when entering a battle. As artillery, take note of how many potential scouts you "ll have as eyes, and how many enemy light tanks might be looking to hunt you down!


Staying concealed is your best armor

While allied scouts are sprinting to the frontlines for detection opportunities, use this time to relocate nearby to a placethat offers both decent and unobstructed firing angles and safety. The corners of maps are common places to hide, but that also depends on the firing range of your specific artillery model.You "ll need to experiment with locations on different maps in order to find the places that work best for you. Look for bushes to hide behind. And remember - artillery have no armor, so staying out of direct lines of sight is vital!

Play to Your Strengths



Say hello to my little friend

Know your strengths:

  1. Splash damage
  2. Indirect fire
  3. Force multipliers

Most artillery come equipped with high-explosive rounds (HE) alongside standard armor-piercing (AP). HE rounds have a lower chance at penetrating a target, but upon impact, they detonate, causing an explosion that can deal damage. Exploding HE rounds create a splash radius around the impact zone, allowing the shell "s explosion to cause damage to nearby tanks. On regular tanks firing HE, this splash radius isn" t much, but with large-caliber guns found on artillery, trying to increase your splash damage is a common tactic. Savvy artillery players will memorize choke points and locations where tanks group together to maximize their splash damage output.

Indirect fire and artillery go hand in hand, and it "s defintely a distinct advantage! Foes hiding behind indestructable objects can only be sussed out by artillery. Some artillery have high firing arcs, allowing their rounds to land directly on top of a target, while others fire at a much flatter trajectory and have a chance to hit the side of a target. Being the only class that fires indirectly, artillery is your best bet at clearing a well defended position from afar.

When a battle begins, artillery should note where their scouts are setting up to spot, and zero in nearby. But what happens once the battle is in full turmoil? If you had to guess where to fire next, look toward the main offensive push (or defense). When in the middle of combat, most players will focus on what they can see, not taking into account what else might be stealthily aiming their way. There "s nothing more back-breaking for the enemy than receiving and bouncing a few hits in a tank only to receive the final exclamation point by a well-placed artillery round. Focusing your fire on the main assault could turn the tide of battle in your favor - just try not to damage your allies who may be close to your targeted enemy!

For you history buffs out there, think of this tactic like Blitzkrieg, where your team "s fire is concentrated on a focal point in hopes of crushing all defenders.

Mastering artillery

From the start, you "ll notice that aiming with artillery is quite different from the rest of the classes. By pressing and holding the left trigger (default option), you" ll enter arty mode, where you have a top-down view of the battlefield with a large, green (often oval) aiming circle. By default, your controller is set so that you have to hold down the trigger to keep this aiming mode on, but in the Settings menu you can adjust this so that you don "t have to hold it down.

The green dots indicate that there is a clear path to your target, a red line indicates that something is in the way, and a white line means that you are out of range.


Arty mode: this view is only available to artillery. Use it to zero in on unsuspecting prey

Notice the oval of green dots around your target. This oval starts out large and gradually becomes smaller as it focuses on the target. The size of the circle, how fast it zeros in and how small the circle ultimately gets are entirely dependent on your selected artillery, its gun caliber, crews and equipment mounted.

The dots indicate where your shot can land. If you don’t see dots, then your shot is obstructed, and you won’t be able to hit your target, even if the line is green. The smaller the dots get before you fire, the better your accuracy! Be patient - it is better to wait a few more seconds to get better accuracy than to waste a shot and wait for the lengthy reload. Stay aware of enemy movement, although you may not be able to see, arty mode allows you to view trees being knocked down, buildings being damaged and muzzle flashes when the enemy fires.

Locking your hull can also help your accuracy by keeping you locked in place. Press Left on the directional pad to lock your hull (and remember to unlock once you relocate).

When firing, remember that it could take a few seconds for your shot to reach its target. If your target is moving, you must factor in how much it will move between the time you fire and the time the shot arrives. This skill takes practice to learn, but there "s nothing more satisfying than hitting a moving target!

Artillery is all about patience. Take the time to find a target, wait for your aiming circle to tighten, and let loose a screaming volley of fire!

Hello dear tanker, today we will consider the best Self-Propelled Artillery Installations

As everyone knows, artillery is a rather dangerous class in the game and, in skillful hands, can inflict huge losses on the enemy's team. The list was compiled by comparing the main characteristics for SPGs, necessary for competent support of allies and causing considerable damage to the enemy team - this is the SPG's ability to survive (concealment, dynamics) and to support the team with fire (damage, splash, firing accuracy and rate of fire). So, let's get down to the review ...


Level II - T57. Good armor and good rate of fire allow you to easily destroy small and nimble LTs. And coupled with the small dimensions of the ACS, it has excellent camouflage performance.



Among the pluses:
● large ammunition load for 40 rounds;
● high speed, you can take cover and roll after each shot, as well as excellent maneuverability (not so easy to spin);
● the heaviest tank of the second tier, which, combined with good dynamics, makes it possible to successfully ram the enemy;
● good view of 320 meters;
● excellent frontal booking, excellent accuracy.

Among the cons:
● small alpha damage;
● open wheelhouse, crew members are easily disabled, although, given our LVL, they would rather have time to destroy us than to cripple the crew.

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



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

Among the cons:
● thanks to the open wheelhouse, we are very vulnerable to high-explosive shells;
● not the best penetration by land mines, but at 3-5 level there are not so many "thick" tanks, therefore, there are no special problems.

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



Among the pluses:
● an excellent weapon with excellent accuracy, rate of fire and high power;
● the best penetration among SPGs at the level, which makes it easier for us to destroy enemy heavy forces;
● good masking performance due to low profile;
● good dynamics;

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

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



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

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

FV304... Imba Tier VI, a sand machine and just a good self-propelled gun. If she is not able to inflict enough damage to an enemy tank, she will perform a psychological attack on "Hurray!" By criticizing modules every 10 seconds and dealing 60-100 damage to monsters such as the 8.8 cm Pak 43 Jagdtiger, you will certainly destroy it. Morally.



Among the pluses:
● speed, it's just worth noting that it is faster than most LT in the game;
● a rapid-fire cannon with a good hinged trajectory of the projectile flight, even behind cover the enemy cannot escape from the hail of shells flying at him;
● small dimensions give an excellent plus to camouflage;
● large ammunition load;
● excellent horizontal guidance angles.

Among the cons:
● low range of the projectile.

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



Among the pluses:
● excellent dynamics, which allows us to quickly escape at our level when there are signs of danger or to ambush an enemy CT that is encroaching on our base;
● good rate of fire of the gun, which is very useful against fast Frenchmen;
● the presence of a tower, thanks to which we can target the enemy's tank without fierce scatter;
● with proper skill, it can bring a lot of trouble to the enemy team.

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

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



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

Among the cons:
● an open cabin will not save you against an enemy land mine;
● a slightly slower rate of fire and more spread when moving the body than classmates.

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



Among the pluses:
● excellent dynamics will allow you to quickly leave the position upon the arrival of an enemy CT or LT, or prevent us from spinning if we were caught by surprise;
● tower, thanks to it we have 29gr. horizontal guidance angles;
● a good weapon with fairly good parameters of damage, accuracy and rate of fire.

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

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



Among the pluses:
● thick screens and good armor can save even from a closely exploded shell of an enemy self-propelled gun;
● a balanced gun with a hinged projectile flight trajectory will allow us to throw our projectile behind cover;
● smooth chassis, when turning it, our sight gets lost slightly;
● huge ammunition;
● the largest number of HP among all artillery.

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

This concludes our review and, as a result, I would like to note that all of the above is the opinion of the author, Yours and the opinions of other players may differ significantly from this review. Thank you all for your attention and successful battles!

As already mentioned, artillery is considered by many "respectable tankmen" to be something of a necessary evil. It seems to be annoying, it doesn't seem to be without it ... Firstly, you can play the SPG literally with one hand, and with the other you can drink tea with cookies in a measured manner. And secondly, even to go, substituting under the shells, after the start of the battle you don't need to go anywhere - just sit in the bushes near the base and wait for another fat enemy to light up in order to send him a good present in the form of a land mine or two. Fortunately, the damage of the gun is not deprived - the self-propelled guns easily endure almost any target from one hit.

However, the "art" also has disadvantages, among which, at least, a long reload time and extremely thin armor (in most cases). Therefore, like it or not, you love it, you don’t love it, but the team has to take care of their SPGs, since it is very difficult to have an advantage over the enemy without artillery at all.

1. Do not ask for trouble. Artillery is not a tank. In the vanguard of the battle, it will be removed before you can say the word "one-shot". Sit on the edge of the map and keep your head down.

2. Get into a comfortable position. Most often, the best deployment for an SPG is a corner of the map near the base. It is desirable that where there is a hill, so that as much of the map as possible can be shot through.

3. Follow the progress of the battle and the minimap. In World of Tanks, it is not just that there is "light", and "art", not for the sake of beautiful views, knows how to look at the battlefield from above. Follow the progress of the battle and shoot first of all those who are difficult to take out from a regular tank with a single shot: TT, ST and PT-ACS. And if one of the enemies came to you "to visit" - RUN, as you would run from the suddenly returned husband of your mistress. Or hide.

4. Is the enemy close? Direct fire! Is the enemy close, but hasn't seen you yet? Press Shift to exit the howitzer mode, aim at the enemy, press RMB to capture the target's victim, and then ... write him the same "one-shot" from harm by the most direct fire!

5. Not sure? Do not shoot! Government shells to waste not only is not good, but also ineffective! Remember that your gun takes a long time to reload, and during this time you can always miss a good chance to knock out a particularly tasty and plump tank of the enemy team. It is better to wait another second for this chance than to "beat" for luck.

6. Keep anticipation in mind. The guys from Wargaming did their best and made "real" shells in the game that really fly through the air. This is not Counter Strike: GO, where enemies are killed by a crosshair and the sound of a shot. Similar to real ballistics, in World of Tanks, there is a lead - the expected position of the target by the time the projectile reaches it. Therefore, if you are going to "bomb" the other end of the map, then estimate how much distance your target travels during the flight of the projectile (up to 3 seconds). This will be the approximate value of the lead.

7. Shoot a "land mine" between enemies. Instead of wasting extra shells on each of the enemy tanks and extra time to reload, it is better to send a high-explosive fragmentation "handsome" right between two or more close enemies. Everyone will be affected.

8. Sometimes you can shoot blindly. If you still have a lot of ammunition, and you noticed how someone invisible knocked down a tree, damaged a building or even fired ... Send a shell there urgently! Here the enemy will be surprised! Even if you do not hit, then, most likely, drive him from a secluded place, and there it is not far off and your allies will be spotted.

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Thanks for reading!



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