"Gambling XP" continues the story of how to win in World of Tanks On self -propelled artillery installations (self -propelled guns). Today you will find a story about self -propelled guns in battle, examples of tactics, as well as aiming tips.
Fire to defeat
The battle begins, and you have already noticed a cozy place for yourself, profitable in the landscape or covered with shrubs. You get up there and … "And what's next?" – you ask. And then we press the Shift key, which activates the artillery sight, and wait for the enemy’s “light”. While the enemy has not discovered himself, you can do several things. Look at the location of the allied forces: where there are more heavy tanks, where light and medium tanks have gone, where you should wait for the first clash with the enemy. Either enter the sight of the alleged location of the enemy self -propelled guns, if, of course, the firing range allows. Suddenly one of them will accidentally break the house, roll down a tree or drive a pole, thereby discovering himself.
In battle, you can play both anti -tank and counter -battery role. And if everything is clear from the first, then the second must be explained. Trackers. Damn and privilege. On the track, you can find the position of enemy arts and try to eliminate it. On light self -propelled guns, shooting along the tracers is very rare – the range does not allow, and there is no much sense. But already on medium -sized self -propelled guns, you are likely to learn how to conduct a counter -battery struggle and get away from it.
Tankers, remember: artillery loves you!
Some players consider shooting on tracers a meaningless occupation. It is not difficult for an experienced gunner to remain elusive, but while you try to calculate it, the allies will be left without support. However, skill comes with experience. Summary to self -propelled guns, you will already know where the enemy artillery is usually located. Therefore, immediately look there or wait for the first tracks and go already along them. Place the sight a little further from the "track" and shoot.
If you do not want to look for enemy artillery on the tracers, but do not want to become a victim yourself, then change the position after each shot. Just roll back or drive a little forward. It is important to start moving immediately after the shot, and not wait for your projectile to reach. In this case, you can not get out of the aiming regime. But be careful: you may not notice and demolish, for example, a tree. This will give the enemy an additional landmark. If enemy artillery seriously took you up, it is better to change the square of the deployment, having drove off by 100 meters from the previous position.
We aim right
Aiming in artillery mode should be said separately. If the tanks theoretically can hit the enemy at the other end of the card, regardless of its size, depending on the technique itself.
We will figure out the sight. At the minimum and maximum distance of shooting it will be an ellipse, but in different ways oriented in space. At the optimal distance, it will be a circle, as shown in the figure. Your self -propelled guns and the center of the sight connects the line – the alleged trajectory of the projectile flight to the center. When aiming, it is worth considering the landscape – first of all, the difference in heights. If you are above the goal, then the chance of flight will be greater; If you are lower, then more likely a shortage. If you are at the same level for the purpose, it is recommended to score the sight for the tank. But you do not need to lead the center of the sight to the tank housing, and even more so on the tower: the surface of the fall will be calculated on the aiming surface, therefore, the missing chance is higher.
And where, one wonders, there was a majority of the team?
About the information should be said separately. The size of the ellipse and the speed of its reduction (information) depends on many factors – on the technique itself, on the gun, on the level of the crew skill (gunners and commander, giving the bonus to everyone), from the installed modules and additional consumables. The scattering of information when turning depends on the rotation speed: heavy and slow machines when turning the ellipse case scatter less. Squeezing the right mouse button when turning slow self -propelled guns reduces the scatter of the sight to a minimum and allows you to effectively and quickly transfer the fire from one flank to another.
Now about the choice of goals. Try to beat on the strongest enemy in the access zone. If you see that on the left flank there is an unfinished enemy tank, and an active attack is on the right, of course, help on the right flank. But if you notice that a nimble light or medium tank breaks to your positions, then know – there is no guarantee that your allies will stop him. Always remember one selfish, but useful proverb "no one will take care of you better than you yourself". Rely on allies or try to destroy the enemy yourself – decide.
Sight forms depending on the distance.
Do not forget about the “T” key, which, when hovering on a tank and pressing, means “I attack XXX”. She performs different roles. For example, if an ally and the enemy came together in Klinch and you would like to help an ally, “I attack XXX” means that it would be nice to leave the enemy from the enemy so that you would not accidentally hook him. If the team has several art Sau, one of which marks the goal of “I attack XXX”, this is a sign to the other. Like, don't worry, I will do it.
Use the hand brake – the "X" key. If the maximum angle is exceeded with horizontal tip, the case automatically runs the gun, which dilutes the sight and knocks down the tip. This can interfere when aiming at the boot angle – the hand trembled, the case twitched, turning behind the gun, and again wait for a long information. The manual brake fixes the position of the tank https://sister-site.org/amigo-wins/ and allows you to calmly aim "on the edge".
"Lose hatches, prepare for immersion …"
In expense
The four most common additional modules for art Sau: a ramers, reinforced tank drives, ventilation and a camouflage network.“But there are only three slots for them!" – you say. And you will be right. The ramers and reinforced drives always put it always, ventilation or camouflage network – for your choice. It is worth noting that ventilation is put only on self -propelled guns with closed cutting (by the way, now the ventilation can be installed on some self -propelled guns, but this is a shortage, the developers promise to fix it soon), thereby facilitating your choice. It makes no sense to put the network on large artistances – the larger the machine, the less masking methods affect its visibility.
Consumer consumptions on self -propelled guns are not the most necessary thing. But it is still recommended to carry a gentleman's set with you: a fire extinguisher, a repair kit and a first-aid kit. In case "What if?". Do not skimp, they are not so expensive, but you will have to use, for example, a remote complex in one of ten battles, the rest is less common. Do not forget about such excellent consumables as “additional rations” for the USSR, “chocolate” for the Germans and “Coca-Cola box” for Americans. They give +10% to the crew's skills until the end of the battle. However, in random battles there is no point in using them. Only in company and clan.
The artillery shotgun was successful … not for me.
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Summing up, give seven tips to beginner artillerymen.
- In parallel with self -propelled guns, pump another branch. For example, nimble lungs or medium tanks, the main enemies of artillery. Any gunner must know his enemy.
- Work not for quantity, but for quality. Do not try to kill as many opponents as possible. Leave unfinished allies. Try to damage as many enemy tanks as possible. So you will bring more benefits and earn more.
- Do not pay attention to screams and swearing on you in the chat. Moreover, do not answer. You know your price.
- You can see everything from above? So share your knowledge with the allies. Tell me how many enemies costs behind the tip, how damaged. Do not be afraid to lead. They will not listen to you – well, as they want. But if they listen, then the chances of winning more.
- Look at the mini-card more often. It constantly happens that, carried away by the execution of enemies, brave gunners do not notice how "uninvited guests" have already come to them.
- At the sight of an approaching light or medium tank, if the enemy is already close enough, in no case do not unfold and do not run away. Meet the adversarial adult in the forehead – and maybe from this fight you will come out the winner.
- Enemy self -propelled guns are your main enemies. Use any opportunity to get them out of the game, or they will do it the first.
Read the first part of the materialHere.