Monday, April 28, 2014

[Review]: Centurion Mk. I- Medium tier IX tank




History 
In 1943, the Directorate of Tank Design was asked to produce a new design for a heavy cruiser tank under the General Staff designation A41. After a series of fairly marginal designs in the A series in the past, and bearing in mind the threat posed by the German 88 mm gun, the War Office demanded a major revision of the design requirements, specifically: increased durability and reliability, and the ability to withstand a direct hit from the German 88 mm gun withn a maximum weight of 40 tons. The hull was to offer more protection against mines and top speed was not vital while agility was to be equal to that of Comet. A high reverse speed was also required. 



The Centurion was used as the basis for a range of specialist equipment, including combat engineering variants with a 165 mm demolition gun Armoured Vehicle Royal Engineers (AVRE). It is one of the longest-serving designs of all time, serving as a battle tank for the British and Australian armies from the Korean War (1950–1953) to the Vietnam War (1961–1972), and as an AVRE during the Gulf War in January–February 1991.

Pros and Cons
Pros:
  • Amazing gun in the 105 mm RO L7
  • Excellent gun depression
  • Strong turret armor with a tough mantlet
  • 410 m view range
  • Excellent gun
  • Good gun handling
  • Good acceleration and hill climbing
  • HESH shells have high DPM if they penetrate
  • Did I mention the L7 is an amazing gun?

Cons:
  • Poor mobility
  • Poor DPM/long reload
  • Unreliable hull armor
  • Unreliable HESH penetration
  • Turret unsuited to long exposure
  • Lack of a high-penetration premium round
  • Extremely poor camouflage values
Play Style


After you have researched all the modules you have two choices regarding guns, you can use the L7 or the 20pdr B barrel gun. Both guns are good, however they play differently.
The 20pdr has 2651 DPM, and 4,7seconds reload time, but only 230 avg. damage. While this might not sound so impressive, in reality the DPM is on par with the other tier IX meds and due to the really great RoF and aiming time it gives you some much needed flexibilty. The 20pdr allows you to permatrack enemy vehicles, and while the tank is best played as a sniper with this gun too, when it comes to CQC you will find the DPM and RoF a real lifesaver, as you can dish out more damage than them (except for the Patton) and bounces or non-penetrating hits hurt you less -again, faster rof gives more room to correct your mistakes-. On the down side, the damage/credit ratio is really bad, you pay nearly 3 credits - 2.97 to be exact - for one damage done, other guns of this caliber/damage have a ~1:1 ratio.
If you don't like the low damage guns, you can go ahead and use the L7A1, compared to the 20pdr, this gun is sub-optimal for CQC, due to the combination of long reload -and thus poor DPM-, also the aim time is somewhat slow which can cause misplaced shots (actually the aim time is good, however accuracy on the move and during turret traverse is terrbile, making the full aiming cycle a lot longer than what you would expect). On the other hand the 390 avg damage is really noticeable and the penetration is superb, unless you are facing a sidescraping Maus for example.
Considering the poor armor of the 7/1, theoretically the L7 is the superior gun, as it forces you to expose yourself to enemy fire half as many times as you need to do it with the 20pdr, so there is a positive side effect of the long reload, also the better penetration is always nice, you barely pay more for the damage with the other cannon, doing one point of damage will only cost you 3.08 credits . What is there not to like? You might be asking, well... the HESH premium rounds.
The 105mm gun features a new shell type, or something similar at least, called the HESH. It's practically a HE shell with insane penetration, the standard HESH has 105mm pen. and the premium one has 210mm, both have 480 avg. damage.
In theory this shell would work like this: you aim at a weakspot, which should NOT be spaced armor -so no gun mantlets, no tracks, no side skirts and whatnot - and your HE shell penetrates the armor, doing more damage than your regular APCR shell, also inflicting some more possible module damage and boosting the poor DPM by a large margin. In reality, the lack of normalisation, low-is penetration and the incredible amount of spaced armor on tanks can really ruin your day, and the premium shell is mostly only usable when shooting the rear of tanks, where - most of the time - the regular HESH shell would do just fine. Damage from external explosion is not worth mentioning (sub-60 on the upper front glacis of an IS-4 for example) you practically do the damage of a tier III artillery in this case. The premium HESH costs 5200credits. and the regular one costs 950.
So while HESH is a unique feature, and can be worked with, I'm fairly sure it's not worth the 5.2k credits( also nearly 11 credits/ damage IF your shot penetrates), as it doesn't really help you defeat stronger opponents, just the ones you already can defeat.
IMHO the 20pdr can be slighty better, IF you are in tier a IX match. The 20pdr is able to penetrate every tier IX tank frontally with standard ammo, but it can struggle vs. tier X tanks. The L7 remains viable in tier X battles too, as you are not forced to flank anymore. It's really up to the player to decide which gun he/she wants to use.

Crew Skills 



Commander :6th Sense, Repair
Driver: Repair, Off-Road driving
Gunner: Repair, Snap Shot
Loader: Repair, situational Awareness (he is also the radio operator), safe stowage

Equipment


Vertical stabilizer, Rammer, and Vents

[Review]: Lorraine 40t


 

History


The success of German and Soviet heavy tanks, like Tiger II and IS-2 (and also IS-3) excited French tank engineers and would literally not let them stay put. They were inspired, as was expected, by German and Soviet heavy tanks. The French engineers had developed several new tank models. Of course, they were neither the biggest, nor the heaviest examples, but ended up being quite spectacular armored vehicles nevertheless. It is likely that not only the glorious armor, but also firepower of the aforementioned steel monsters, being produced in Germany and USSR, became the source of the fixed idea of installing 100-mm (for starters) and then even 120-mm caliber guns. However, almost all of the produced tank projects would either, for one reason or another, had stayed in production for an indefinite amount of time or be made in limited quantities. As far as is known, almost all experimental machines used the German engine Maybach as a power source. As sad as it might be, the largest part of the French tank forces in that period was issued with “Sherman”, M-26, M-24 and also “Panther” tanks. Lorraine 40t had never left the testing phase, only two prototypes would be produced. Actually, this combat vehicle was a lighter version of the AMH-50 heavy tank, but some interesting construction solutions would distinct it from the others. Unlike it’s post-war predecessors (in this branch), the tower of this tank was installed inside of the front part of the body. Also, the tank had another characteristic – “pike nose”, like IS-3. It’s worth mentioning the rubber tires on the wheels of the running gear for added amortization.

Pros and Cons 
Pros:
  •  Speedy
  • Fast-firing
  • Good acceleration
  • Good damage
  • Okay manueverability
  • High top speed

Cons:
  • Large
  • Mediocre accuracy
  • Long clip reload
  • Poor armor
Play Style


The Lorraine suffers from a lack of comfort - that is, gun depression - which means that several battlefield positions that are available to autoloading support tanks like the T69 will not be viable for you, or will only be viable until you fire a shot or two. It's imperative for you to retreat behind cover after firing a shot - don't try to unload your drum all at once early on, this is a death sentence. Do not stay in one place very long early on, or something will spot you and and you will take lots of damage. Since in the late game, you want to be able to take damage from high alpha guns (remember, you can kill powerful TDs like the Object 704 with one drum - but you may need to eat a shot to get to the side armor) and live to take them out, your hit points are precious early on. Do not expose yourself for cheap shots, and only fire from excellent concealment. To some of the more seasoned players reading this, this may sound like a rehash of WoT "best practices", but the emphasis here is on playing conservatively. Don't needlessly risk your tank.

...Except during the late game. At some point in the battle, you'll want to shift gears, throw your tank into full overdrive, and activate Carry Mode. Possibly the biggest "trick" to playing the Lorraine is determining when to change your playstyle from opportunistic coward to voracious galaxy-devouring hellspawn. I typically look for four things before I make the switch:


1. Are there fewer than 8 enemies left? An oversaturated battlefield will make scrap of your Lorraine quickly. Wait until a big chunk of the enemy's guns are offline before you activate your Uber.


2. Are all the enemies accounted for? Even one tank can ruin your day if it's in the wrong place. Check to see where the enemies are before you attack.


3. Have the enemies that are left taken damage? An E-75 has 1,920 hit points. You can do 1,800 damage with one drum. If he takes even one hit from a T71, you can kill him in one drum if you're careful with your shots. The more tanks you can take out on a run, the better off your team is. Don't be afraid to spend an entire drum to take out something important, like an ensconced heavy tank, but if you can kill six tanks with <300hp left, that's better than killing one tank at 1800hp.


4. Where is the enemy? OK, so there's seven enemies left, they're all lit up, or were recently, and they're all damaged, so do you go or not? It depends where they are and what map you're on. If it's Himmelsdorf, and all enemies are spread out with good cover between them, you can kill several of them in series, then what are you waiting for? But if five TDs are dug in behind a hill on Murovanka, it is probably not a good time to die for France. Relocate and try to apply pressure somewhere else or from a different direction.
The Lorraine does well in these situations, and you can earn some serious experience by playing it properly, and by being fastidious about not exposing yourself to enemy fire.


Crew skills

 
 
Commander (Radio Operator, Loader): Sixth sense, Situational Awearness, Recon (changed for BIA when 100% and start Recon again)

Gunner (Loader): Repairs, Safe stowage, Snap shot, (changed for BIA ect)

Driver: Repairs, Clutch breaking, Smooth ride (changed for BIA ect).


Equipment


Ventilation, Gun laying drive, Vertical stabilizer

[Strippers Series]: ST-I Weak Spots

 

Frontally the ST-I’s hull armor is well protected against most tanks it will face and especially if the lower glacis is hidden.  When facing a ST-I from this angle focus on the lower glacis if you are not within 50m of them since as you get closer than that the lower glacis will become angled more and thus harder to damage.  Instead at close range shoot down into the upper glacis since it will loose some of it’s angle and will be easier to damage.  The driver’s port that is area 1 is also a good weak spot to use if you can hit it reliably since it is not very large.

The turret front is where the ST-I shines since the ST-I has enough gun depression to hull down unlike other Russian heavy tanks.  When encountering a ST-I that has it’s hull hidden you are limited in where you can damage it on it’s turret.  On the turret front area areas 4 and 5 that are your best bet in this area.  All other areas when the ST-I is facing you are very difficult or impossible to damage.  Around the gun is a flat 300mm piece of armor that is also able to be damaged but there is a higher chance of doing 0 damage if you clip the gun module.  On the turret roof of the ST-I is the cupola which also provides two small areas that most tanks can damage.  Make sure to aim in the center/left side of the cupola and do not stray to far to the edges since while this is a weak spot it is still pretty tough.




If your gun is too bad, so track him and call someone who can penetrate (arty, tier VIII-IX TDs, tier IX HTs are recommend).


Sunday, April 27, 2014

FireStrike's ''Tank Destroyer Survival Guide For Dummies'' (Pocket Edition)

I found a very good guide on EU forum. This guide were written by FireStrikeOnline. Enjoy!

Welcome to my guide on how to survive your encounter's with Zeus bolt shooters Tank destroyers !

If you've ever known the feels of being obliverated by an Invisible TD 400m away then keep reading ! 
hugz 2 maek u feel better :)

First off i would like to say i have never had serious issues when fighting against Tank Destroyers (Except for the new German TD line, Those Rhm Borsig Waffentragers are little ninjas :P). However just looking round the forums one can easily find venting status's about these Tommahawk Cruise Missile launchers Self propelled Anti Tank Vehicles.
As with my other Guides i try and make them as GIF heavy and comedic as possible to keep your attention to the fact that this is a big hefty guide with lots of big words. So please,  Sit back, read and laugh (And try and learn something new in the process :P).

I would like to start by saying that TD's are not invincible, In the Battle Of Kursk during Operation Barborossa the German's lost almost ALL of their ''Ferdinand'' Tank destroyers due to infantry rushing them (As they didn't have MG's). 
Wait what ?..... Really ?.... World Of Tank's dosen't have infantry ?..... Oh man these players are F****d !
But despite the fact World Of Tank's dosent have infantry you lot are definately... not....... f****d........ (damn i suck at lying)

Part 1 - Check yourself, Before you wreck yourself ! (if you don't wreck yourself i'm sure a BL-10 will)
The best way to survive TD's is to not get hit by them !
Jeeze creapy Nicolas Cage Gif, Let me finish !. Let's talk about how you can improve your chances of not getting a person sized shell being slammed into your fighting compartment. I have taken the liberty of making a diagram showing the physics and mathematical calculations including schematics and data graphs plotting the exact positions where you should not be to avoid getting hit by a tank destroyer (See diagram below) :

Spoiler

After reviewing this diagram extensively you can see the area's of a TD's view that are safest for you to be in, I would strongly recommend sticking to these area's at all times.

Part 2 - Rock's Stop Shots (Try and say that 15 times really fast lol, #ultimate tongue twister)
Alrighty, What if i told you that there was a magical formation of matter and elements that have been present on our very planet for billions of years and are even present within world of tanks, Objects so powerful they could litteraly stop a JgzPanzer E100's 170mm shell dead in it's tracks, These mythical objects of wonder are known as ''ROCKS''. I even took the honor of once again making a physical repersentation in the form of a mathematical schematic to demanstrate the appearence of this illusive formations of matter on just one map (They appear on many maps). See diagram below:

Spoiler

No but seriously. Cover is there for a reason, Use it. The amount of times iv'e been in a TD looking at a tank/ers in the open just sitting their and exchanging fire with me is crazy. Use cover !, If there isn't any then run to some. Don't make it easy for the TD to win, Your typical TD in WoT is tough and has fantastic Alpha / DPM. You will loose almost everytime if you sit in the open exchanging fire with them. Because if you do that then i have one thing to say to you.

Part 3 - A circle a day keep's the doctor away ! (Ever been hit by 183 HESH ? They litteraly kill all your crew, WoT Medical bills must be insane)
If you come across a plasma ray beam launcher tank destroyer in the wood's then don't just sit infront of the buggar like most fools do, Get around his sides and rear and punish him !, Fair enough this is difficult to do against turreted TD's like the T30 but turreted TD's often have horrifically slow turret traverse so you can still try your luck. I don't think it takes a genuis to figure out thats its better to be where the TD's gun isnt facing (Reffer to my first diagram ^^^^). Also i don't think i need to say that you have a better chance of Penning' his sides and rear then his front :P. Seriously when i'm in my jagtiger and a little pesky scout / medium gets behind me and im in the open i litteraly just give up, No matter how hard the TD tried they will never get their gun round to you (Unless you have rocks or buildings blocking you from doing a full 360 degree carousel of death, Then its all possible they can kill you.
Just whatever you do, don't sit infront of a TD,
The best way i can put it is the TD is a Ferret trainer, and you are a ferret..... sort of like this
(except your actually dead)

Part 4 - Make a topic about how OP TD's are in the forums ! (pffstftststftstf i think they'll fall for it ! :D)
Yeah no don't...... please.......... don't................., Many people think this is the best way to counteract TD's (That being by getting them Nerfed). It was once said, And as i quote 
"Stop whining about TD's being OP and learn how to fight them" - Miley Cyrus

Remember, Only silly people think TD's are OP
Afterall, Artillery is the real OP menace here ! (COMPLETELY JOKING, calm down guys !, I am joking !)


Other than what iv'e already said, the other stuff to fight TD's is just very very very basic common sense. (I.e shoot him back, or .... shoot his weak armor) stuff like that. Whilst everything iv'e said kind of sounds jokey it's true stuff. (This guide was never intended for experienced players, It was made for newer players just to grasp the basics. But if you are an older player and i made you giggle then mission complete !


Haha, Thank you Jack Black !. No but seriously i hoped some of you found this review helpful if not comedic,

Stay safe and happy hunting everyone !

-Michael

Friday, April 25, 2014

[Review]: PzKpfw S35 739 (f)- The Mini Maus

Source: NA forum



Overview
This tank is on special, as I'm sure you all know. It comes at an incredible 7 dollars 19 cents for the tank, a garage slot, and several nifty consumables that normally cost gold. All in all, a fairly decent package. I'm a huge German tank nut, so I decided to pick up my first captured-and-remodeled-German-Frenchy-Tank. (The other capped panzers didnt take my fancy when they were on special, so I ignored them.) Please note this is not in any way a guide, just my liking for this vehicle and what I think of it. Trolls, begone!
And yes, I have very few battles in this tank, but I wedge myself into combat enough to get a decent idea of this tank.

This tank is a beast. Flat out, its a beast. Tier 3 dominator. Even in higher tier battles, it plays its part.



Pros
- 36mm frontal armor (well sloped) and 35mm side armor, good for surviving most tier 3 and some tier 4 attacks.
- Powerful cannon with decent rate of fire
- Quick hull and turret traverse allowing you to whip around to face enemies behind you
- Decent acceleration, great mobility (very little turn-bleed)
- Lots of ammo!
- Great radio, decent view range
- Good hit points
- Good acceleration
- Fastest aim time in the game
- Uses the same turret/gun as the Pz.Kpfw. B2 740 (f)
 

Cons
- Gun is not too accurate
- Matchmaker sometimes lands you into tier V territory (not good)
- Top speed, while not terrible, is not impressive (37 km/h)


Mobility: This tank is in no way a speed demon. It gets to, and maintains, a fairly decent speed of 30kph with acceptable ease. Its not the T-50 motorcycle maneuverist either. It suffers from 3rd degree turn burn. Try to stay on a forward path of motion. However, even with these handicaps, the tank maintains its speed well and has enough maneuverability to do some minor brawling, and relocate to positions that are nearby.


Firepower: This tank comes equipped with a 47mm tier 2 cannon. Not much, right? WRONG. This tank's gun is used like the B1's gun. Its a 47mm bully machinegun that spits out rounds like Churchill. I tackled many tier 3 counterparts head to head with this gun and shredded them. And, the best part, is that it has the intense German accuracy that we all love. This gun is a versatile sniper/brawler, but be careful not to overshoot your accuracy, as in spit rounds before the aiming circle closes. Not a huge problem, however, since it aims fairly quickly and you'll mostly be in MQC or CQC.


Protection: This tank comes equipped with a turtle shell. Well armored on all sides, especially on its turret, it has few weakpoints. Its got an acceptable frontal slope, and has a few weakpoints such as viewports, cupola, etc. Something else that stood out to me was that this tank is very thin. Its almost as thin as most tier 8-10 heavy tank treads. O_O

Statistics and Data for the Pz.Kpfw. S35 739 (f)

Thursday, April 24, 2014

Special gift for ASIA Newcomers

Source: For The Record

Invite codes (ASIA newcomers only): WOTVAL001
- Tier IV Valentine II Premium Tank
- 1000 gold

Date: 31-7-2014

Good luck and have fun :)


[Review]: 112- Chinese Premium HT



 

History
After the ties between the Soviet Union and Communist China began to break, China sought to develop a heavy tank which would be capable of fighting the T-10 and IS-3 tanks. This lead to the development of several projects such as the 112, the WZ 111 and the 113. Crew placement deviated from the Chinese standards and was more akin to that of the IS-2. Because of the engine's size, it had to be mounted longitudinally (like the 111 and 113) as opposed to the standard transversely-mounted engines found in other Soviet and Chinese tanks. Ammunition was stored on either side of the driver in the hull while additional fuel tanks were placed on the floor of the fighting compartment to increase the operational range of the 112 to up to 400 km. A 120mm smoothbore cannon was planned to be the main armament. However, some sources state that a 152mm cannon was also planned, but this is unlikely considering the industrial level of China at the time. The 112 did not enter mass production because China's industrial capabilities could not support it and the appearance of main battle tanks made heavy tanks obsolete.

 

Pros and Cons
Pros:        
- Very good damage per shot.
- Very tough turret armor.
- Awesome hull armor, the frontal upper plate is best in tier.
- Very good straight line speed.
- Limited match-maker. MM +1 (max fight with tier IX)
- Makes good money :)
Cons:
- Unimpressive acceleration/hill climbing.
- Lower plate is a lie.
- Weak sides and rear.
- Prone to ammo rack hits, engine damage and being set on fire.
- Abysmal gun handling, poor accuracy, bad aim time and not great DPM.
- Cant turn very well. Not very agile.

 

Play style
112 is a relatively small, even if long heavy tank. Its turret is placed on the frontal part of the tank which helps it when it is peeking around corners and using its gun depression. It also has relatively good camouflage. However... this comes at a price. Most of its modules and crew members are packed relatively tightly, so when an enemy does hit... the chances are somewhat high that something may go out. For an example the weak ammo rack or the fuel tanks.
The actual armor of the Chinese great. Its is almost the same as the tier 10 113! Frontal upper plate is 120mm at 68 degrees, which is the toughest upper frontal plate at tier 8! Its almost impenetrable, even with premium ammo for most other tier 8 heavy tanks. But there is a catch, the same as the one the tier 10 113 faces. Since the tank is so low to the ground, vehicles taller then it and with good gun depression will be able to minimize a part of its slope. That way its possible for some tanks to penetrate the 112 in a close range brawl. The other disappointing part is the lower plate. It is
The turret offer great protection. Only at close range can 250+ pen guns get through its cheeks. Mantlet can deflect even tier 10 TDs. The cupolas on top are the only weak spots. Thankfully, this vehicle gets quite usable gun depression, which allows it to maximize its turret and upper plate's protection values.
1.Warrior 2. Stand off tank 3. Brawler 4. Medium Tank Hunter 5. Flanker
The 112 is great at stand off combat, especially if it can hide its lower plate. Good speed allows it to be able to flank powerful enemies.

 

Crew skill
Commander: Sixth Sense, BIA, Repair, Recon
Gunner: Snap Shot, BIA, Repair, Deadeye
Driver: Smooth Ride, BiA, Repair, Off Road Driving/Clutch
Loader: Safe Stowage, BiA, Repair, Adrenaline Rush


Equipment
Rammer, Vertical Stabilizer, Ventilation

















Wednesday, April 23, 2014

9.0.1 update coming

Source: NA & SEA Forum

"I want to update the community on the status up the next patch for World of Tanks. As you all know 9.0 is an update sets the stage for all the updates for the rest of the year. There were major functional changes that had to occur in this update to make that possible. This unfortunately led to some of the instability in form of game crashes and issues with framerate.

We have already identified some of the issues and currently have a patch in QA testing. It will address many of the game crashes and some of the framerate issues. We want to get this patch out as soon as possible without introducing new problems.

The current ESTIMATED timeframe for this patch is this Friday. It is subject to change depending on what is found by QA, but I wanted to make sure you are as informed as possible. If this estimate changes I will make another update. I will also update you if a second patch is required.

We apologize for the disruption this update may have caused you, however we look forward to the advances that this patch will allow.

Thank you all for your patience,

Joshua Morris
World of Tanks Producer - North America"

*SEA Server: 9.0.1 is estimated to arrive overnight Friday/Saturday

List of changes in the version 9.0.1 in comparison to 9.0
- Fixed a significant amount of client crashes
- Significantly decreased performance drop downs in case of vehicle destroying and vehicle explosions
- Optimized tank turret fly-off effect
- Fixed displaying of red textures on destroyed IS-3 vehicles guns 
- Fixed rare bug that caused writing off gold in case of temporary emblem or inscription purchase

(Non relevant to Asia)
- Fixed sticking on 'Updating tankers' screen that appears when players accept a platoon invitation from a player which is logged in on another server periphery and when trying to create a tank company while entered training room functionality.




 

Tuesday, April 22, 2014

[Tank history]: Leichttraktor Versuchtkonstruktion 31- A.K.A "LoLTraktor"

Source: http://www.desertwar.net/leichttraktor.html

 

The Leichttraktor VK-31, an abbreviation of the term full Leichttraktor Versuchtkonstruktion 31, was one of the first tanks designed and built by Germany in the interwar period. Light truck modern design with fully rotating turret, the wagon was, however, at the prototype stage.

History
In June 1919, the defeat of Germany, recently became a presidential republic, signed the Treaty of Versailles which placed onerous restrictions in the field of military research and development in the country. To circumvent the political leaders and those of the newly formed Reichswehr, the complex of the armed forces heir of ‘imperial army, began to call the new designs with initials misleading or that did not reflect their true nature and also moved the headquarters of practical experimentation firms in foreign countries, for the sake of appearances and not trasgedire at least formally the provisions of the Treaty.
The German war machine was able in this way to analyze the most modern weapons and try on the latest field tactics, in particular the doctrine of employment of tanks, which had made ​​their appearance during the First World War, was the subject of numerous testing at the Panzertruppenschule Kama near Kazan ‘where Germany and the Soviet Union together testavano military technology: the mutual cooperation was made ​​possible thanks to a secret protocol attached to the Treaty of Rapallo in 1922 and reinforced by the Treaty of Friendship signed in Berlin in 1924.

 

Developmental
In this context, in May 1928, Germany launched a program for the construction of light tanks, drawing on experience gained with the LK I and LK II dating to the period 1918-1919, in October were contacted factories Krupp AG and Rheinmetall-Borsig and each was asked a prototype of an armored vehicle by weight, moved by crawlers, and based on a frame which if necessary could also act as a tractor, means of transport or a platform for self-propelled artillery armed a 37 mm gun. The two companies met a single technical team that is set to work on four prototypes, both with a Daimler-Benz engine for trucks and manned by a crew of 4 men: the construction of the four armored ended in April and May , 1930. One source states that the vehicles instead of Rheinmetall were the first to be delivered in May 1930, while the two tanks of Krupp were ready only between 1931 and 1932. All specimens received the official designation of Leichttraktor Versuchskonstruktion 31, or “light tractor test pattern 31″: it was a ploy to hide the real nature of the project under the guise of an artillery tractor. The four vehicles were then transported to the Soviet Union and tested with success in graduate school Kama during the month of June of 1930, but were never considered suitable means in real combat situations. Between 1931 and 1932 he devoted himself to the Rheinmetall work of redevelopment of the two prototypes redesigning the suspension system and adopting new tracks, but these improvements aroused limited interest in the military.

 
 

Production
In 1931 the German government placed a order of 289 copies of the VK-31, but the following year the whole lot disdisse required, as they were in the process of developing the most promising projects such as the Panzer I. In total were therefore produced only 4 experimental models of the wagon.

 
 

Uses
The specimens were in the center of Kama until 1933, when cooperation between Germany and the Soviet Union was interrupted did all return to their homeland and were intended for school shooting tanks Alt-Graaz, near Wustrow. The prototype manufactured by Rheinmetall with the train rolling redesigned was later used as a monument to Putlos.

Specifications

Both prototypes of Rheinmetall and Krupp had a crew of 4 men and were equipped with an engine Daimler-Benz M36 6-cylinder truck, dispensing 100 hp and gasoline powered. The powertrain was installed in the front of the vehicle and could push them up to 35 km / h on the road. The turrets mounted on the back of the media had been designed and manufactured in Sweden by AB Landsverk in cooperation with the Bofors: they housed a cannon KwK (Kampfwagenkanone) by 37 mm long 45-gauge (L/45) and a light machine gun coaxial 7.92 mm. The two wagons were almost identical in both shape and internally, the only difference residing in the suspension, as the Krupp used coil springs while the Rheinmetall preferred to turn to crossbows. The armor was thick at most 14 mm on the front plate.
The weight of the guiding models of Rheinmetall ranged between 8 and 9.5 tonnes each was 4.21 meters long, 2.27 meters in height and width measured came to 2.21 meters. The wagons produced by Krupp weighed 7.9 tons, had a length of 4.18 meters and height of 2.13 meters.

 

Variants
Following the test, the Rheinmetall expected to build a third model of the VK-31 in mild steel set as the self-propelled tank destroyer. This vehicle is equipped with a piece of 37 mm PaK (Panzerabwehrkanone) L/45, was distinguished from the original prototypes for the turret smaller, changes to the superstructure and the reduction of the crew to 3 men. It was delivered in 1934.

Ingame "LoLTraktor" 

 

















[WoT Awesome Replays]: E-50 Ausf. M - 11.1k damage - 2290 XP


Monday, April 21, 2014

[Strippers Series]: Type 59 Weak Spots

Remember, do not shot Type 59 upper frontal glacis and frontal turret if your gun penetration is less than 175





The first MAJOR weaknesses of the Type 59 is its acceleration and tracks, it will take a while to get to its average cruise speed which is around 40/kph depending on the terrain, if you see a Type 59 in the distance ALWAYS aim for the tracks, if you track him right its almost a guaranteed kill because he wont have enough time to accelerate AND his tracks will be exposed still as he wont be moving very fast.

Don't bother trying to shoot the tracks from the rear, aim for his engine or the back of the turret (Ammo rack is in the right hand side highlighted in the picture in red) in that position.

This is where to shoot from the rear.

 

The area inside the blue is the engine, the green is a fuel tank (If you get lucky you can sometimes penetrate the fuel tank and hit the ammo rack) and the red is where the ammo rack is at the back of the turret, it goes through the side of the turret as well to about half way.