Thursday, April 17, 2014

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[Review]: SU-85I Soviet Premium TD tier V (premium shop only)





History: SU-85i program
There was only one program to modernize the SU-76i, started in Fall 1943. From the initiative of A.I.Kashtanov, a project was started to rearm the SU-76i with an 85mm gun. On 17.9.1943, chief designer of Plant No.37 recieved the following letter from the chief of technology department of NKTP by the name of Frezerov:
“The project developed by you to install the 85mm D-5S-85 gun on Panzer III chassis (SU-85i) cannot currently proceed due to the lack of enough 85mm D-5 guns and due to the question whether new Panzer III tanks will be delivered being unclear. I consider it appropriate to temporarily stop the aforementioned development and to save the developed material for further use in the future.”
This future never came in particular due to the shortage of Panzer III hulls and the fact it was no longer needed to convert German tech.

 

Pros and Cons
Pros:
  • Heavily armored gun manlet
  • HP: 380, 2nd place among tier V, after AT2 (450)
  • Good top speed: 50km/h, backward: 14km/h
  • Good signal range: 525 m
  • Great weight limit that can sustain heavy equipment
  • Mobility may slightly better than StuG III (Su-85I >< StuG III)
  • Good RoF: 13,33 rounds/min
  • Crazy DPM: 2132 damages per minute o.O
  • It’s ... rare ^.^
Cons:
  • Poor view range: 330 m
  • Useless armor in tier VI-VII matches: Hull armor 60/30/50 mm
  • Poor penetration: 119/161/43 mm
 

Play style
As many think this tank is not a sniper, it should be played like a support tank, remember your armor is not powerful against tier VI-VII tanks. After you fire some shells you should relocate. Use you camoflage ability to avoid getting hit- Be an angel in the bush >.^
You have a pretty good RoF so you can track enemies for your team focus fire, one shot to track- one shot to damage. A tip is shot enemies first track wheel, it’s not only break their track but also take HP.
Ohm, use houses, rocks... to avoid enemies arty, they are not very friendly with your SU-85I (+.+)



Crew skill (Recommend)
Commander: BiA, Sixth Sense, Camo, Situational Awareness, Repair
Gunner: BiA, Camo, Deadeye, Snapshot, Repair
Driver: BiA, Camo, Clutch Braking, Smooth Ride, Off Road
Loader: BiA, Camo, Safe Stowage, Repair


 

Equipment (Recommend)
Gun Rammer
Camouflage net
Improved ventilation

Comparing: SU-85I vs. StuGIII

Get one!  










 

 



Wednesday, April 16, 2014

Guide: SPGs- THE FINGER OF GOD Part 1 (Chapter 3)





SPG GUIDE PART 1 - CHAPTER 3



Keep training your crew skills up to 100 % as quickly as possible. This allows your vehicle in the best state.


Skill

 

The first skill to learn is “Brothers in arms" skills allow crews to increase 5% of skill are pretty awesome with the long loading SPGs. All crew members must learn and full 100%. If one hit in combat, this skill still available (WG fixed)

Commander- 6th sense- helps you know whether enemy discovered you or not (after 3 seconds) to increase your ability to survive, at least, you won’t be surprised when enemy suddenly appear in front of you. Then “Jack of All Trades” to replaces a member, in case 2 injured members that you only have a Small First Aid. The rest is up to you.

Driver, Gunner, Loaders and Radio Operator should learn Camouflage.

You can get Deadeye for Gunner to increase chance of damage enemy vehicle modules and crew with AP, APCR, or HEAT shells. It does not work with HE shells.

For the SPGs, 2-3 skills will be enough. From the 4th skill, you can choose whatever you like.