Hyde in British PT-SAU FV215B (183) WOT. What peppers download on fv215b. Hyde in the British PT-SAU FV215B (183) Wot which peppers to download on FV 183

    Learn how to shoot from the most powerful gun in the game. What if such a gun marks in you? What is the PT-SAU from the new British branch - FV 4005 - broke the record Maus? The answer in our review is two more levels at once. You will learn about the differences of FV 4005 from FV 215B (183). You will see how to survive in battle without disguise and armor and how to play against the enemy, before the shoot of which is almost no chance. Watch the video and hurry into battle!

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    All tools can shoot, but only some - tobit. It is this cannon that stands on the British PT-SAU 10 of the level FV4005 and FV215B (183). It can destroy the tank with one shot. Unfortunately, in a set with a fantastic damage there are many difficulties and minuses, as well as the dependence on the immeasurable parameter - the luck.

    At first glance, it can be seen that the British top PT-SAU are different cars. FV215B slow, with armored forehead. 4005 Several moving, but not to the extent to ride from the flank to flank. She also has a huge, vulnerable tower with very thin armor.

    This machine is vulnerable more than Waffentherger. In battle FV4005 and FV215B operate in different ways. But they have one role - apply a tremendous amount of damage. The main thing is that our heroes have, this is a one-time damage.

    At Fugasa, this value is comparable to artillery - 1750 units. At the expense of the hesh-projectile armor top, they can destroy the average high-level tank and even some heavy machines. In fact, the full damage is not always. For this, the Fugas need to punch armor.

    Getting into the screen or an external module, for example a caterpillar, causes premature triggering of the projectile, whose impact on the main armor weakens with a distance. Getting into a vulnerable place is difficult - you will need patience and even luck, because the tools have low accuracy and for a long time. This is one of the reasons why it's hard to fight on these tanks. Hesh-Fugas may apply full damage 3-4 times, and then long break on external modules, without causing special harm.

    Since the spread from the gun is rather big, when shooting at distances using Hesh-ammunition, you have to hope for good luck. The speed of information and the accuracy of the gun on FV4005 and FV215B are slightly different. 4005 is reduced faster than FV215B. Three seconds instead of 3.4.

    This difference is very well felt in urban conditions. Faster we will go - quickly apply damage and leave the fire, and therefore, less risk get an enemy projectile. The difference in accuracy is also in favor of FV4005. Spacing guns 0.38 against 0.40.

    Trifle, but nice. No matter how slow, neither reduction and low accuracy - when you meet the car with such a gun, it becomes scary. After all, the chance that you will fall into you, still remains. If a meeting with a 183 mm tool took place, in your power to reduce damage from Hesh-projectile to a minimum.

    On some tanks it is more profitable to go under the shot almost sideways, and not try to become a rhombus. With their accuracy, the probability is that the projectile will fall into the caterpillar. Of course, the French tanks will help this advice, but even they have a chance. Even in the near distance to "dance" very effectively.

    PT will be more difficult to aim, and the circle will constantly be restored, especially if the PT starts to be protected by the case. In a duel with these PTs stand still in place by a cola - the worst decision. Need to move. Before the owner of the FV4005 or FV215B, it is necessary to choose to charge - armor-free or hesh.

    A fugance projectile shall apply a colossal damage. It is very nice to fumble on the enemy under two thousand. But Hashi is expensive, and they have a complete damage difficult. The fight turns into a miracle waiting.

    In Arsenal FV, there are cheaper and predicted armor-piercing shells with a decent break of 310 millimeters. This is enough to inflict damage in most situations. Especially when the enemy stands sideways and you can shoot just in the contour. To decide which projectile to use, intuition and planning will help.

    Expand to whom you will shoot. If this is a Mouse or E100, they are difficult to pierce hash. But the average tanks or PTs will burst. For the high one-time damage FV4005 and FV215B, it is necessary to pay rapidly.

    It is 2 butches per minute. With ventilation and crew gain, we can reduce recharging time from the base 30 seconds to approximately 25, which is still very long. This is the greatest complexity of the game on FV. Often these tanks make one shot and die - just do not have time to recharge.

    And if the shot also did not destroy the enemy, then things are very bad. To reduce vulnerability because of the CD, there are two methods - either shoot from published and hide, or not remain alone. Very often, these cars save fear of the enemy team in front of them. Surely everyone came across the situation when at the end of the battle several tanks are afraid to go out and destroy some FV4005 around the corner.

    But it's enough to take damage enough, the rest will easily bite Fri - and win in your pocket. If such a car stands around the corner is not alone, but behind the backs of the comrades, then to travel in most situations will be nonsense. We have to tinker. One of the solutions is to get around the enemy from the flank.

    Let's just say, open the second front. The enemy will not be able to effectively defend themselves from two directions, and it will be much easier for you to destroy a dangerous pitch. The second option is to get in defense. It is less risky, as PT will be harder to shoot.

    But here you need to take into account the composition of your team. It is clear that ST will not be able to defend themselves from heavy machines. Application tactics in the melee FV4005 and FV215B are different. Fv215B has a sturdy tower with a thickness of 250 mm, her cheeks are located under good corners, and there is a potential to restrain the projectile.

    Therefore, this car needs to hide in embrasures or by shelters. She will not be able to tank, but in situations where you need to go out - for a long time to come down and make a shot - the strong tower gives a chance that you do not try. FV215B is more suitable for deterring or affording direction. The situation with FV4005 is completely different.

    She has a huge, thin tower. Any tank can break through it with a fugasal shell, and she cannot hide even for a mouse. Therefore, we can assume that the car is not protected. Compared to FV215B, it has better dynamics.

    Not at the level of the middle tank, but the car is accelerated and spinning is noticeably cheer. FV4005 tactics - quickly go out, make a shot and quickly go to recharge. At the same time, it is desirable to go away, so that if the enemy goes into the attack, to help the allies have been published. 215b this can not afford.

    The tower of both PT rotates, but only 90 degrees. It limits them in action. Retreat from behind the corner and immediately shoot it does not work, you need to be protected by the case. The enemy will not be difficult to spin it or just get into board.

    The speed of rotation of the FV4005 tower is 12 degrees per second. This is 4 degrees slower than Maus. The record that kept so many years beats. To start aim, it is sometimes easier for it to just be entrusted to the body.

    In general, the game on British PT is a real challenge: not just the enemy, but also for himself. You have one 183-millimeter quality that respect and fear. Become for the shelter on the key direction and count how much time will need enemies to dare to go to you. On the other hand, after the shot, you become an easy target, and here it all depends on your experience, luck and the help of the allies.

    If you are playing against these PTs, use a numerical and tactical advantage. Come from the flank, twist the enemy, avoiding a deadly hit, and then the Terrible Lion will seem harmless kitten. To learn more about the main caliber of Her Majesty, go to a special website: FV4005. RU.

    Good luck on the battlefields!.

FV215B 183 So dear fans of tanks speech today will go about the tenth-level tank which is called Baba and not in vain it is so called. But about it below.

Firstly, he gave him away from him and from one shot of an average tank of the eighth or ninth level flies to the hangar. Just just why I want to talk about yes because it is removed from the game of pumped tanks. It will happen in customer update 0.9.21 namely 17.10 2017. And it will not be possible to roll out so that we hurry to purchase it for free experience. It is very important.

And so that you understand what kind of tank I will tell you about the merits and disadvantages . View the video at the end of the description.

The advantages of this FV215B 183.

  1. This is a wild huge alpha carrying in the hangar from the first time of Art.
  2. Excellent breakdown of Hash Fugas and BB (we swing all that goes on the caterpillars).
  3. Pretty comfort speed.
  4. A strong tower is capable of measuring damage if you save the housing.

Disadvantages are and they are written below.

  1. This is a very long grade perhaps the most important drawback.
  2. Recharge as a SAU without perks and equipment is long half a minute and because of this, few shells can be taken with them into battle.
  3. The lower part of the carton housing which is all pierced.
  4. The tower does not spin 180 degrees.
  5. Hash Fugasi have a feature and if before the tank which you want to break through any obstacle (machine or fence), then the projectile will hit it and does not fall into the tank.
  6. A very large body makes the enemy see you earlier and based on this, be sure to disguise and pek on it.

Perhaps this is all the most important advantages and disadvantages of the tanker. From this, it is necessary to build the game on it.

How to play on fv215b 183?

First of all, not to go alone, since because of the long recharging you will be powered in all directions. The tank of the tower as it is quite strong. It is reduced in advance and not shoot until the circle fails completely. Since the tank is oblique as a Turkish saber. You must understand that he only tanits the tower. Play from her, find any holes to drive there and shoot on the enemy there. Maps for this PT is preferable to all sorts of buildings because you can leave for the corner to give Damag and roll back. In open cards, stay closer to the hills as disguise is not important, and the body is sewn everywhere and shoot you from afar.

What equipment and peppers to download on fv215b 183

Equipment This is of course the rate from behind its long recharging and of course a disguise, as well as ventilation in order to add the crew.

Perks Crew at first Brotherhood all besides the commander. The commander first lamp then the brotherhood is a second peel to disguise. Then the third on the profile of each crew his skill.

Skinshot with alternative peppers and equipment See below.

Now about Tom how to get This car, and everything is very simple, if you have free experience, it is necessary to take it on this tank because it is already in the update 0.9.22 it will not be. It is impossible to get the usual way by pumping the branch of tanks and it will go into the active that is, it will be issued possible for any feats on the GC or LBZ. And it is connected with the fact that in the opinion of the developers it does not fit into the branch of the cake of the cakes that are present in the branch. Which is very sad because almost all the equipment is poor and while pumping up the cherished dozen spend a lot of nerves and time.

Video guide about how to play baboach

Hi, reader! I will tell you today's personal impressions of the game on the British PT FV215B183. Does she need in random? I will start with the one who I am and what I consider a successful game at 10 levels. I am the so-called turquoise, flaw. However, in recent sessions, I have about 3200 VN8, and carefully follow the CTC for your static and its dynamics. Good efficiency in battle at 10 levels, in my opinion, begins from 3000-3200 damage on the tank, the rest is bad. Well, an excellent result has an unlimited framework into a large side of the above-mentioned side. This is my optimum. Not over unrealistic "Straikovsky" values, but also not 1200 damage on the IS-7, which demonstrates most of the players.

Returning to the topic. Recently, I realized that, I could not effectively play on FV. The sessions of the game on one, without interleaving the other technique, most often turned out to be weak on the result both in damage and in the final rating of VN8. I tried to analyze for myself, which is the reason for my shy game. All of the above only subjective opinion.

In the distant times, when this pitch was on the moment of testing the patch, it was so desired that it was the first and only time I went to the test server. Even there I fell in love with this car, her chip with a huge alpha. I thought then that the basis of the tank will be released punching, but no, FV appeared exactly that was and when testing. I immediately threw everything and stubbornly began to download exactly the top of Pt Britov. He suffered on absolutely others on the gameplay of predecessors. I will not say that the tanks of this branch are up to 9 lvl bad. Not at all. I just wanted to drag, tear the pieces of the face, and not to twist. And so, the cherished tank appeared in my hangar. Being a decent statist, charged the FVSKO Goldi to Ful and went to be marked by rand.
The next year of the game in the tanks was out of the game on FV215B183 and Pharma to play on FV215B183. If someone does not know, FEVE had Dryn with hash Fugasi, who calmly pierced in the NLD E100, attacking 1750 damage. My average damage on FV at that time was about 3600. Why am I talking about all this in the past time? In one of the patches, the workers decided to pour into the instrument of FV, as well as change its mobility indicators, while introducing brother-degenerate - lightweight FV4005. According to Vg, it turned out that 183 would be oblique, slow, but to tangle, and 4005 less oblique, less slapped, but to make his finger. What did we get in the end? 4005 became an error 404, she did not find a huge number of players, the tank came out unpopular and superfluous. Our FV paid doubly.
The mobility and ease of movement disappeared, when driving on poor soils, the tank behaves not particularly better than Yagi E100. And a new booking sucks such a big bolt that if I told all its flaws, CTTS would have ruined VG on paying me gold for this article. I will only say that we have received a disabled in the move, which is sewn, as before. Well, I thought, not trouble. I'll try it. Played for some time, but I could not lie in the updated 183. Yes, the tank, of course, was immobally, and everyone else suffered from him. But it was that for what I personally went into this game, to force all the Shalpoman to suffer. Now, with the Nerge of Hesy, the breakdowns on the full damage began to occur much less often. I already began to carry armored armorings for super heavy heavy weights, and this greatly complicated the gameplay. The FV had to stop fanning and start thinking how to some pcchka.
I didn't download it.
I swathe a terrible imbey, from which only sowing on this imbey could be fighting. And, of course, I repeat, I understand that the tank came out wildly imbalance. But was it not clear at the very beginning, still at the stage of the test and input into the game? It was not clear that it would be from this car in the end? Why was it to give candy a child to take away, wash it in shit and return it? Everything rests on the profit, but this is another conversation.

If we spend current on combat efficiency, the FV has become badly damaged to damage, simply without reaching the battles on time. In the appendage to this, we stopped winning the positions against other dozen as a result of the impetus. As the result, we get ordinary Fri 10, not the most comfortable in motion and shooting, just on which you do not need to focus the opponents and you can stupidly cram into the silhouette. Gameplay began to be like a game on a sq - 2. But, comparing these two cars, I note that at 6 levels of cardboard opponents much more. Moreover, the KV - 2 does not have such a wide list of all-grazing competitors, like FV.

Playing at 183, sometimes the joy of breaking on 2000 may return to your heart, but stability there already does not smell. And then worse. The new HD model, in my opinion, scored even more nails into the coff cover of the FV. The side of the tower began to make it even to the fugasami from the art and all sorts of T49, while the forehead began to beat the shells of only 10-20 percent better, which does not compensate for the minuses. FV has ceased to bring pleasure to the driver, often in Turboslive you have time to make 2-4 shots. And there can be a single breakdown. What tried to fix the developments - the problem of a huge alpha was still not fully gone and we can solicively crap Ltshka or Art. The tank now has a large toxicity than Art, working on the principle "not, nor people."
On the other hand, the Fishka Fishka is a huge alpha. What will she be without this very alpha posing? On FV215B183, of course, you can play fun, but I do not in vain mentioned my parameters of a good game. For me personally, the tank has spoiled. I stopped able to apply it, but on objective reasons. Now to achieve the goals, you must sweat, as well as all else. And why then need a FV, a surfing rating of VN8 on the old memory of a large expected damage on the technique and class minuses, if there are ST10? I could not answer myself on this question and sold 183. I sold, keeping our joint Vanchota in memory and soul.

Thanks for reading.
P.S. And there will be more nerf. You just need to take out of the game, because it was not worth it and enter.

The top of the development of the British PT-SAU, one of the most terrible cars in the game, whose damage for the shot will compare with a damage from direct artillery. However, extremely low rapidity, long-grade and modest ammunition is forced to play on this self-propeller as accurately as possible.

Modules

Compatible equipment

Compatible gear

FV215B (183) in the game

Research and pumping

PT-SAU FV215B (183) is examined at Tortoise for 235,000.

Combat efficiency

FV215B (183) Very specific machine consisting of contradictions. Huge, but at the same time a fast car, appreciating incredible damage, does not have any reasonable accuracy. Conclusion: This PT-SAU is very commanded. With due share of luck one on one, she will be able to destroy one-level enemy. But if there are more than one, everything becomes very sad. If the opponents have high dynamics and speedflow, FV215B (183), even a miracle will not always save.

The main feature of this PT-SAU is an instrument of 183 mm L4, which is capable of issuing an astronomical game damage. In a fugasal projectile, the averaged damage rate is equal to 1750 units of damage - the maximum possible damage will endure not every heavy tank of the tenth level. There are not such outstanding parameters from the armor-piercing: only 1150 damage, but is significantly better armoring: 310 millimeters at armor-piercing and 92 in a fugasal. But at the same time, the "golden" Fugas has a breakdown of 275 millimeters. When the weak points are focused, the full damage passes even with top tanks.

But not everything is so "rosy" with an instrument. Recharge lasts 30 seconds. Full body kit in the formist, ventilation and combat fraternity reduces this time for 5 seconds. In addition to no accuracy, slow mixing and large scatter is underway. Saves the tower with angle angles of 45 degrees in both directions, thanks to which it comes down somewhat less often relative to ordinary PT-SAU. But it is worth mentioning that the tower is located behind, which gives additional features of the style of the game.

FV215B (183) is quite dynamic. High speed is a huge plus, hanging PT-SAU high mobility. Also the advantage is turning. But everything is not enough of it to escape from fast average tanks that "circle" FV215B (183).

Large sizes are another minus tank. It follows from this high visibility. As a result, this PT-SAU will be the first to take on the shots, especially SAU. But the lack of serious armor and screens reduces the life expectancy of FV215B (183) to a minimum.

Advantages:

The highest damage among all cars;
- good maneuverability and dynamics;
- Corners of the vendor.

Disadvantages:

Low accuracy, long reduction and extremely low rate;
- the ammunition is only 12 shells;
- big sizes.

Equipment, Equipment and Amuses

Amusement FV215B (183) is 12 shells. Nevertheless, this is quite enough. With a speed of 2 shots per minute, a continuous shooting can be guided 6 minutes. With crew, modules, etc. - about five minutes. But if you consider all the factors like the occupation of the position, expectations of the goal, the information and many other factors, the shells in the worst case only for 10 minutes of battle. Usually the battle ends before.

The selection of the composition of the ammunition depends on the player's preferences, but in general will be the same: 10 main and 2 shells. If there are necessary funds, then the main "golden" fragantic fugasic shells are Hesh Mk. 1, cost at 20/8000, since he mk. 1 due to low armoredness is ineffective and as the main type of shells in battle are not suitable. Armored AP MK. 1 cause less damage, but guaranteed. Therefore, the choice, again, depends solely on the player's preferences. Below is a comparative table of projectiles FV215B (183).

Table of Handle Handle Characteristics 183 mm L4:

For FV215B (183) required Resistant and reinforced vending drives. The first accelerates recharge for 3 seconds, the second is the speed of 0.35 seconds. The third you can take improved ventilation: an additional bonus of both recharging and note. An alternative to ventilation can be enlightened optics, giving a bonus to a review, or an ultra-stage anti-skip pad, which will significantly reduce damage from Fugas and Taran.

Hello tankers! Today we will look at the crown of the development of British PTs. The car, to which many of you walked for a long time and tediously. Machine that inspires fear to any opponent. Machine, whose hit is afraid of just like the hitting of artillery. The car, which finally finishes the heavier branch, which do not go. Meet FV215B (183):

Price of the car 6 100,000 credits. But before the purchase it was necessary to accumulate 235,000 units of experience on the previous machine, and this is a very impressive number. Well, putting the experience of Tortoise behind, farm loans, too. Now we have left to buy FV215B (183), put additional equipment, camouflage and re-task the crew and-AI, and that's it! On this scaling of British PT completed! We are waiting for art or Chinese PT.

Since the 10 level machine, we just need to put on it more than a good crew. Compared with the previous car, we had one person - a radist. Now his role is fulfilled by the commander. Here is a specialty:

  1. Publish for gold. It will cost 200 * 5 \u003d 1,000 credits.
  2. Reset additional skills and re-possession of silver. In this way, part of the experience will go to the training of the main specialty up to 100%.

I see the branch of development I do not see the point of viewing because there is nothing more than you need to explore. All modules are both stock and top at the same time. The only information can be improved - additional equipment. However, let's not get ahead and consider in order all our modules.

Equipment

What can I say about the gun? You see everything yourself. The gun has huge figures of breakdown and damage. Especially fascinates incredible damage to Fugas with a break of 275 !!! - Art nervously smokes on the sidelines. Just imagine the IS-7 left for you, who received a bun and drove back from 400 remaining HP - sight. It is not even necessary to pierne the enemy. He shot into the T110E4 tower and demolished 600 hp with 4 crits and 3 contusions)))) Of course we pay a huge recharge rate - 2 shots per minute.

The engine is good, powerful enough for this car. Of course, we will not fly with him, but also crawl as at AT too. In general, the normal engine. We use what they gave, because there is no choice))

Chassis is also good enough. 32 degrees per second - very good indicator. More, I think we do not need, we will not come down.

The radio station is also at the level. The most powerful of all British Fri, and not only British. Little at all PT 10 levels have such a radio station.

Well, 1 more such a small item about which I forgot - Tower. As it is unusual after the AT series ... Well, what to say about it? Booking at the level, even more than at the level, the rotation speed is so-so, but here is a normal overview. In short, we use what they gave.

Highlight such advantages and disadvantages

pros

  • Excellent instrument
  • Great one-time damning
  • The presence of a tower which rotates 45 degrees
  • Best Mobility Compared to AT Series

Minuses

  • Relatively weak armor, especially compared with the AT series
  • Very small rapid tools
  • High priority for artillery
  • Mobility average, but not more

Tactics

Here everything turned over 180 degrees. The gun does not shine accuracy, rapidity. Promach is very expensive. In the forefront, we are contraindicated due to the fact that there is no way to armor. Artillery also loves to shoot us. The best tank feels on the city maps, but after the shot what to do 30 seconds? Even very significantly affects the gameplay rear layout of the tower. In general, I will say that the tank for very experienced players. This is not a universal seven (IS-7) on which you can play 10 in different ways, even as st or PT. The car is very dependent on the team, and the team is from her, because it is able to make such cases ..., but only in competent hands and under cover. I am very advised to ride a platoon, he is a random random ...

I think about the balance weight I think too. We are always in the top and shoot in the same tops as we \u003d)

Profitability

Everything is very sad here. Many pump out this PT for the sake of its premium fugas, and they cost a little more than expensive \u003d (repair is also quite expensive. The car will be either playing in the nurts, or, when shooting prem. Shells, to go into creepy minus and Pa It will not help here . Need a tank for loans mining, preferably premium.

Optional equipment

  • Resselon- 30 seconds. Recharge as it may say for himself.
  • Strengthened. Putover drives - With the note we also have trouble \u003d (
  • As before, fan or enlightened. There is already your taste.

Equipment

Everything is more than standard

  • Remkomplekt
  • Aid kit
  • Fire extinguisher

Perks for the crew

Commander

  1. Sixth Sense
  2. Disguise
  3. Repairs

Petcher

  • Disguise
  • Sniper
  • Repairs

Fur. Driver

  • Disguise
  • Virtuoso
  • Repairs

Charging

  • Disguise
  • Desperate
  • Repairs

Charging

  • Disguise
  • "Non-contact" womel
  • Repairs

A game

Genre

Localization

Year of issue

Payment

Free


On February 28, 2013, the game was established, and in this article we want to tell you about the new PT-SAU 10 of the UK level - FV215 B (183).
First of all, it is necessary to say that this is a monster machine that can destroy with 1 shot with cumulative projectile many level 9 levels. If we talk about the damage of the weapon, it should be emphasized that even some artillery is inferior to this just mad damage.

Weapons FV215 B (183) inflicts on average 863-1438 units of damage, while the same JagDPZ E-100 gives 788 -1313 units. As for rapidity, our FV215 B (183) produces only 2 shots per minute, while JagDPZ E-100 shoots 2.33 shots per minute.

Here are a number indisputable pluses New British PT-SAU FV215 B (183):

- The tower is capable of rotating 45 degrees into each of the two sides, however, the speed of only 16 degrees per second, but, nevertheless, it is better than cast tower.
- Armor towers in mm: 254 - forehead, 101 - board, 76 - feed.
- Armor of the hull in mm: 152 - forehead, 50 - board, 76 - feed.
- 34 km / hour. Jagdpz E-100 has only 30 km / hour.
- the gun pierces the armor with a thickness of 233- 388 mm; W. ron guns: 1150/1750/1750. Jagdpz E-100 gun beats 224-374 mm; Tool damage: 1050/1050/1400.
- The rotation speed of the body is 34 degrees per second, JagDPZ E-100 - 20 degrees per second.
- Quite small sizes.

Of minuses FV215 B (183):

- 2000 hp
- The ammunition 12 shells, and it is necessary to shoot for sure.
- It is not particularly effective in Tarana, as the mass of only 60-64 tons.
- A tool medium accuracy.

By summing up, it is confident to say that this car is at the moment - (March 1, 2013) is the best PT-SAU in the game World of Tanks.. Note that this machine can become a real monster in skillful hands. It is possible that soon the developers pouch some of its characteristics.

The video game is posted below on FV215 B (183).

Video

Official site of the game - http://www.worldoftanks.ru

While there are discounts on 10ki, let's talk about FV215B (183) - the top of the development of British PT-SAU, one of the most terrible cars in the game, whose damage for the shot will compare with the damage from direct artillery entering. However, extremely low rapidity, long-grade and modest ammunition is forced to play on this self-propeller as accurately as possible.

Let's start with the history of this tank - it, like many other heavy duty cars, did not go further on the layout. The heavy tank of Conqueror (the conqueror) was already quite capable of fighting with the Soviet IS-3 at medium distances, but the work on the creation of a "counterweight" for the Soviet technique continued. On the running from Conqueror decided to install an instrument with a caliber of 183 mm. And for the first time, this gun was tested on FV4005 Conway. But, while project work went, cheaper means of counteracting heavy armored vehicles were created. As a result, a wooden mock of self-propelled was built, but the next work did not go.
And why, you ask, the tower was installed on the back of the car? And all because such a huge weapon would simply turn the tank when turning the tower around the axis. Also, it would have to reduce the speed of the car and its booking.

But we turn to the tank in the game. Let us turn to Wiki.Worldoftanks.ru:
FV215B (183) Very specific machine consisting of contradictions. Huge, but at the same time a fast car, appreciating incredible damage, does not have any reasonable accuracy. Conclusion: This PT-SAU is very commanded. With due share of luck one on one, she will be able to destroy one-level enemy. But if there are more than one, everything becomes very sad. If the opponents have high dynamics and speedflow, FV215B (183), even a miracle will not always save.

The main feature of this PT-SAU is an instrument of 183 mm L4, which is capable of issuing an astronomical game damage. In a fugasal projectile, the averaged damage rate is equal to 1750 units of damage - the maximum possible damage will endure not every heavy tank of the tenth level. There are not such outstanding parameters from the armor-piercing: only 1150 damage, but is significantly better armoring: 310 millimeters at armor-piercing and 92 in a fugasal. But at the same time, the "golden" Fugas has a breakdown of 275 millimeters. When the weak points are focused, the full damage passes even with top tanks.

But not everything is so "rosy" with an instrument. Recharge lasts 30 seconds. Full body kit in the formist, ventilation and combat fraternity reduces this time for 5 seconds. In addition to no accuracy, slow mixing and large scatter is underway. Saves the tower with angle angles of 45 degrees in both directions, thanks to which it comes down somewhat less often relative to ordinary PT-SAU. But it is worth mentioning that the tower is located behind, which gives additional features of the style of the game.
FV215B (183) is quite dynamic. High speed is a huge plus, hanging PT-SAU high mobility. Also the advantage is turning. But everything is not enough of it to escape from fast average tanks that "circle" FV215B (183).
Large sizes are another minus tank. It follows from this high visibility. As a result, this PT-SAU will be the first to take on the shots, especially SAU. But the lack of serious armor and screens reduces the life expectancy of FV215B (183) to a minimum.
It should be remembered that the ammunition FV215B (183) is 12 shells. Nevertheless, this is quite enough. With a speed of 2 shots per minute, a continuous shooting can be guided 6 minutes. With crew, modules, etc. - about five minutes. But if you consider all the factors like the occupation of the position, expectations of the goal, the information and many other factors, the shells in the worst case only for 10 minutes of battle. Usually the battle ends before.

We recommend this text guide to everyone, excerpts from which we will give below:
... Starting from the first day of the dough Patch 0.8.4 and up to today, rolling back with a total of 239 fighting (tests + base), I have only one impression about this tank. FV215B (183) is an art saau with a tower, which has a strategic scope is replaced by sniper. I do not see other weighty differences, except that the gun is more accurate ...
... shot of such O.F. The projectile demasks you almost after half of the card - you will glow, and it is very fat to glow, like a "poplar on the spindle". Double bushes, yes, help a little. But there are no such bushes on every card and not in every combat situation ...

And some more reviews of players with the topic on the official forum:
Turniqet: At the FV playing, you need to drink Corvalol \u003d) Max - many tanks have time to shoot and recharge, accuracy - you don't decide to fall or not, and VBR. Dynamics - yes! Ricoles - yes! Ats damage - yes! (For two and a half years, so much did not vanzhotyl, how much on the FV for 40 battles). The developments found and created a very thin face that this PT would not be knocked out from a heap of 10k. A couple of small apov and get an imba! For 40 battles, as I remember the Vanchota: Batty, 103, Lev, CT, E75, about 268, IP3.

Bouh_007: in fact, PT is quite accurate and pierced by Galdoopas there !! I played more than 500 battles on it and I have a 3K of the middle damage, but it is not a penny every battle, sometimes you have to hide behind the shelters from 5 art and eventually apply 1000-1500 damage for the fight ... But with the share of luck and straight hands of PT works wonders! ! It is impossible to hurry on it, climb ahead and shoot in the silhouette in the near battle (at least a silhouette in the sight)))

Zahr: Just the terrifying corners of the vertical tip. And if the weapon climb is poorly up, then it does not go down almost at all that it creates just a lot of problems on these rejected maps. Sometimes a nice bonus in the form of a major damage falls. Maximum that I saw is minus 2148 per shot on E100. But it was just once for my modest 80 battles that Fulldamag passed. Much more often passes 1500-1800 at breakthilation. And more often 400-800 when entering the hussl or screen or in the gun.

Well, in conclusion, we will give the floor to Dezertod, who in his fresh guide "Destroyer Hope" tried to fit "to the projectile" with extreme bias and Bathert. And then where not to look, everywhere this PT is praised. Find out what is wrong here. Happy viewing!

10-03-2017, 11:03

Hello to all lovers of big dumber damage, with you site! Friends, now we are talking about one of the most dangerous cars in our favorite game, the British PT-SAU of the tenth level, in front of you FV 215B (183) Hyde.

Few people do not know that all the power and power of this apparatus lies in its armament, it is the gun that will bring you the maximum of pleasure and fan, though, there is FV 215B (183) World Of Tanks And other advantages that need to know along with disadvantages, if you want to show decent results on the battlefield.

With the update output 0.9.21 for World of Tanks FV 215B (183) was removed from the branch of pumping and translated into the category of special tanks. In his place put another PT-SAU level 10 -.

TTX FV 215B (183)

We will begin to start our review with the fact that this device is the owner of a typical response of the safety reserves and a very decent base radius of a review of 390 meters.

Now I would like to touch on the topic of the vitality of British and first of all it is worth noting her gigantic sizes. FV 215B (183) Tank Really very large, the silhouette we have not only long, but also wide and very high, because of what masking is strongly suffering and hid often happens very hard.

However, with such impressive dimensions of FV 215B (183) Characteristics Booking to something worthy of respect. Serious protected in our front projection and the most solid part is the tower. Initially, the thickness of the armored door is impressive here, and thanks to all sorts of slopes and dumps, the shift in the thinnest place is 245 mm, and in the thick places it takes a mark of 500 millimeters.

Lob housing u. FV 215B (183) World Of Tanks More vulnerable, but at the expense of the rational tilt of VLD has about 260 millimeters of the reduced armor, which also often allows the tank even shots of top equipment. But remember once and for all that the NLD has a cardboard, its thickness does not exceed 190 millimeters and it is always necessary to hide it.

It's never hopes for booking onboard, nominally in this projection is being protected extremely weakly and even when the rhombus is raised, the likelihood you will cause damage, of course, if the opponent is not quite weak or if the shell does not "eat" a husl.

It is quite expected that with such a sapacity and the presence of an impressive booking, PT-SAU FV 215B (183) WOT Everything is very mediocre in the plan of mobility. Maximum, we have a modest, ratio of horsepower on a ton of weight gives weak dynamics and is not better with maneuverability, many will be able to spin us.

Tool

As already mentioned at the very beginning, the whole essence of this self-propeller consists in its powerful weapons. On board the installed so powerful gun that no one in the right mind wants to come across your eyes.

So, U. FV 215B (183) gun It has a monstrous powerful, the largest tenth-level alfactors (except for artillery). Of course, with such an aliment, the recharge is still long and DPM low, but it is worth it.

With the punctures of the breakfast, everything is also more than worthy. If you do not want to spend too much, FV 215B (183) World Of Tanks There are the most penetrating armor-piercing shells in the game. And for those who are not fed in silver, it is recommended to charge GOLDY FUGASS, breaking through them slightly lower, but the damage is too high and even if you do not break the goal, you will be guaranteed about 600 units of damage, or even more. As for less protected enemies or hits in vulnerable zones, FV 215B (183) Tank It is quite capable of sending most of the levels of 8-9 levels in the hangar from one shot, which will bring you a lot of positive emotions.

In addition to a long-lasting recharging, the ability to "svanize" the enemy PT-SAU FV 215B (183) World of Tanks Pays precision indicators. The scatter of our gun is the largest among PT-10, it boils down for a very long time and stabilization of it is disgusting.

Pleases the fact that british tank FV 215B (183) It is endowed with a mobile hatch, which rotates in the total sector of 90 degrees, which completely deprives us of problems with the angles of horizontal tip. But because of the rear arrangement of cutting, down the barrel is very bad, only 5 degrees and it often delivers problems.

Advantages and disadvantages

All over the above, it is easy to conclude and understand where the tank has the strengths, and where the frank weaknesses that need to hide from the enemy. But to make it easier for you to navigate, we will highlight the main advantages and disadvantages. FV 215B (183) WOT separately.
Pros:
The highest one-time damage among PT-10;
Very scary gold funds;
Excellent punctures;
Strong frontal armor Tower and VLD;
Partially rotating cutting.
Minuses:
Huge dimensions of the tank and weak disguise;
Mediocre booking of NLD and sides;
Weak mobility (maximum speed, dynamics, maneuverability);
Bad accuracy indicators;
Very long recharging;
Little ammunition.

Equipment for FV 215B (183)

By properly selecting additional modules, it is not bad to improve the initial indicators of the tank, which increases its advantages or reducing disadvantages. In our case, you need to completely concentrate on the minus of weapons, that is, tank FV 215B (183) Equipment Put the following:
1. - The speed of recharging is really very low and you need to raise any means.
2. - We remember the mediocre speed and now we are trying to improve this indicator.
3. - A closed hatch gives the opportunity to immediately increase all the necessary parameters, making the recharge rate and more comfortable information, as well as improved review range.

The above three points I consider it absolutely optimal, to replace them on anything undesirable, but if someone really want to improve the masking of the car, sacrifting the firepower and comfort of damage, you can put.

Education crew

I think there is no need to remind you how much it is important not to be mistaken in the distribution and choice of skills between members of the crew. I just want to add that we need to concentrate on improving the parameters of weapons again, but do not forget about other important nuances, that is, PT-SAU FV 215B (183) Perks Learn in this order:
Commander (radist) - ,.
Putter - ,.
Driver mechanic - , .
Charging - ,.
Charging - ,.

Equipment for FV 215B (183)

Consumables are selected in all the well-known scheme, where in order to save ways you can give preference to a set of. But this self-propeller is so very expensive in service and to play with maximum comfort, it is better to carry on FV 215B (183) Equipment as, . And for those who want to achieve comfort, but 20000 silver is not ready to give every battle, the last option is replaced by.

Tactics games on FV 215B (183)

On the outcome of the fight PT-saau fv215b (183) WOT It can have a very big influence due to the presence of insanely powerful GOLDY Fugas. However, this item is both a plus, and minuses of the car. The fact is that if you get an enemy into a vulnerable zone or just shoot on a cardboard machine, the result will exceed all the expectations, but the likelihood of getting into the armored site and apply only 500-600 damage at such rapidity can make us useless on the battlefield. In addition, shooting Gold Fugas british tank FV215B (183) Heat his owner in the wildest minus for silver, which is not suitable for everyone.

Precisely because there is a probability of misah for FV215B (183) tactics The fighting can not be reduced only to the fire at large distances. It is better for us to be positioned between the first and second lines, in which case you can play from armor, if you hide an NLD and not to substitute the side, and at the same time probability of misacle decreases.

If you do not want to go very much in minus and worry about what you will apply a little damage without punching the enemy, no one forbids using armor-piercing projectiles, they FV215B (183) World Of Tanks They possess the most impressive break in the game and also cause a lot of damage, although, the style and perception of the game are changed in this case.

In addition, regarding damage, we have such a long recharging that God himself ordered to play from Alphaastric. Meaning that FV215B (183) Tank There must be aimed shot, and then there is no need to stand under the fire of enemies (if someone survives), it is much wiser to hide for the nearest shelter and wait until the charges are pushing into the executioner another cartridge.

Otherwise, you must remember that we can never let the enemy close to themselves and even more so let him abroad. This is one of the reasons why World of Tanks FV215B (183) It is considered a very situational machine, it depends not only from the will of the lbr, but also from the team. To play more successfully, follow the mini-card, be afraid of artillery like fire and the path you are accompanied by luck, let go of the "Vanchota" really very fun and it can strongly affect the outcome of the battle.

10-03-2017, 11:03

Hello to all lovers of big dumber damage, with you site! Friends, now we are talking about one of the most dangerous cars in our favorite game, the British PT-SAU of the tenth level, in front of you FV 215B (183) Hyde.

Few people do not know that all the power and power of this apparatus lies in its armament, it is the gun that will bring you the maximum of pleasure and fan, though, there is FV 215B (183) World Of Tanks And other advantages that need to know along with disadvantages, if you want to show decent results on the battlefield.

With the update output 0.9.21 for World of Tanks FV 215B (183) was removed from the branch of pumping and translated into the category of special tanks. In his place put another PT-SAU level 10 -.

TTX FV 215B (183)

We will begin to start our review with the fact that this device is the owner of a typical response of the safety reserves and a very decent base radius of a review of 390 meters.

Now I would like to touch on the topic of the vitality of British and first of all it is worth noting her gigantic sizes. FV 215B (183) Tank Really very large, the silhouette we have not only long, but also wide and very high, because of what masking is strongly suffering and hid often happens very hard.

However, with such impressive dimensions of FV 215B (183) Characteristics Booking to something worthy of respect. Serious protected in our front projection and the most solid part is the tower. Initially, the thickness of the armored door is impressive here, and thanks to all sorts of slopes and dumps, the shift in the thinnest place is 245 mm, and in the thick places it takes a mark of 500 millimeters.

Lob housing u. FV 215B (183) World Of Tanks More vulnerable, but at the expense of the rational tilt of VLD has about 260 millimeters of the reduced armor, which also often allows the tank even shots of top equipment. But remember once and for all that the NLD has a cardboard, its thickness does not exceed 190 millimeters and it is always necessary to hide it.

It's never hopes for booking onboard, nominally in this projection is being protected extremely weakly and even when the rhombus is raised, the likelihood you will cause damage, of course, if the opponent is not quite weak or if the shell does not "eat" a husl.

It is quite expected that with such a sapacity and the presence of an impressive booking, PT-SAU FV 215B (183) WOT Everything is very mediocre in the plan of mobility. Maximum, we have a modest, ratio of horsepower on a ton of weight gives weak dynamics and is not better with maneuverability, many will be able to spin us.

Tool

As already mentioned at the very beginning, the whole essence of this self-propeller consists in its powerful weapons. On board the installed so powerful gun that no one in the right mind wants to come across your eyes.

So, U. FV 215B (183) gun It has a monstrous powerful, the largest tenth-level alfactors (except for artillery). Of course, with such an aliment, the recharge is still long and DPM low, but it is worth it.

With the punctures of the breakfast, everything is also more than worthy. If you do not want to spend too much, FV 215B (183) World Of Tanks There are the most penetrating armor-piercing shells in the game. And for those who are not fed in silver, it is recommended to charge GOLDY FUGASS, breaking through them slightly lower, but the damage is too high and even if you do not break the goal, you will be guaranteed about 600 units of damage, or even more. As for less protected enemies or hits in vulnerable zones, FV 215B (183) Tank It is quite capable of sending most of the levels of 8-9 levels in the hangar from one shot, which will bring you a lot of positive emotions.

In addition to a long-lasting recharging, the ability to "svanize" the enemy PT-SAU FV 215B (183) World of Tanks Pays precision indicators. The scatter of our gun is the largest among PT-10, it boils down for a very long time and stabilization of it is disgusting.

Pleases the fact that british tank FV 215B (183) It is endowed with a mobile hatch, which rotates in the total sector of 90 degrees, which completely deprives us of problems with the angles of horizontal tip. But because of the rear arrangement of cutting, down the barrel is very bad, only 5 degrees and it often delivers problems.

Advantages and disadvantages

All over the above, it is easy to conclude and understand where the tank has the strengths, and where the frank weaknesses that need to hide from the enemy. But to make it easier for you to navigate, we will highlight the main advantages and disadvantages. FV 215B (183) WOT separately.
Pros:
The highest one-time damage among PT-10;
Very scary gold funds;
Excellent punctures;
Strong frontal armor Tower and VLD;
Partially rotating cutting.
Minuses:
Huge dimensions of the tank and weak disguise;
Mediocre booking of NLD and sides;
Weak mobility (maximum speed, dynamics, maneuverability);
Bad accuracy indicators;
Very long recharging;
Little ammunition.

Equipment for FV 215B (183)

By properly selecting additional modules, it is not bad to improve the initial indicators of the tank, which increases its advantages or reducing disadvantages. In our case, you need to completely concentrate on the minus of weapons, that is, tank FV 215B (183) Equipment Put the following:
1. - The speed of recharging is really very low and you need to raise any means.
2. - We remember the mediocre speed and now we are trying to improve this indicator.
3. - A closed hatch gives the opportunity to immediately increase all the necessary parameters, making the recharge rate and more comfortable information, as well as improved review range.

The above three points I consider it absolutely optimal, to replace them on anything undesirable, but if someone really want to improve the masking of the car, sacrifting the firepower and comfort of damage, you can put.

Education crew

I think there is no need to remind you how much it is important not to be mistaken in the distribution and choice of skills between members of the crew. I just want to add that we need to concentrate on improving the parameters of weapons again, but do not forget about other important nuances, that is, PT-SAU FV 215B (183) Perks Learn in this order:
Commander (radist) - ,.
Putter - ,.
Driver mechanic - , .
Charging - ,.
Charging - ,.

Equipment for FV 215B (183)

Consumables are selected in all the well-known scheme, where in order to save ways you can give preference to a set of. But this self-propeller is so very expensive in service and to play with maximum comfort, it is better to carry on FV 215B (183) Equipment as, . And for those who want to achieve comfort, but 20000 silver is not ready to give every battle, the last option is replaced by.

Tactics games on FV 215B (183)

On the outcome of the fight PT-saau fv215b (183) WOT It can have a very big influence due to the presence of insanely powerful GOLDY Fugas. However, this item is both a plus, and minuses of the car. The fact is that if you get an enemy into a vulnerable zone or just shoot on a cardboard machine, the result will exceed all the expectations, but the likelihood of getting into the armored site and apply only 500-600 damage at such rapidity can make us useless on the battlefield. In addition, shooting Gold Fugas british tank FV215B (183) Heat his owner in the wildest minus for silver, which is not suitable for everyone.

Precisely because there is a probability of misah for FV215B (183) tactics The fighting can not be reduced only to the fire at large distances. It is better for us to be positioned between the first and second lines, in which case you can play from armor, if you hide an NLD and not to substitute the side, and at the same time probability of misacle decreases.

If you do not want to go very much in minus and worry about what you will apply a little damage without punching the enemy, no one forbids using armor-piercing projectiles, they FV215B (183) World Of Tanks They possess the most impressive break in the game and also cause a lot of damage, although, the style and perception of the game are changed in this case.

In addition, regarding damage, we have such a long recharging that God himself ordered to play from Alphaastric. Meaning that FV215B (183) Tank There must be aimed shot, and then there is no need to stand under the fire of enemies (if someone survives), it is much wiser to hide for the nearest shelter and wait until the charges are pushing into the executioner another cartridge.

Otherwise, you must remember that we can never let the enemy close to themselves and even more so let him abroad. This is one of the reasons why World of Tanks FV215B (183) It is considered a very situational machine, it depends not only from the will of the lbr, but also from the team. To play more successfully, follow the mini-card, be afraid of artillery like fire and the path you are accompanied by luck, let go of the "Vanchota" really very fun and it can strongly affect the outcome of the battle.

In this article we will talk about one of the most interesting top anti-tank plants, which has some advantages of the tank, good speed and the most powerful gun, which makes it one of the most interesting machines in the game and make lovers of big numbers when applying damage to throw all tanks And to stay on it, at least for a month.

Historical reference

Self-propelled installation FV215B (183) was developed on the basis of a heavy tank Conqueror. The main feature of this car was a 183 mm caliber instrument installed in the tower on the stern. It was assumed that the purpose of the car would be a struggle with heavy tanks of the enemy. However, while project work was going, cheaper means of countering heavy equipment were created. A wooden layout of self-propelled was built, but the work did not go further.

In general, we are dealing with a paper prototype, however, in the game the car turned out more than interesting, well, let's go to study.

General characteristics

As usual, we begin to get acquainted with the technique of "Peace Tanks" with the study of general characteristics.

Figure 1. FV215B - General characteristics

Strength

The strength of the tank is two thousand units, which corresponds to the stock of its predecessor - "Tortoise" (which is the strongest PT-SAU of the 9th level in the game), and therefore we are one of the most strong self-propeller in the game. For example, Soviet top Fri we are inferior to us slightly in the HP reserve (on 50-tons and 100 units, respectively), the Frenchman "FOSH" is already inferior to 150 units, and the American "T110E3" even exceeds us by 50 units for this indicator, but he It has a tower, to blame in the case, that is, static. In general, we are samples of strength among PT-SAU levels of the level of the level 10, only the vague German - "JagPze100" with 2200HP, although on maneuverability to us far, and we have even more powerful to the gun (183-mm against 170 mm ). We only have a parity with T110E4 in terms of the stock of strength, but we have much more powerful tool, however, the American cannot be written off with accounts - at the moment it is one of the most powerful, compact and convenient PT-SAU in the game.

Weight and maneuverability

We have about 60 tons we have, not much and a lot for topics, in any case, we should not be too afraid of a taran, well, except from "Maus" or "Jagpze100" and then if they are lucky and a slide will be nearby, And we will stand below. Again, the chances for such a little, as any shot of a fugas in the area of \u200b\u200bthe caterpillars stably confuses them even at the "mice", the only chance is a combination of torsion and anti-skid beam, but with such a combination of tanker modules, you still need to search. Also, moderate weight allows us to avoid the fate of the "Tolstoy Hans" - "Jagpze100" - the Grozny Fri Grotnovan only from afar, when rapprochement, it becomes easy prey, panicly trying to have time to turn around for more shrinking opponents. We do not threaten options with "carousers", since we have a rotation speed of 32-a second per second, with the engine power of 800-tons of horsepower, which allows you to overclock the tank to 34 km / h, which is more than enough To fulfill most tasks on the battlefield.

By the way, such a rotation speed of "M26 Peshing" - 36 degrees / sec for stock chassis, 38 degrees / sec for the top chassis, while we have 32 degrees / s, but we have a heavy top-level PT-SAU level 10 and At the same time, we are slightly behind maneuverability from our fellow on a national basis - 32 against 36 degrees / sec. It is important to remember that "M26 Pokhing" is one of the most maneuverable tanks in the game among the line of medium tanks, which only light tanks are superior to this part.

The engine is extremely rare, for three tens of battles to a row tank caught fire only once, having hit the cumulative from the enemy PT-SAU of the 10th level right into the joint between the upper and the lower armorist, while the tank burned almost completely (not learned from the crew of the skill Fire extinguishing "and" cleanliness and order ", and they should be learned, just in case) and had to stand until the end of the battle for the house, since with the amount of strength that remained, again, risks and leave for a straight fire of the enemy, no sense. At the same time, I always use high-octane gasoline for the best dynamics, so PT is quickly gaining speed and unfolds and, although it costs 5000 silver, but he justifies himself almost completely. For example, in test arrival between the two "FV215B", I, using in-o gasoline overtakes the "colleague" on the whole body after 15 seconds after the start. Now imagine what bonus do you get with a march of shutters for big distances, and when you meet with the enemy in the near battle? - It is difficult to overestimate the utility of the consumage.

Figure 3. Chassis "FV215B"

Armor

Housing

Booking the case is quite good -152-mm in the frontal projection, and we have very sharp corners there and these millimeters are enough, but only for ordinary armor-piernes. If you are beaten with a camp of 10-govnya with a camp, then these armorists are missing, since the armoredness of the cumulatives (podkalibers) for the 10 level cannons is about 400-tons of millimeters, and in this case the infusion chance or The ricochet will depend mainly from fast "maneuvers" by the body (to increase the risk of ricochet) or from the WPD, which periodically throws up such "gifts".

Tower

The tower reservation is impressive - 254-mm, although there are no so rational angles of the inclination of armor as in the front part, however, for ordinary armor-piercing reservations, it is enough to withstand the fire on the level of the 10th level. And again, if you are beaten with cumulatives, then the chances of keeping the blow significantly less, however, these uber-shells can endure that Jagpz-E100 is and then not always and makes it easy to either in the lower armorist either in the front-up bruneistra. In general, if you shoot a player with a thick virtual wallet and not bother to gold-shells, it is better to look for a shelter, however, considering the realities of the game after a patch 0.8.2, few people do not use Gold-shells, because the developers have already discovered this " Pandora drawer "and all that was" fell ", it became available to almost any player. Even an ordinary player, not a penny in the game, by stubborn many hours of gemina, can earn a few hours of "games in pleasure" on top technology with gold-shells in addition.

The unique property of the Tower "FV215B" - it turns unlike most other PT-SAU, although only 45 degrees on the sides, and the same "T110E4" can turn the tower by 90 degrees, that is, almost a direct angle - you can shoot opponents and Stand sideways We can do it twice the smaller radius, nevertheless, even such angles allow us to catch particularly prompt art and even the enemy LTs using both the tower's ability to turn the turns and the maneuverable chassis. In addition, playing in the classic PT style - standing in the bushes and shooting along the goals passing by, we do not need to turn the body and detect yourself - most of the goals we can "accompany the barrel" only turning the tower. This is especially effective if you use a camouflage network, the effectiveness of which directly depends on your immobility. It is also important to remember - we have the speed of turning the tower of only 16 degrees \\ s, so if you track the target at a distance of 200 meters and the goal is the rapid ST or LT, then it is better to turn the housing with ahead of the movement of the enemy and then do Run to the target with the tower, rather than almost reducing the goal again to repeat everything, turning the body, because the goal left your shelling radius (which gives a turn of the tower). That is, if you see that a rapid enemy tank is trying to get drunk to a large radius, then you should know how to turn the case with a margin, on the point where the enemy should drive. So you have the radius of "tracking" the goal of the tower will be not 45 degrees, and 45 + 45 \u003d 90, if you calculate relative to the median, in the role of which we have the trunk of the gun. Also, it is important to remember that if the enemy is too close, then "accompany" him only with the turn of the tower will not work, in this case it is necessary to actively use the hull turning, not forgetting to shock the strong front armor and take care of the vulnerable flank part.

Completing the reservation, it is possible to say that in terms of front armor we are not bad, but we don't have a hottest meal - 101 mm side armor tower and only 50 mm body side. If the projectile under an acute angle is crashed into a side borderer with 101 mm booking, then he is twice as much as the chance to bounce than when in 50-mm barking. In general, the side armor is Achilles of our PT, it must be preserved and not to substitute and if you are accustomed to the same "sneaker" (VK4002P ausf.b) with sides, then on "FV215B" this should not do in any way except Critical situations, for example, you need to stop the capture of the base or destroy a particularly dangerous opponent. At the same time, it is desirable to have at least 50% HP in the reserve, otherwise the pair of shots from the opponents sitting on the circle will interrupt your attempt at the start.

As an alternative, I recommend putting reinforced torsions (for some, especially large units, they can be called "reinforced washers"), to increase the vitality of the chassis. This will not only allow you to be less likely to be in the immobilized state with shot down caterpillars, but also increase the frequency of absorption of damage by the chassis, even in our case with 50-mm booking.

In terms of rear armor, everything is quite simple - 76 mm in the tower and the case and corners there are close to direct, that is, it is possible to count on it only when you beat the tanks of the 6th level and then in half of the events. In general, as always and almost for any tank is true, truth is not to substitute the rear armor under the impact under any circumstances. Options with "KV-5" with a tanker feed in the "sandbox" we do not consider, as they are out of the ranks.

Tool

Speed \u200b\u200binformation

The gun "183-mm L4" is just a song, even not, it is anthem to all especially powerful tools - this is not just powerful, it is just incredible strength and for it we pay dull rapidity - only two shots per minute. At the same time, we still have a number of minuses in the load - the gun is hurt for a very long time, with the slightest turn of the tower, the circle takes half the screen again. It greatly interferes when aiming at distant distances, especially since we do not have the opportunity to tank on the sides and substitute for a blow during information on the target, like the same "E-100", therefore the problem of information on the goal is very relevant for us. For these purposes, we need to pay special attention to special skills - "smooth running" and "smooth turn of the tower", and at least, we need to use "Strengthened post actuators" and / or "ventilation" modules. Although the effect of ventilation will be noticeable more or less only using the "Combat Brotherhood" skill, but for our big crew this skill will be especially useful. One skill that needs to be learned is necessarily "smooth turn of the tower", it is simply necessary for us - 7.5% to the scatter when turning the tower and in combination with "reinforced vendor drives" it will significantly reduce the spread, and if we have studied Combat fraternity and ventilation installed, then another 10% will be added to the figure of 17.5%. That is, we will be able to reduce the spread of the gun for almost a third, and this is all expressed by seconds and tenth shares of seconds, which sometimes you have a daily visit to the hangar or victory in battle.

Figure 5. The gun "183-mm L4"

Cheating

Only two shots per minute. This is a big minus of this gun, but considering the fact that we are briefing more than a thousand damage, and fugasami at 500-700 units are even severe objectives, the relationship becomes clear. Imagine that it would be if we had a rapidity of 3.5 or even a 4-re shot per minute, then the British Fevshki would simply have had any other cars from the battle, which would have broke the balance by certainwise not contribute to the positive reviews from other players who like other classes. Then it would be the same situation that now happens with artillery at the 9-10th level of battles when everyone is behind the shelters and, in fact, play a step-by-step game. In general, with such values, most players pull to increase this value and put, for example, cheerful or ventilation. With the priceer, we will get rapidity in 2.2 shots per minute, it is a little increase, but it will notice, especially on city maps, where the pace of fire is most important. We have only one problem - only three slots are under modules, and therefore we are limited in our choice, besides, pay attention to the above-described problem with the speed of information on the target. The fact is that with our rapidity of any slip is a chance for the enemy, and any ingress with the breakdown is a significant contribution to the team victory. Therefore, it is more important to shoot, in my opinion, more important than to shoot faster, in any case we can make an extra couple of seconds to maneuver, but this is minus, and even on the wallet hurts, especially when I shoot "Höshami" (special type of projectile With high armoredness), which can not stand any little - 8,000 silver apiece. In any case, only you can make a choice, I can only add that the long speed is not so critical only if there is a fully learned disguise, in this case we have an advantage - the reserve of time until the enemy finds us, and we can afford to be aimed at 1 , 5-2 seconds longer.

Accuracy

The accuracy of our average - 0.4 variation, which suggests that it is impossible to talk about the excessive inaccuracies of the gun, or about the special "German" cuminess of fire, much more concern is the speed of information - 3.4 seconds. It's a lot, even very, but what you want - we have 5.4 tons to weigh the gun, and the caliber is 183-mm, and this giant is typical of "wake up with your hammer" for a long time, but it beats with crushing power. The main thing for us as quickly as possible to go to the center of the circle to go on purpose, and the circle itself was completely, then the majority of shells will fly to the target and even any caterpillar hit, at a minimum, immobilizing the opponent's tank for a very long period. And if you beat the Fugasami or "Heshims", then no problems in general - any hit will apply significant damage for rare exceptions.

Shells

Shells are huge both in size and by destructive strength, which is why they were already fitted with only 12 pieces even in such a huge machine as "FV 215B".

BB 183-MM AP. MK.1.

As can be seen from the figure 183-mm armor-pipe AR MK.1 causes stably 1000-1200 damage 9V average - 1150), while it breaks up to 388 mm armor, although it averages 310 mm, and at least 233-mm. Figures, rightfully, impressive, even "Big Hans" could not keep up with the British on these indicators ("Jagpze-100 punches the usual BB 299-mm armor and causes 1050 damage, although it has an advantage in the form of a cumulative with armor-proof at 420-mm ).

OF 183-MM HE MK.1

Standard HE MK.1 Fugance Tool Purses 92 mm armor and causes 1750 units. Damage on average, maximum - almost 2200 units. That is, we pierce almost 100-mm and apply over one and a half thousand damage, just say impressive indicators! In such projectiles, I managed to apply the "E-100" monsters to 700-T units of damage and this when hitting the forehead! In addition, these shells are the cheapest - 1900 units. Silver, so I advise you to give them the most attention due to high efficiency and low cost.

OF 183-MM HESH MK.1

The special type of projectile is "Hesh MK.1" according to the type corresponds to the fragmentation fugasal, but according to the principle of action is somewhat different. Do not deepen in details, let's say that he is like a cake when hitting the opponent's tank is spreading along his armor, and then the force of the explosion creates cracks and splits in armor, which amazed the modules of the tank crew modules, including even at the incoming - secondary fragments (abalin) . At the moment, the mechanics of the action of the shells were changed to the "more realistic" from the point of view of developers, but even it does not correspond to the mechanics of the workflow of the type "Hesh". In general, in this part, the game requires refinement for two reasons - British tanks more and more and many of them use this type of ammunition and "World of Tanks" is the game number one about the tanks in the world, albeit not a clean simulator, but only with elements Simulator and MMO elements, but status, so to speak, obliges, and therefore it should be modified and the sooner, the better (a sign of professionalism). The fact is that this type of projectile was distinguished by a consistently high effectiveness in terms of damage to the tank, but in the game he sometimes it's useless than an ordinary Fugas, again not because the shell for 8 thousand units of silver is bad, but because the damage model is flawed. Therefore, for example, "FV4202" during the shooting "Höshami" damage is simply dull, while the account for the projectiles after the fight "pleases".

Therefore, most players use "Heachi" only for firing in a stern or for shooting the French, generally against weakened tanks and / or weak-proof reservations. For example, if you beat "Kheshami" by "Mouse" in the forehead, then you can apply 300-400 units of damage (sometimes 500-600), and if you can "knock out" and 1.5 thousand. In general, it is not much different from the Fugasas, sometimes showing the best armor, and sometimes the worse. Honestly, more confidence cause ordinary funds, let them rarely knock out more than 700-tons of damage units, but the result is stable, and stability is a sign of professionalism. Therefore, after a few dozen battles and annoying losses due to the changeable nature of "Hesy", I generally unloaded them into the hangar and began to use only standard armor-piercing and fragantive-fugasal. For several dozen battles from the promised 1750 units of damage on average, I observed less than a dozen times worthy damage - so, when I hit the board "T-54" damage at 1550 units, and left the Soviet station almost nothing with anything, and hitting the board "KV-3 from one hit destroyed the tank. There was also a case with "IS-3", which, though not received, probably full damage from "Hesha", but still exploded from the destruction of his own ammunition. Nevertheless, there were more other cases, for example, several hipsters in the Muso and E-100, no more than 500-tons of damage units were taken, the situation was similar when "FV4202" hit. It is asked why you need a shell for 8,000 silver, which allegedly inflicts 1750 damage at a time if there is an ordinary fugas, which causes a stable 600-700 units of damage and is four times cheaper?

In general, disappointments from "hash-shells" is more than positive moments, but Fugas, on the contrary, never disappoint. On the other hand, when everything goes like oil, then approximately such (unique) fights:

In terms of the use of shells, the case was especially remembered when the enemy "betshat" with full HP tried to protract past the British, counting either at the slip, or that he would withstand one hit, and during recharge, at the expense of the drum, will dispel on the fv215b screws, but it was not there. On steep priese, he gets one hit by an ordinary fugas and goes to the hangar, the result is 1800 HP for one shot, is it impressive true? Another case - "E-100" with full HP was lit in a clean field - three shots of Fugasi from British Fri, who stood in ambush and German went to the hangar. In general, the power of the Fugasas is impressive, besides, they often break the modules and contused the crew, although there are curiosities - a direct hit in the forehead "Betshat" shot him 80% HP, but after hitting he, he didn't lose caterpillar and continued (As did not contused the crew from entering the ship caliber, it is not clear), after which the British disassembled safely during recharging. Of course, this is just a game and it is clear that in real battle the tank would just take off to the air (even the 55-Titon "Tigers" turned away from the fire of ship artillery, and what to talk about 28-Miton "Betzhat"?), But still wanted There would be less such curiosities. On the other hand, the battle is remembered on "Enk" when, with the support of only three barely living, but competent allies managed to restrain the surpassing enemy and almost reduce the fight to the victory (alas, the last ally died when only a couple of tanks had an opponent, and reloading tools was not allowed to bring down the capture). In this battle, skillful maneuvering and alternation of BB and PL, managed to destroy the five enemy tanks, and the majority were either almost or not damaged at all. The moment was especially remembered when standing in a circle on the capture "T57" could not respond in time and it turned out that the shot came to him exactly in the engine from behind, as a result of which he received damage (ordinary fugas) at 1100 units, and the balance of the safety reserve melted from fire The engine, as a result, the American miracle stayed alive with 3% HP, however, the VBR with these three percent and took the victory, because I had to spend the shell on the Yankees, although I could have time to bring off the capture. Well, nothing can be done, because the guys with the drums of the chance can not be given, otherwise they are too much.

You can continue for a long time, but you think:

  • The explosion of "complete" betshat "from one Fougas;
  • A third of the strength of "E-100" from the hit by the Fuhas on the front armor;
  • BC explosions, fires and other critical damage - sometimes the frontal hit by a fugas or "hash" can not only break through, but also set fire to the mighty "e-100", and then what to talk about other tanks?;
  • An explosion or almost a complete output from the battle (loss of efficiency due to the large number of crites of modules and crew) lower level tanks (7th, 8th and even 9th);
  • There are no restrictions on distance - Fugas is effective in any case, even with a decrease in the initial speed as it approaches the goal.

In general, Fugasi for "FV215B" is a kind of self-balancing tablecloth, which allows the "feed" tank even in the case of a game in random and without a premium account. Airconorbonic is great when shooting on weak opponent points - side, lower armorist, feed or frontal projections of renovative armor (for example, "cheeks" at Maus or E-100), commander towers ("T110E5"), " instrument panels "(narrow bands of almost vertically arranged armored vehicles, under which exchange machine guns, hatches or observation slots are located and so on), like the" KV-4 "or" Tiger P "(although the latter is rarely found, and it makes it easy Always even in the forehead). The armor-piercing is appreciated more than a thousand damage (with rare exceptions) and consistently bring experiences and loans in the piggy bank of the owner of the British PT-SAU. Only it is not necessary to get carried away by them when shooting at great distances on heavily-free purposes, the chances that you are trying "E-100" from 500-meters in the forehead 50 to 50, and sometimes less - it's better to beat the Fugasami, although less damage, but he guaranteed.

Review and range

Overview

Although we are not deprived of the review of the review - 400 meters, any PT-SAU is important to see the goal for a greater distance, so we need to either use the "Enlightened Optics" module or to learn the corresponding skills. In principle, we can almost completely compensate the module of "enlightened optics" at the expense of skills - "eagle eye" and "radio trip", and free space, for example, under the "rate", on the other hand, the combination of these skills plus the module will give a great overview in general, What the huge benefits are promulit with our fugasas. In any case, this combination will be almost always justified on large maps, but on Khimmelsdorf, there will be more important maneuverability, speed information and rapidity. So choose priorities, however, "small cards" are less common than large, so it is likely that there will be more from an improved benefit review, and at large distances the speed is not so important, more important is rapidity and, actually, the detection of goals.

For the same reason, I strongly recommend to learn completely "camouflage" and "sixth sense", so that you can stay unnoticed as long as possible and be fulfilled, if you have discovered. After all, the car is quite large, if you have not studied disguise, then you will have to fight like a TT, because you will see you earlier than you are the enemy, again because of the dimensions. To compensate for this disadvantage, we teach the "disguise" and become as invisible as "AMX50F155" without masking skill. If you buy camouflage, it will be even better, you can also "camouflage network", although it is already an amateur, as it is often necessary to move, and the network works only with completely immobility. Do not listen to those who say that the masking is unimportant to us, maybe for "jagpze-100" it is not so important as a repair, since he has a triceratops, but for us it is important - we must know all the goals And know where to wait for the blow, because we do not have such a mighty onboard armor and we must skillfully substitute the forehead to the blows of the opponent's guns, and even better to remain unnoticed. That is why it is important for us to have a larger review as possible and as much as possible disguise.

Radio

The SR C45 radio station weighs only 40 kg and allows you to keep a connection of 750 meters around, which allows you to see most of the cards from the beginning to the end. If you certainly need to know what is happening on another edge of Erlenberg, and you are standing at the opposite, then study the inventor and enjoy almost kilometer communication range. Otherwise, in this part, we have some interesting options, but there is nothing to describe, except that you can explore the repeater and increase the range of the allies by 10%, but what kind of US from this in random battles is not clear, maybe this in the future The situation will become clearer.

Yield

Everyone has long been known for all that any 10-level cars are very expensive, and the whole thing is not so much in expensive shells as in very expensive repair, which sometimes comes to 30 thousand for the fight. At the same time, on average, we earn 20 thousand without par, now add the cost of projectiles and the costs for repair kits, fire extinguishers and aid kits and you will get a round sum. Such costs assume the presence of pharmaceutical machines or, preferably, premium accounts that would smooth the effect of high costs. If you don't have any other, then you will have to get 1-2 battles on the middle level of the 5th level (or something similar) after another fight on the FV215B (or something similar) to compensate for 10-30 thousand costs Depending on how the battle was held on the British and how you spent battles on pharmaceutical middle peasants.

It is more comfortable for playing premium account - it allows you to smooth out the negative effects of high costs in losing battles or battles, where your tank got and leveled negative financial statistics at the expense of big advantages in the won battles. In general, with PA, you can play on PT-SAU of the 10th level in zeros and even in a small plus, especially if there are good pleasant. A good platoon will help reduce the number of losers at a minimum and reduce the negative effect of random "deerism" when your allies thoughtlessly merge, forcing you to resist the superior forces of the enemy.

Table returns

Now let's get acquainted with the yield table for FV215B, although in our case it is rather a "unprofitable table", alas, such is the harsh economic realities of the level of the 10th level.

So, the standard income without PA was 234646 silver units, while the amount of costs turned out to be equal to σ \u003d 119735 + 71000 + 160560 \u003d 351295, that is, more than three hundred thousand. This means that we received no profit, but a loss of 351295-234646 \u003d 116649, that is, for ten battles, we spent more than 100 thousand silver. This means, in turn, that in order to compensate these costs, you will need to depart about 12-15 battles on, again without PA. With a premium account on the same "Sherman" will need to be one and a half or two times less fighting. With premium account we earned 351969, minus costs and we get 351969-351295 \u003d 674, which means that we went to the break-even point. In general, for the owners of the premium tanks of the 8th level and playing a premium account for supercompensation costs, it will be enough for the 10 fighting on FV215B to play 4-5 times on the "Lion" or. If you still consider that the costs are great, then collect a good platoon and reduce the number of losses because of the random allies to a minimum (they are although they want to win, and so bad will be able to help if you have a success). So you can not only go to a small minus playing without PA and even earn a little game on "FV215B" with a premium account.

In terms of experience, everything is standard - 6043 without PA and 9064 with this, which means that on average, we earned 600-tons and 900-T units of experience, respectively. In terms of costs, everything is extremely clear - you want to get a lot of pleasure from "one-shot", critical hits and other joys, which brings us a 183-mm tool of the British, then take care of ensuring the financial stability of your virtual tank economy. Do not torment yourself with hundreds of battles at the level of the 5th level, for the sake of two dozen fighting on PT-SAU of the 10th level, take a premium account or, at a minimum, premium-tank of the 7-8 level. With this approach, your harsh economic realities will become much less stringent, and sometimes even positive.

Conclusion

British PT-SAU of the 10th level "FV215B" is a controversial combination of power, uneven armor, sufficiently large sizes and good dynamics. This machine can bring a lot of bright emotions to its owner, as it allows you to apply the greatest damage in the game, only artillery can apply more. In fact, "FV215B" is a mechanized, closed artillery armor, which is capable of even a fugas to crumble the armor of the pillars of heavy tanks - mighty "Mausov", "IS-4/7", "E-100" and so on. Even the mighty "Jagpze-100" heard from us on firepower. We add to this good front armor, sufficient speed and maneuverability and we will get a powerful combat unit of support that is able to change the course of the fight with only a few successful shots. British PT capable of one shot to solve the fate of the tank of the 8th level and even the 9th and this property she resembles the French "Terminator" - "AMX50F155", which for one series is able to send to the hangar new "IS-7". Unique properties, as well as a long reloading, these machines are able to bring both a lot of positive emotions and a number of negative when you are attacked during recharging. Therefore, this technique needs a "retinue", in such a company, its power doubles - look for a good platoon and your victories and positive emotions from the game will be much less frequently diluted with the disappearances of the loss.

Well, you have chosen your future top tank for a long time, compared the characteristics, looked at the game and the reviews of the owners of the FV215B (183) and were represented as you would, now on your British, show examples of virtuoso management, tactical skills, patience and a visual manual for painstaking "straightening limbs", and, as a rule, having achieved the right of possession of this machine, you encountered small difficulties - yes this tank is very specific, complicated and very capricious, it does not forgive mistakes, any of your step should always Be deliberate and lead to a positive result. Yes, you will be mistaken, but experience is built on errors.

I story.

Self-propelled installation FV215B (183) was developed on the basis of a heavy tank Conqueror. The main feature of this car was a 183 mm caliber instrument installed in the tower on the stern. It was assumed that the purpose of the car would be the struggle with heavy tanks of the "probable" enemy (obviously, Isa-3, T-10). However, while project work went, cheaper means of countering heavy armored vehicles were created. As a result, a wooden mock of self-propelled was built, but the next work did not go.


II game indicators

Now we will analyze everything in order.

  • HP is a rather bad figure among top PT.
  • Weight - 60 tons. For such Mahina, it is clearly not enough, although this is not critical for us because the ram for us is a very rare phenomenon.

  • 800 L \\ C - the average among all PTs.
  • 32 g \\ s is a very worthy indicator among PT, so that any attempt to skip us will be reduced to no.
  • Booking the housing 152 \\ 50 \\ 76 - you can forget about armor. It is simply no, any top layer 10 levels easily breaks it.
  • Booking Tower 254 \\ 101 \\ 76 - In contrast to the armor armor, it can sometimes hold back the blow of the gun, but still bad corners of the armor do not ensure proper protection.
  • Damage 1 with a projectile is the best indicator in the game in the game of the middle rate simply suggest horror on the enemy. But there are even more monstrous Hesh-Fugas in the presence, but later.
  • Bronverta 223-388 is a very worthy indicator among all top guns.
  • The rapidity of the gun 2 - for the best alpha in the game you have to pay the worst DPM-Ohm in the game.
  • The rotation speed of the tower is 16 g \\ s - very slowly, a little faster than Maus. But the presence of an excellent UVN compensates.
  • 400 meters Review - we are not blind, but also not particularly zyrky. So, quite controversial.
In general, how to read TTX right here - FAQ
Consider the data that is not displayed in TTX. These are the basic values \u200b\u200bthat can be changed thanks to the equipment, equipment and skills.

This weapon is the main "highlight" of the tank. As for me, this is the most ambiguous instrument in the game.
2 types of shells are actively used - BB and Hesh-Fugasas. Ordinary Fugasy permanently take it because they are meaningless.
An ordinary BB has a big alpha than a yagde100. Also, better penetration.
Impact Hesh-Fugas has truly monstrous damage 1750 and breakage 275. This allows the venge of the tanks 9 and 10 levels. Well, if the opponent remains alive, it will not be able to effectively continue the battle. But, at the same time, there is a huge minus - this is the specifics of the work of Hesh-Fugas. Explaining briefly and understandable, Hesh-Fugas explodes immediately when colliding with any obstacle. In addition, the Fugasov does not have normalization.
The speed of information and the scatter itself is left to desire the best, but such a fee for Alpha Damag and simply need to come true.

Also, we note a couple of nuances - the tank has a terrible disguise comparable with Yagda100.
The tower can not make a complete turn, but UVN is simply magnificent.
Well, for the very development itself, I recommend to see the Table of Repair Cateries.

III crew.

Commander, gunner, mechanic-driver, 2 fucked.
What skills and skills to put on our car? We will analyze everything in order.
General skills -

  • Repair - accelerates repair of caterpillars and other modules, Must Have.
  • Masking is a very useful skill that will allow to guise the inconsistency of our tank.
  • Fire extinguishing - at the moment it is absolutely useless.
  • Combat fraternity - Improves all machine parameters, Must Have.
Skills for the commander -
  • Mentor - in battle does not give anything, only allows you to quickly pump the rest. I consider it useless.
  • Eagle eye - for PT 400 m is quite enough. And it is not advisable to increase the overview at all.
  • Master for all hands - in the absence of a first-aid kit, increases the work-ability of a killed by 25%.. Our PT is very vulnerable to art, there is a sense in this ability.
  • The expert is a very interesting skill, allows you to see that broken \\ killed by the enemy or susive. But again, it requires 100% of the study, and is suitable only for a powerful crew of 5 professional +.
  • Sixth feeling - makes it possible to understand when we were in lit up, evade the art and represent a clearer picture of the battle. I consider this ability to be paramount.
Skills for the gunner -
  • Smooth turn of the tower is a very useful skill, the batter accuracy, while quite good. I read the primary skill.
  • Zlophamy - allows you to see the enemy for an additional 2 seconds. It will be useful for the Allied Art, but it is very rare for us.
  • Sniper - put this pep for our Fri Front.
  • The master of the gunsight - reduces the scatter of the broken tool by 25%. For arts, such cases are possible, so if not to put the BB, then you can install.
Driver mechanic -
  • Smooth stroke - similar to the gunner, this skill is very well a botheat accuracy. Master hav.
  • The king of off-road is a very useful ability, very well increases the dynamics of the tank, so even I refused to repair on the driver in favor of this skill.
  • Cleanliness and order - reduces the chance of fire when entering the engine. The engine of our tank is in the forehead, then this skill has the right to life.
  • Virtuoso is a very useful skill, especially for PT.
  • Master of Taran - for our PT frankly useless skill.
Charging-
  • Intuition - gives a chance instant to change the projectile. For our PT, there is a sense, since sometimes there is a conventional armor-piercing on Hensh Fugas.
  • Contactless Bq is useless, since it reduces the likelihood of an explosion of the BC, and not damage.
  • Desperate- useless. If we have 100 hp, we will not be able to live with them for a long time.
Based on all this, these options can be suggested.
An increase in accuracy
  • Commander: Martial Brotherhood, Sixth Feel, Repair
  • Press: Mail Brotherhood, Smooth Tower Rotation, Repair
  • Waters: Combat fraternity, smooth move, off-road king
  • Charging: Martial Brotherhood, Disguise, Repair
Increase masking-
  • Commander: Martial Brotherhood, Sixth Feeling, Disguise.
  • Pressman: Martial Brotherhood, Disguise, Repair.
  • Water fur: martial fraternity, disguise, repair.
  • Radist: martial fraternity, disguise, repair.
In both cases, you can replace the BB, on individual peppers under your taste.
If you have your own unique set of skills, write, add.

IV economy.
754 300 experience (30,172 gold) Studies from the brand.
235,000 experience (9,400 gold) studies from Tortoise.
Purchase price of 6 100,000 credits.
The cost of projectiles for guns, their characteristics.

The cost of repair, when self-destructing ~ 24,000 credits.

V Additional equipment, consumables.
Here, as such, there are no axioms - you can follow the opinion of the majority (see the survey), and you can offer your set.
I myself prefer the choice: the rate, drives and ventilation.
From consumables in randa take with me: Rem. kit, first aid kit, fire extinguisher; In the clan of Vary, I change ordinary consumables for gold.

Vi pluses and cons.
pros -

  • Magnificent alpha damage standard projectile.
  • The presence of the most important Hesh Fugas with the magnificent break for them.
  • Gorgeous UGN
  • Not bad margin of safety
  • Good speaker
  • Good maneuverance
Minuses -
  • - Cardboard armor
  • - High critographic equipment.
  • - rear tower location
  • - The worst DMP at 10 level
  • - terrible unes
  • - The worst accuracy of the gun.
VII tactics.

Look

Redshire, an interesting card, despite the fact that it does not like it to many players, it is understandable ... There is no action, there is no damage, blood, pain. But it is for the time being, for the main chip of this map-consistency of the entire team! It will not be possible to "drag up" a platoon, come and everyone to punish alone, only competent actions, pressure from all sides so that the enemy cannot make sure to campaign in defense will lead to victory!
And so, by all recognizable Map:

Reds marked active positions of support for allies and def.
-Hell, more favorable positions for attack (1) -k4, and the position of passive (when no one except us) defi (2) -f1.
- Color areas, places of the most likely pressure of the opponent in the color of the team.
Our role:
I rep

From the first base, we will bring the greatest benefit of the team from K4 and J6 squares, our task is supporting allies in squares (G4-5, F4-5). We are waiting for the light, shoot focus, do not hesitate to pick up shoes tanks (each barrel is important on this map). At this time, it must determine the situation on the flanks. If the allies reached the first line, we can move to the side, because it is necessary to put the task in the center with our UVN, and they will light earlier than we would like it (and only 1 vertical!). By readiness, the allies put the center, along the way, giving us the light, we cover them with using the bushes on the 1st vertical, moving to Sayiva D1 (this is ideal). In this, it is worth spending its mighty shells to spend more prudent, not to spend the tanks on ~ 400xp, which I can successfully pick up the shots with a shot, and bring up to the same condition of stronger opponents. (This does not concern dangerous tanks like Bachata, PT10, Heavy, even in agony they can seriously attack). A similar way should be played on this map, consistently, with several destinations.
- In this case, if your allies threw out without cover, we occupy the F8 Mount F8 and "Kaifuh yourself"
Defim, Light ... Huge thanks to designers of a card, great rollback down, reduces all attempts to get us enemy art. What gives us the right to count on, that we will live to the union of the battle and may mostmate the last, guided by the rule: merge-lady!
Descend into water, this is a crime, we lose the dynamics, in such conditions it spreads T50, and laid out the screenshots on the forum

II rep.
-The regular responder is most attractive, abundance of bushes, stones. Thus, the illusion of an imbalance-second responded is created for Defa!
Nothing over natural. We occupy a mountain, shoot a clutch. Active maneuvers will be performed after the allies breaking on J7. Since we are closer and more convenient to go through the center, we do not risk what they will be thrown from the F8 square, we will cover Gorodishko. In which we will be so good, periodically leaving and lazy.
Let's summarize:
-How and on most other cards, we play the second number!
-The understanding "To drag", there is no a priori for us, in view of the cardboardness, low coef. Masking and a long CD.. More on such a map. (Of course it is possible, but we will be realistic)

Aerodrome

Aerodrome. A complex card, but rather balanced, both teams are forced to take active actions, one-point one also has to show an entrance, for all the action takes place on closed (or not comfortable) hills.
On the map:
-Some marked active positions from which we can almost properly help the team.
-Hell marked the waiting position positions, more related to Defa.
-In background circles
-Forked zones "Action" where basic knees will occur.
- Associble location "Smart Art" at the second team
-Selen at the first, respectively.

From the Repa, we are determined with the direction. If the opponent has many tt of a German plan, or other slow tanks, there is washed away to go to the center, under the mountain, for Defa. If the composition is diverse, and assume the exact actions are not possible even approximately, we go to the d2 F7 points, it is convenient for us to shoot them along the "action" zones. (And specifically, F7 has a rollback, on the D2 distance is our friend).
- In the rest, focusing on the minima, the events are developing on the map dynamically, many descents, lifts, the enemy can go to the rear (so I do not recommend climbing the "action" zones alone and there is so good). Since UVN does not allow us to get roaring, on these rises, we are more convenient to go through the "Upbet", but here the nuance with the arrangement of the art, it is advisable to draw the attention of its art to these zones, and after possible success or the absence of activity from these positions, you can try Drive up the enemy.

Mug

One of the most profitable games to play on PTs. On both sides there is a lot of positions indicated by bushes from which you can actively work.
As a rule, basic forces are concentrated in the same direction, leaving no large forces on defense (and on this map, the tanks in the defa can restrain more than superior forces).
Map:
- Associate active support positions.
-Helest def, passive support
- Slept areas with the interpa circuits, active light, isolating the actions of the allies.
- Favorite positions E8, G3-F3.
-Ced E8 We have the opportunity to shoot the entire horizontal, with the active light of the allies, we will see the enemy tanks passing sideways, and of course use it.
-G3-F3 give us the opportunity to shoot the entire center of the map and partially 8 vertical.
From 1 respa:

Rarely persuade PT to go to Potknave with heavy humps on B3-B4. Yes, and not every TT knows his place, strives to try himself as a PT, which does not rarely lead to an inevitable plum. So our fate, take bushes in the forest, protect the base, and support allies from the Inviz, this is our legal right due to TTX.
-The E8 and support allies in all available directions. The priority is considered the square of the H9, from which the enemy will "burn out" our positions in the forest. If your Art without problems have been equipped there, the floor is done, we can focus on other available directions. Leave the forest is not very desirable, only in the case of the complete defeat of the enemy. Even if our main forces are alive, 3-4 tank + art, easily level this advantage in Defea.
-A4 is also a very convenient place for our FV - the shooting distance is close and, accordingly, hashi damn in full, and from art is completely protected. If the enemy hesitates and presses there, they don't forget that we also have a bunch of art under which they get out and get, plus behind, usually cover us one or two allied heavy tape.
In general, the card resembles Malinovka, a lot of standings, waiting for the light, minimum actions-maximum benefit

CO 2:

Just like on other maps, our style of the game eliminates actions in the forefront, we are standing behind. If our allies do not rush, and allow the enemy to leave for 1-2 vertical, it will significantly increase our chances of winning. Because The enemy will have to move in the light, in a straight line (art loves it). Standing on a hill, we can cover the allies, from the opponents circling them on the "vodka", and also keep the center, cover art.
-If in your setup prevailing Art, most likely they will go to H9. We can hope for their light and support them, moving to the swamp, where we will be perfectly hidden by bushes. In addition, small slopes allow you to roll back, which will increase our chances to hold out longer. The success of your presence is caused by the work of Art, LT, which will (if) give you the light.

The top of the development of the British PT-SAU, one of the most terrible cars in the game, whose damage for the shot will compare with a damage from direct artillery. However, extremely low rapidity, long-grade and modest ammunition is forced to play on this self-propeller as accurately as possible.

Modules

Compatible equipment

Compatible gear

FV215B (183) in the game

Research and pumping

PT-SAU FV215B (183) is examined at Tortoise for 235,000.

Combat efficiency

FV215B (183) Very specific machine consisting of contradictions. Huge, but at the same time a fast car, appreciating incredible damage, does not have any reasonable accuracy. Conclusion: This PT-SAU is very commanded. With due share of luck one on one, she will be able to destroy one-level enemy. But if there are more than one, everything becomes very sad. If the opponents have high dynamics and speedflow, FV215B (183), even a miracle will not always save.

The main feature of this PT-SAU is an instrument of 183 mm L4, which is capable of issuing an astronomical game damage. In a fugasal projectile, the averaged damage rate is equal to 1750 units of damage - the maximum possible damage will endure not every heavy tank of the tenth level. There are not such outstanding parameters from the armor-piercing: only 1150 damage, but is significantly better armoring: 310 millimeters at armor-piercing and 92 in a fugasal. But at the same time, the "golden" Fugas has a breakdown of 275 millimeters. When the weak points are focused, the full damage passes even with top tanks.

But not everything is so "rosy" with an instrument. Recharge lasts 30 seconds. Full body kit in the formist, ventilation and combat fraternity reduces this time for 5 seconds. In addition to no accuracy, slow mixing and large scatter is underway. Saves the tower with angle angles of 45 degrees in both directions, thanks to which it comes down somewhat less often relative to ordinary PT-SAU. But it is worth mentioning that the tower is located behind, which gives additional features of the style of the game.

FV215B (183) is quite dynamic. High speed is a huge plus, hanging PT-SAU high mobility. Also the advantage is turning. But everything is not enough of it to escape from fast average tanks that "circle" FV215B (183).

Large sizes are another minus tank. It follows from this high visibility. As a result, this PT-SAU will be the first to take on the shots, especially SAU. But the lack of serious armor and screens reduces the life expectancy of FV215B (183) to a minimum.

Advantages:

The highest damage among all cars;
- good maneuverability and dynamics;
- Corners of the vendor.

Disadvantages:

Low accuracy, long reduction and extremely low rate;
- the ammunition is only 12 shells;
- big sizes.

Equipment, Equipment and Amuses

Amusement FV215B (183) is 12 shells. Nevertheless, this is quite enough. With a speed of 2 shots per minute, a continuous shooting can be guided 6 minutes. With crew, modules, etc. - about five minutes. But if you consider all the factors like the occupation of the position, expectations of the goal, the information and many other factors, the shells in the worst case only for 10 minutes of battle. Usually the battle ends before.

The selection of the composition of the ammunition depends on the player's preferences, but in general will be the same: 10 main and 2 shells. If there are necessary funds, then the main "golden" fragantic fugasic shells are Hesh Mk. 1, cost at 20/8000, since he mk. 1 due to low armoredness is ineffective and as the main type of shells in battle are not suitable. Armored AP MK. 1 cause less damage, but guaranteed. Therefore, the choice, again, depends solely on the player's preferences. Below is a comparative table of projectiles FV215B (183).

Table of Handle Handle Characteristics 183 mm L4:

For FV215B (183) required Resistant and reinforced vending drives. The first accelerates recharge for 3 seconds, the second is the speed of 0.35 seconds. The third you can take improved ventilation: an additional bonus of both recharging and note. An alternative to ventilation can be enlightened optics, giving a bonus to a review, or an ultra-stage anti-skip pad, which will significantly reduce damage from Fugas and Taran.