Difference between pages "KV-220" and "War Thunder: Wikipedia Share Program"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
(Updated template w/ new design)
 
(The grade of excellent)
 
Line 1: Line 1:
{{Specs-Card
+
==What is the wiki share program (WSP)==
|code=ussr_kv_220
 
|market=KV-220
 
}}
 
  
== Description ==
+
===Rewards===
<!--In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.-->
 
[[File:GarageImage_KV-220.jpg|420px|thumb|left]]
 
{{break}}
 
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Russian heavy tank {{Battle-rating}}. It was introduced during [[Update 1.61 "Road to Glory"]] in the "[[Operation S.U.M.M.E.R.]]" event of [[wt:en/news/4151-special-operation-s-u-m-m-e-r-updated-03-08-2016-en/|2016]] that lasted from 22 July to 22 August, unlocked after obtaining 36 tanker Marks of Distinction.
 
  
The KV-220 is played almost like the previous KV iterations in the Soviet heavy tank line-up. The great improvement over the predecessors is the improved all-around armour to 100 mm, meaning that the tank can angle its hull with more confidence without revealing a side weak point or the such. The great armour, decent mobility, and adequate gun gives the KV-220 a diverse role to play in, from a short-range brawler, a support tank, and a long-range sniper.
+
===How does this work===
  
The KV-220 is quite a heavy tank of its own caliber. With 100 mm of armour all around the hull and turret, the angling of the hull can be done to maximize both front and side armour without worry of exposing weak points. Not to mention for its weight, the KV-220 is quite agile. While the 85 mm gun is powerful by its own remarks, it is inferior to the same 85 mm gun that is on the [[IS-1]] that shares the same BR as the KV-220. This is because the 85 mm on the IS has access to the more potent BR-365A and APCR shells. Thus, the KV-220 provides a heavy tank with an impressive arrangement of armour with decent mobility, but with a gun that may feel lacking in the battlefield against other heavy tanks.
+
===Apply here===
  
There is one frontal weak point on the KV-220, and that is the gun mantlet. Not that the gun mantlet area is easy to penetrate, but that it curves downwards on the lower end of the shape. This presents a shot trap able to be exploited by any gun to ricochet a round off that and into the hull roof, which is only 30 mm thick. Do note this when facing an enemy taking aim at the tank.
+
===Questions & Answers===
  
== General info ==
+
==The grade of excellent==
=== Survivability and armour ===
+
In this grade, called excellent this is what we are aiming for you to achieve.  Let's start with the grade of excellent:   
<!--Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?
 
  
If necessary use a visual template to indicate the most secure and weak zones of the armour.-->
+
* What is and makes an excellent play-style.
'''Armour type:'''
+
* What is expected to achieve the grade of excellent.
* Rolled homogeneous armour
+
* The main difference between Excellent and good grades.
* Cast homogeneous armour (Gun mantlet, Commander's cupola)
+
* Recommendations to help you achieve the grade of excellent. 
{| class="wikitable"
+
 
|-
+
==== Lets talk about the grade of excellent ====
! Armour !! Front (Slope angle) !! Sides !! Rear (Slope angle) !! Roof
+
===== What is and makes an excellent play-style: =====   
|-
+
 
| Hull || 100 mm (30°) ''Front Plate'' <br> 80 mm (70°) ''Front glacis'' <br> 100 mm (26°) ''Lower glacis'' || 100 mm || 60 mm (8-72°) ''Upper'' <br> 100 mm (19°) ''Lower'' || 30 mm
+
Based on one of the examples below, we explore the AH-1Z Viper example, this is an example of  what is expected as an excellent grade. It is mission critical that in this grade the play-style be portrayed the information written is very clear, to the point, identifies the environment the vehicle can operate in, provides a clear oversight of how it is intended to be played in battle and makes the reader want to continue reading it. In general it must focus on; how the vehicle can be played, used in specific game modes such as combined battles and what can be expected and how to do it. It also must have a general guide on how it plays in conventional battles.     
|-
+
 
| Turret || 100 mm ''Turret front'' <br> 90 mm ''Gun mantlet'' || 100 mm || 100 mm || 40 mm
+
===== What is expected to achieve the grade of excellent: ===== 
|-
+
 
! Armour !! Sides !! Roof
+
In-order to achieve this grade, you must be clear, direct, non-bias and in third person, that means no "I". The ideal mindset is to think along the lines of: If you where to get your friend to play it, what and how would you do in order to recommend it to them.  
 +
 
 +
In-order to do this 1) you must, be neutral, learn what it can and cannot do. So it is very important that you are clear and objective when doing it.
 +
 
 +
Find out what it can and cannot do by playing it, recall what happens and how it  differentiates in each game modes such as: Handling, Reloading, Ammo choices, etc. Such as Arcade and Realistic battles. 
 +
 
 +
It is also expected that additional elements such as, Pros & cons, Armaments, Performance information should be added, if it is missing from the page. 
 +
 
 +
===== The main difference between Excellent and good grades =====
 +
 
 +
===== Recommendations to help you achieve the grade of excellent =====
 +
 
 +
*Familiarise yourself with other vehicles with the BR brackets of which it can face.
 +
*Familiarise yourself with the vehicle itself (Learn what it can and cannot do).
 +
*Break down the tasks into groups such as shown in the examples below. 
 +
*How can you do this by creating a strategy, a plan.
 +
 
 +
====Example of excellent grade: Pro's and con's ====
 +
'''What ideally are excellent pro's and con's?'''
 +
 
 +
Well they are simple, to the point and are a summary of that vehicle.
 +
What is meant by this? well for a '''pro''' it is the vehicle competitive advantage and for a '''con''' it is the competitive disadvantage of that vehicle.
 +
In the example below, you will see an example of an excellent grade.
 +
*Ideally the pro's and con's should be between 4 and 8 points for each. 
 +
 
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
 +
Click '''Expand''' to show
 +
<div class="mw-collapsible-content">
 +
{| class="wikitable" align="left"
 +
'''Pros:'''
 +
 
 +
*Can carry up to 16 TOW ATGMs (TOW-2 with modification)
 +
*Flares
 +
*One of the fastest helicopters in the game
 +
*Can carry air-to-air missiles to take down aircraft
 +
*Excellent ground attack capabilities.
 +
 
 +
'''Cons:'''
 +
 
 +
*Weak airframe can be taken down even by roof-mounted MGs from enemy tanks.
 +
*Cannon fodder for dedicated SPAAGs
 +
*Very slow, easy target for SPAAs and aircraft
 +
*Priority target for the enemy team as you are extremely dangerous
 +
*No armor whatsoever.
 
|-
 
|-
| Cupola || 130 mm || 30 mm
 
 
|}
 
|}
'''Notes:'''
+
</div>
* Suspension wheels are 20 mm thick, tracks are 30 mm thick
+
</div>
  
=== Mobility ===
+
==== Excellent: play-style examples  ====
<!--Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.-->
+
In this area examples of excellent play-styles are provided for each class.
{| class="wikitable" style="text-align:center"
+
===== Aircraft vehicle Example =====
|-
+
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
!colspan="3" | Mobility characteristic
+
Click '''Expand''' to show
|-
+
<div class="mw-collapsible-content">
! Weight (tons)
+
{| class="wikitable" align="left"
!colspan="1" | Add-on Armor<br>weight (tons)
+
 
!colspan="1" | Max speed (km/h)
+
<blockquote>'''''<big>Usage in battles</big>'''''</blockquote><blockquote></blockquote>
|-
+
Using the AH-1Z viper after the AH-1F requires learning time, the playstyle between this and the AH-1F has some unique differences such as ammunition, views and overall playstyle.
|rowspan="2" | 62.4 || colspan="1" rowspan="2" | N/A || colspan="1" | 36 (AB)
+
 
|-
+
The AH-1Z is an attack helicopter, it does this role very well, in-fact it is one of the best attack helicopters in the game, with speed up to 411 Km/h (255 MPH).  The AH-1Z offers a large array of ordnance selections, from Miniguns, Rockets, TOW, TOW-2 and Hellfire missiles.  In addition, the AH-1Z Can carry a combination of missiles, rockets or mini-guns together.
|34 (RB/SB)
+
To get one of the best configurations, is specialise in what you want to do air protection or ground attack either way this attack helicopter can do it.
|-
+
 
!colspan="3" | Engine power (horsepower)
+
To utilise the AH-1Z viper, make sure to adjust the tactics to the map, for example maps, with rocks and hilly terrain, stay low and use it as cover whilst you get to into a position which will allow you to dominate the battlefield.  For maps which are open and flat, climb to a high altitude and assess the situation, just make sure to scan the map and not get fixed on a location.
|-
+
 
!colspan="1" | Mode
+
The AH-1Z has three main playstyles, the playstyles of this attack helicopter are focused around dominating in the following roles: Air Protection/Support, Medium & Close Range and Long Range.
!Stock
+
 
!Upgraded
+
However, the AH-1F does have one drawback, due to the increase in size changes to the center of gravity in high pitch and tight turns, it possible to lose control. It is advisable to always counteract by keeping the noise of the helicopter level or to lessen the turn radius. If required to do one, such as evading surface to air missiles, make sure that there is enough room to recover the helicopter in – ideally at least 1000 feet and make sure to increase the pitch of the blades to a 100% adjust for yawing.
|-
+
 
|''Arcade''
+
<blockquote>'''''<big>Close/medium Range</big>'''''</blockquote> 
|1,097
+
The AH-1Z offers a combination of wing mounted ordnance and ordnance packages which are available from TOW, TOW-2, Rocket pods, Machine guns. 
|1,351
+
 
|-
+
The AH-1Z has the BGM-71 TOW and BGM-71 TOW-2 ATGM missile systems which perform very well. The BGM-71 TOW-2. The BGM-71 TOW-2 is faster than the BGM-71 TOW And in addition it contains a higher explosive amount. Nevertheless, both versions of the TOW missile system are able to be very decisive in combat, it is ideal to use the BGM-71 TOW-2 system over the BGM-71 TOW since it is a better system, due to its higher explosive and speed. 
|''Realistic/Simulator''
+
 
|752
+
It can carry up to 16 TOW or TOW-2 missiles, that is enough lethality to terminate up to 16 emery units. The TOW missiles work in the same way as on the other series of cobra attack helicopters, they are able to hit, fast and hard. Combined with the speed of the AH-1Z, these make a lethal combination. The AH-1Z can find a great tactical location, engage the targets and knock them out of the fight without them even knowing.
|850
+
|-
+
An AH-1Z also can carry additional ordnances which are wing mounted only, these are rocket pods & machine guns or a combination of Hellfire’s, TOW’s, Rockets & machine guns. The rockets are standard FFAR Mighty Mouse rockets which are equipped on the version of the cobra’s and hugey helicopters. A good choice of combined ordnance are Mighty mouse and TOWs or just mighty mouse. That way you can increase the engagement range when you are flying in combat after consuming all the tow missiles or getting at close range and blasting the enemy with mighty mouse rockets which will cause a lot of damage and could destroy up to 76 enemy units 
!colspan="3" | Power-to-weight ratio (hp/ton)
+
<blockquote>'''''<big>Long Range - Hellfire missiles</big>'''''</blockquote>
|-
+
To utilise the long-range performance of the AH-1Z, hover outside of the combat zone. It is important that you check and make sure that there are no threats in the vicinity which could shoot you down. Once the combat zone has been declared safe from vehicles which could destroy you. Increase altitude, until you have a good visual on the objectives.  Hover the helicopter, change the view to the gun camera and locate a target ground vehicle and fire! The hellfire missiles offer up to 1100mm of penetration with a speed of 475 meters per second.
!colspan="1" | Mode
+
 
!Stock
+
Firing the hellfire missiles, you will notice that you cannot see them compared to the previous TOW missiles. This is normal, you need to keep the laser designator on the target. On the Hud, left-hand side, you will see a countdown, it takes 10 seconds for the missile to hit the target.  When the hellfire gets close to the target you will see the rocket, this where you can adjust the missile trajectory. 
!Upgraded
+
 
|-
+
It is very important that after a few hellfire missile launches that, you disengage the hover and locate to another part of the battle zone. Performing this action will substantially reduce the chances of being shot down by emery vehicles. 
|''Arcade''
+
 
|17.58
+
One of the drawbacks of the Hellfire missiles is, at close range they cannot engage a target, due to how the hellfires are launched from the wing racks. The hellfire missile, drops from the wing rack, engages the rocket motor and immediately ascend in height, making it impossible to track from launch.
|21.65
+
 
|-
+
{{Notice|The hellfire missiles require time to adapt, however once learnt they become one of the most potent missiles in the game.|!!!}}
|''Realistic/Simulator''
+
<blockquote> '''''<big>Air Protection/support</big>'''''</blockquote>
|12.05
+
Best role armament selection: Sidewinder missiles and machine guns
|13.62
+
 
 +
An AH-1Z Viper, offers a unique capabilities compared to any other helicopter on the battlefield! It can be equipped with sidewinder air to air missiles.  The sidewinder missiles provide great capacity to shoot down up to two enemy aircraft. They can shoot down other rotary-wing aircraft (helicopters) or fixed-wing aircraft (airplanes). The missiles can also be equipped with the additional payloads, such as hellfire, tow missile, machine gun and rocket pod configurations, providing a versatile offensive and defensive solution.
 +
 
 +
The AH-1Z can outmanoeuvre and can outperform, many of the rivals in air to air combat. The AH-1Z has a triple rotary m197 cannon with 750 rounds. Combined with a twin 7.62 mm M134 Minigun machine gun, which also has 1500 Rounds per gun. That’s 3000 rounds plus the 750 rounds that’s 3750 Rounds of ammunition! Then the wing mounted AIM-9L sidewinder missiles which are installed on both wings.
 +
To attack other helicopters with the sidewinders, come in the from the side or rear – get a lock on and fire one of the sidewinder missiles! Bang the enemy aircraft explodes.
 +
 
 +
To attack using the cannon and mini-guns, line up with the foe, come in fast and slow down – align your angle of attack with the side of the enemy, this will be the best chance of success since the enemy unit has exposed the largest elements of the airframe to your firepower. Aim for the critical components such as cockpit, engine, fuel tanks and rear rotator elements.
 
|-
 
|-
 
|}
 
|}
 +
</div>
 +
</div>
 +
 +
===== Ground vehicle Example  =====
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
 +
Click '''Expand''' to show
 +
<div class="mw-collapsible-content">
 +
<blockquote>'''<big>Usage in battles</big>'''</blockquote>The IS-7, similarly to the rest of the IS line, should be played as a breakthrough tank, taking advantage of its extreme durability, and avoiding long-range engagements where its shells simply lose effectiveness. With upwards of 450mm of effective armour in places, there’s no need to shy away from taking on almost any opponent.
 +
 +
The IS-7's extremely thick and well-sloped armour means that the player can comfortably engage multiple threats at once without fear of being penetrated through the sides of his/her turret. With a heightened awareness and a good sense of targeting priority, a well-rounded IS-7 player can swiftly clear out entire enemy squads with ease.
 +
 +
The IS-7 is capable of destroying almost any machine on the battlefield and should have no qualms about combatting anything on the right terms. However, it’s best to be wary of tanks with ATGMs, high-penetration HEAT, large-calibre HESH and anything with APFSDS, as they are able to disable you, often through your frontal plate. Also be wary of any tanks with two plane stabilisers, as the IS-7s main armament is not stabilised in any way and must be stopped before it can fire accurately.<blockquote><big>'''Fighting the IS-7'''</big></blockquote>[[File:IS7 mantlet weakspot.jpg|thumb|If you don't have any powerful chemical warhead, or just got suddenly attacked by IS-7 point-blank, the highlighted weak spot on the bottom of the turret your only real hope, since you won't have time to look for any others. APDS or other strong shells with the power of ~280 mm should be able to breach the 250 mm thick mantlet bottom even if it's a bit angled, potentially destroying horizontal and vertical turret drives as well as cannon breach. After that you should rush IS-7 down and destroy it ASAP, as it shouldn't be able to use it's gun and turret anymore.]]'''General tactic''':
 +
 +
It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try to disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trap shots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3. Powerful ATGM's can easily breach hull armour and potentially take out 3 crew members, or explode excessive ammo near to tank's front.
 +
 +
'''With 7.* vehicles''':
  
== Armaments ==
+
IS-7 can easily destroy your entire team with little to no effort, so if you see one, you should immediately start planning your attack or escape route. Firstly, if you can't just attack it with your entire squad, you want it to be alone. Secondly, start predicting where it's going to go, so you can get the advantage of the first attack. Some urban environment with enough cover to sneak up on it and enough space to drive around it is perfect. After that, use your tools of choice:
=== Main armament ===
 
<!--Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.-->
 
{{main|F-30 (85 mm)}}
 
  
{| class="wikitable" style="text-align:center"
+
''Smoke and cannon'': To make this tactic easier, it's best to ask your scout ally (usually light tank) to "Scout" it constantly if they can. Use smoke shells to completely blind IS-7 and get as close to it as possible. Avoid being hit by numerous machine guns, as it will try to use it to detect you or destroy your scout buddy. Do not drive in a straight line after shooting smoke shells. After getting close, it's advisable to drop even more smokes (the hull mounted ones or the engine exhaust system works perfect, as you don't really have a lot of time), just to make sure that his teammates won't be able to stop you, then try to find out it's rear and set its engine on fire. After that, keep circling around it, setting it on fire and keeping the smoke screen up, or find it's turret's back and destroy the tank with a single well placed shot.[[File:IS7 takedown.gif|thumb|720x720px|As an example of all the attack methods, we will use this 8.3 battle rating fight. Firstly, IS7 got antagonized by another IS7 and M70A1 (AOS) which counts as '''overkill''' and '''heavy numbers'''. '''SPAA''' used this opening to flank it and break its tracks. Since it's lightly armoured, APHE didn't detonate. IS-7 didn't expect such trickery and didn't even bother to fire its HMG. Being outnumbered 3 to 1, it '''drops''' '''smokes''', which was a mistake, since it only helps IS-7s enemies to get even closer, while SPAA returns to distract it and damage every MG it has, now in range, where it can circle around it safely. By the time that smoke disappeared, IS-7 got damaged by SPAA's teammates, and it finishes the tank off by unloading APDS magazine into the back of the turret point-blank.]]''Overkill'': If you are a proud owner of FV4005, Type 60 ATM, Sturmpanzer 2, M50 Ontos, FV 4004 Conway, BMP-1 (AB), and some other vehicles with weapons that have extreme overkill potential (usually at the cost of all the mobility and/or all armour), this is your time to shine. Aim for the weak spots, or simply fire at the left side of the hull (for you it's on the right if the tank is in front of you), depending on your weapon type. If IS-7 has full ammo loadout, it will most definitely explode. In type 60 ATM's case, you can even drop ATGM right on top of its roof or swing it into the side of the turret. Since it's not completely round, unlike most Soviet designs, it has lesser bounce chance.
|-
 
! colspan="6" | [[F-30 (85 mm)|85 mm F-30]]
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
|-
 
| colspan="3" | 91 || -6°/+23° || ±180° || N/A
 
|-
 
! colspan="6" | Turret rotation speed (°/s)
 
|-
 
! style="width:4em" |Mode
 
! style="width:4em" |Stock
 
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
| ''Arcade'' || 7.10 || 9.90 || _.__ || _.__ || _.__
 
|-
 
| ''Realistic'' || 7.10 || 8.40 || _.__ || _.__ || _.__
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
| 9.60 || _.__ || _.__ || _.__
 
|-
 
|}
 
  
===== Ammunition =====
+
''Strength in numbers'': Send someone to bait and stall IS-7, while rest are going to flank or simply rush it down. Despite being nearly invulnerable from the front, it may easily explode, when multiple tanks fire at its '''sides''' at less than 30° angle. Ideally, you want to send something like T95 or another extremely armoured tank as bait (or even another IS-7 in AB), so foe can't simply destroy it without putting an effort, but if there is none such tanks, sacrifices must be made. Unless...
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| BR-365A || APHEBC || 142 || 139 || 123 || 105 || 91 || 81
 
|-
 
| O-365K || HE || 9 || 9 || 9 || 9 || 9 || 9
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| BR-365A || APHEBC || 792 || 9.2 || 1.2 || 15 || 164 || +4° || 48° || 63° || 71°
 
|-
 
| O-365K || HE || 780 || 9.5 || 0.1 || 0.3 || 646 || +0° || 79° || 80° || 81°
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
+
''Combat SPAA'': This may sound absurd, but IS-7 can easily be doomed by SPAA. SPAA can easily use some cover to attack it's exposed track with cannons, making moving IS-7 topple over, then destroy second track, to immobilize it. Even if IS-7 fires back at it, APHE is going to over penetrate, if it's armour is less than 15mm. After that, someone can be called in to make a clean side shot (about 170 mm penetration required for sides). In case if SPAA is combat-capable and has APDS shells with 110 mm of penetration, it can try to get behind the turret, while breaking every MG with autocannons, to execute it personally. If IS-7 is aware of your intentions and keeps tracking SPAA with the turret, just set the vehicle on fire by damaging the engine, the foe will have to extinguish the fire eventually or face consequences.
[[File:Ammoracks_KV-220.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] for the KV-220.]]
+
{| class="wikitable" align="left"
{| class="wikitable sortable" style="text-align:center"
 
|-
 
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |5th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|| '''91''' || 87&nbsp;''(+4)'' || 82&nbsp;''(+9)'' || 77&nbsp;''(+14)'' || 45&nbsp;''(+46)'' || 1&nbsp;''(+90)'' || style="text-align:left" | no
 
 
|-
 
|-
 
|}
 
|}
 +
</div>
 +
</div>
  
=== Machine guns ===
+
===== Naval vehicle Example =====  
<!--Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.-->
+
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
{{main|DT (7.62 mm)}}
+
Click '''Expand''' to show
 +
<div class="mw-collapsible-content">
 +
Coming soon
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" align="left"
|-
 
! colspan="7" | [[DT (7.62 mm)|7.62 mm DT]]
 
 
|-
 
|-
! colspan="7" | ''Commander cupola mount''
+
|}</div>
|-
+
</div>
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 1,890 (63) || 600 || -5°/+60° || ±180°
 
|-
 
! colspan="7" | ''Coaxial mount''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 1,890 (63) || 600 || N/A || N/A
 
|-
 
|}
 
  
== Usage in battles ==
+
==The grade of good==
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
+
===Example of a Good Grade===
'''Fighting tanks'''
+
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
* Tiger I [[Tiger H1|H1]]/[[Tiger E|E]] - They are usually very easy to destroy and protecting the KV-220 is easy with the right angle of armour, but one mistake and the 88 mm guns can eliminate the KV-220.
+
Click '''Expand''' to show
* [[M18 GMC|M18 Hellcat]] - Very fast and manoeuvrable. Do not let them flank, if they get onto the sides, they will be able to penetrate. Try to shoot them from a distance.
+
<div class="mw-collapsible-content">
* Tiger II ([[Tiger II (P)|P]]/[[Tiger II (H)|H]]) - They are better than the KV-220 in every aspect. Try to avoid them and shoot them in their side.
+
If you must advance, advance facing forward after checking for enemies. As long as your armour faces the enemy, you have relative safety. When defending, go hull-down. Make sure there are places to retreat to if needed, and take advantage of the reverse speed and smoke grenades to run from ATGMs. Use the rangefinder when you can, but if the target is moving, you will probably miss. Try to guess based on experience if it comes to it.
* [[Pz.Bfw.VI_(P)|Panzerbefehlswagen VI (P)]] - Usually, the 85 mm can't pen their 200 mm frontal armour, so try to aim for the angled cheeks.
 
  
=== Pros and cons ===
+
The Abrams main strength its its extreme mobility, even by MBT standards. However, the price comes in protection; the Abrams is quite vulnerable, and struggles to deflect incoming shells with anything except its turret cheeks. Additionally, The M1 has somewhat sub-par penetration even with its best shell. Because of these factors, it is recommended that you do not use this tank as a front line brawler. Instead, use your speed to quickly appear from angles your opponents are not expecting you to come from. This can take the form of flanking in order to get side shots, Rushing at the start of the game to take an advantageous position, or getting to choke points before the enemy does, in order to be ready to knock them out. Essentially, This tank should be played much like the M18 Hellcat at Rank III, though unlike the Hellcat it is not impossible for your armour to help you occasionally.
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".-->
 
  
'''Pros:'''
+
A useful thing to note when playing the Abrams, and most MBTs in general, is that if your opponent shows any side armour, you can penetrate them almost every time. if someone is coming towards you even at a slight angle, aim for the the front drive wheel on their tracks. Your shell will be able to penetrate into the tank and likely one shot kill them. It is recommended to use APFSDS as the main loadout, as the HEAT-FS ammunition starts coming against tanks with armour types specifically designed to resist it.
* Long barreled 85 mm gun
 
* More well armoured than most tanks
 
* 100 mm of armour ''all around'', sides and rear aren't weaker than the front (Though the slight sloping gives the front about 15 more mm in effective armour)
 
* Great acceleration
 
* Machine gun turret can traverse 360 degrees
 
* 85 mm shell has great HE filler
 
* When angled properly, the tank can bounce or soak up many shots
 
* Lots of ammo (91 rounds)
 
* Game changer, as it's very hard to dislodge a well positioned KV-220 especially when the player knows it perks
 
* 6 crew for large damage sponge
 
* One of the few Russian tanks that has a good gun depression
 
  
'''Cons:'''
+
In terms of threats:
* Very sluggish in turns.
 
* Tall profile and hull is longer than other KV and IS series tank
 
* Despite firing the BR-365A used on the other 85 mm armed tanks, this gun mounted on the KV-220 is among the earliest model, so it has lower penetration rating compared to others
 
* Slow turret traverse speed
 
* Only two types of ammo available (APHEBC and HE)
 
* Lower gun mantlet is a shot trap - Can direct ricochets into hull roof
 
* Some ammo will be stored in the turret rear if carrying full ammo
 
* Unlike other tanks, losing a loader will hinder the loading process by a large margin
 
  
== History ==
+
* Most tanks at its Battle rating, due to the relatively poor armour.
''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
+
* Type 90 and AMX-40, as their incredibly powerful shots can penetrate you anywhere, at any angle, at almost any distance.
 +
* The T-80B, because of its strong armament and very strong armour. it can be penetrated through its lower front plate, the drivers viewport below the gun, and just to the side or below the gun. If a T80B shows any of its side, you can penetrate it there.
  
== Media ==
+
{| class="wikitable" align="left"
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
|-
 +
|}</div>
 +
</div>
 +
==The grade of okay==
 +
===Example of an Okay Grade===
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
 +
Click '''Expand''' to show
 +
<div class="mw-collapsible-content">
 +
In realistic battles, the Type 90 continues the traditional Japanese roles of fire support, sniping, and flanking. You can use this vehicle to rush down the center of the map with its speed allowing it to quickly engage and disengage enemies, negating the downsides of the subpar armor by simply not being hit. With a five second reload time for the cannon, and a high-penetration round, it should only take 5-15 seconds to finish of an enemy tank. Through utilizing the terrain by using suspension to hide the chassis when peeking, and angling armor in a way to force enemies to hit your armored turret, the Type 90 can be a very powerful glass cannon in a battle.
 +
{| class="wikitable" align="left"
 +
|-
 +
|}</div>
 +
</div>
 +
==The grade of bad==
 +
===Example of a Bad Grade===
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px; overflow:auto;">
 +
Click '''Expand''' to show
 +
<div class="mw-collapsible-content">
 +
The F8F-1B is truly a worthy aircraft to end the single engine fighter line of the USN branch. Nimble, fast and with great acceleration, it is sight of fear for the foe's eye! Most of its enemies will be jets and they will shiver as the Bearcat faces them with a 2km altitude (and sometimes) and speed advantage! With WEP running (<nowiki>'''</nowiki>W<nowiki>'''</nowiki>ar <nowiki>'''</nowiki>E<nowiki>'''</nowiki>mergency <nowiki>'''</nowiki>P<nowiki>'''</nowiki>ower, includes ADI(Water-Methanol Injection) for the big and hungry 2300hp Pratt & Whitney R-2800 Double Wasp) there is no propeller driven aircraft that can out climb it. When maximized, the climb rate is well over 35 m/s. However, without "radiator" researched, the engine tends to overheat.  
  
== See also ==
+
The main difference(s) between the 1B and the 1 is the WEP awesomeness and the Spas-12 20mms. However inaccurate and jammy the AN/M3s are, they are still far superior to the 4 "baby flamers" on the F8F-1. The stock belts are perfect; make sure to research new cannons straightaway.
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
  
== External links ==
+
In short, once given engine injection goodness, the 1B is the perfect BnZ fighter. Climb to around 5km and dive on stragglers. Due to improved late-war weaponry, a brush with any cannon shell may damage you mortally. Fire in 2 second bursts. Use the Default belt if you are an intermediate/beginner player, and the Stealth if anywhere higher.
''Paste links to sources and external resources, such as:''
+
{| class="wikitable" align="left"
* ''topic on the official game forum;''
+
|-
* ''encyclopedia page on the tank;''
+
|}</div>
* ''other literature.''
+
</div>
 
 
{{USSR heavy tanks}}
 
{{USSR premium ground vehicles}}
 

Revision as of 16:59, 19 August 2019

RANK 6 BRITAIN
Rooikat 105 PACK

What is the wiki share program (WSP)

Rewards

How does this work

Apply here

Questions & Answers

The grade of excellent

In this grade, called excellent this is what we are aiming for you to achieve. Let's start with the grade of excellent:

  • What is and makes an excellent play-style.
  • What is expected to achieve the grade of excellent.
  • The main difference between Excellent and good grades.
  • Recommendations to help you achieve the grade of excellent.

Lets talk about the grade of excellent

What is and makes an excellent play-style:

Based on one of the examples below, we explore the AH-1Z Viper example, this is an example of what is expected as an excellent grade. It is mission critical that in this grade the play-style be portrayed the information written is very clear, to the point, identifies the environment the vehicle can operate in, provides a clear oversight of how it is intended to be played in battle and makes the reader want to continue reading it. In general it must focus on; how the vehicle can be played, used in specific game modes such as combined battles and what can be expected and how to do it. It also must have a general guide on how it plays in conventional battles.

What is expected to achieve the grade of excellent:

In-order to achieve this grade, you must be clear, direct, non-bias and in third person, that means no "I". The ideal mindset is to think along the lines of: If you where to get your friend to play it, what and how would you do in order to recommend it to them.

In-order to do this 1) you must, be neutral, learn what it can and cannot do. So it is very important that you are clear and objective when doing it.

Find out what it can and cannot do by playing it, recall what happens and how it differentiates in each game modes such as: Handling, Reloading, Ammo choices, etc. Such as Arcade and Realistic battles.

It is also expected that additional elements such as, Pros & cons, Armaments, Performance information should be added, if it is missing from the page.

The main difference between Excellent and good grades
Recommendations to help you achieve the grade of excellent
  • Familiarise yourself with other vehicles with the BR brackets of which it can face.
  • Familiarise yourself with the vehicle itself (Learn what it can and cannot do).
  • Break down the tasks into groups such as shown in the examples below.
  • How can you do this by creating a strategy, a plan.

Example of excellent grade: Pro's and con's

What ideally are excellent pro's and con's?

Well they are simple, to the point and are a summary of that vehicle. What is meant by this? well for a pro it is the vehicle competitive advantage and for a con it is the competitive disadvantage of that vehicle. In the example below, you will see an example of an excellent grade.

  • Ideally the pro's and con's should be between 4 and 8 points for each.

Click Expand to show

Pros:
  • Can carry up to 16 TOW ATGMs (TOW-2 with modification)
  • Flares
  • One of the fastest helicopters in the game
  • Can carry air-to-air missiles to take down aircraft
  • Excellent ground attack capabilities.
Cons:
  • Weak airframe can be taken down even by roof-mounted MGs from enemy tanks.
  • Cannon fodder for dedicated SPAAGs
  • Very slow, easy target for SPAAs and aircraft
  • Priority target for the enemy team as you are extremely dangerous
  • No armor whatsoever.

Excellent: play-style examples

In this area examples of excellent play-styles are provided for each class.

Aircraft vehicle Example

Click Expand to show

Usage in battles

Using the AH-1Z viper after the AH-1F requires learning time, the playstyle between this and the AH-1F has some unique differences such as ammunition, views and overall playstyle.

The AH-1Z is an attack helicopter, it does this role very well, in-fact it is one of the best attack helicopters in the game, with speed up to 411 Km/h (255 MPH). The AH-1Z offers a large array of ordnance selections, from Miniguns, Rockets, TOW, TOW-2 and Hellfire missiles. In addition, the AH-1Z Can carry a combination of missiles, rockets or mini-guns together. To get one of the best configurations, is specialise in what you want to do air protection or ground attack either way this attack helicopter can do it.

To utilise the AH-1Z viper, make sure to adjust the tactics to the map, for example maps, with rocks and hilly terrain, stay low and use it as cover whilst you get to into a position which will allow you to dominate the battlefield. For maps which are open and flat, climb to a high altitude and assess the situation, just make sure to scan the map and not get fixed on a location.

The AH-1Z has three main playstyles, the playstyles of this attack helicopter are focused around dominating in the following roles: Air Protection/Support, Medium & Close Range and Long Range.

However, the AH-1F does have one drawback, due to the increase in size changes to the center of gravity in high pitch and tight turns, it possible to lose control. It is advisable to always counteract by keeping the noise of the helicopter level or to lessen the turn radius. If required to do one, such as evading surface to air missiles, make sure that there is enough room to recover the helicopter in – ideally at least 1000 feet and make sure to increase the pitch of the blades to a 100% adjust for yawing.

Close/medium Range

The AH-1Z offers a combination of wing mounted ordnance and ordnance packages which are available from TOW, TOW-2, Rocket pods, Machine guns.

The AH-1Z has the BGM-71 TOW and BGM-71 TOW-2 ATGM missile systems which perform very well. The BGM-71 TOW-2. The BGM-71 TOW-2 is faster than the BGM-71 TOW And in addition it contains a higher explosive amount. Nevertheless, both versions of the TOW missile system are able to be very decisive in combat, it is ideal to use the BGM-71 TOW-2 system over the BGM-71 TOW since it is a better system, due to its higher explosive and speed.

It can carry up to 16 TOW or TOW-2 missiles, that is enough lethality to terminate up to 16 emery units. The TOW missiles work in the same way as on the other series of cobra attack helicopters, they are able to hit, fast and hard. Combined with the speed of the AH-1Z, these make a lethal combination. The AH-1Z can find a great tactical location, engage the targets and knock them out of the fight without them even knowing.

An AH-1Z also can carry additional ordnances which are wing mounted only, these are rocket pods & machine guns or a combination of Hellfire’s, TOW’s, Rockets & machine guns. The rockets are standard FFAR Mighty Mouse rockets which are equipped on the version of the cobra’s and hugey helicopters. A good choice of combined ordnance are Mighty mouse and TOWs or just mighty mouse. That way you can increase the engagement range when you are flying in combat after consuming all the tow missiles or getting at close range and blasting the enemy with mighty mouse rockets which will cause a lot of damage and could destroy up to 76 enemy units

Long Range - Hellfire missiles

To utilise the long-range performance of the AH-1Z, hover outside of the combat zone. It is important that you check and make sure that there are no threats in the vicinity which could shoot you down. Once the combat zone has been declared safe from vehicles which could destroy you. Increase altitude, until you have a good visual on the objectives. Hover the helicopter, change the view to the gun camera and locate a target ground vehicle and fire! The hellfire missiles offer up to 1100mm of penetration with a speed of 475 meters per second.

Firing the hellfire missiles, you will notice that you cannot see them compared to the previous TOW missiles. This is normal, you need to keep the laser designator on the target. On the Hud, left-hand side, you will see a countdown, it takes 10 seconds for the missile to hit the target. When the hellfire gets close to the target you will see the rocket, this where you can adjust the missile trajectory.

It is very important that after a few hellfire missile launches that, you disengage the hover and locate to another part of the battle zone. Performing this action will substantially reduce the chances of being shot down by emery vehicles.

One of the drawbacks of the Hellfire missiles is, at close range they cannot engage a target, due to how the hellfires are launched from the wing racks. The hellfire missile, drops from the wing rack, engages the rocket motor and immediately ascend in height, making it impossible to track from launch.

Msg-info.png The hellfire missiles require time to adapt, however once learnt they become one of the most potent missiles in the game.
Air Protection/support

Best role armament selection: Sidewinder missiles and machine guns

An AH-1Z Viper, offers a unique capabilities compared to any other helicopter on the battlefield! It can be equipped with sidewinder air to air missiles. The sidewinder missiles provide great capacity to shoot down up to two enemy aircraft. They can shoot down other rotary-wing aircraft (helicopters) or fixed-wing aircraft (airplanes). The missiles can also be equipped with the additional payloads, such as hellfire, tow missile, machine gun and rocket pod configurations, providing a versatile offensive and defensive solution.

The AH-1Z can outmanoeuvre and can outperform, many of the rivals in air to air combat. The AH-1Z has a triple rotary m197 cannon with 750 rounds. Combined with a twin 7.62 mm M134 Minigun machine gun, which also has 1500 Rounds per gun. That’s 3000 rounds plus the 750 rounds that’s 3750 Rounds of ammunition! Then the wing mounted AIM-9L sidewinder missiles which are installed on both wings. To attack other helicopters with the sidewinders, come in the from the side or rear – get a lock on and fire one of the sidewinder missiles! Bang the enemy aircraft explodes.

To attack using the cannon and mini-guns, line up with the foe, come in fast and slow down – align your angle of attack with the side of the enemy, this will be the best chance of success since the enemy unit has exposed the largest elements of the airframe to your firepower. Aim for the critical components such as cockpit, engine, fuel tanks and rear rotator elements.

Ground vehicle Example

Click Expand to show

Usage in battles
The IS-7, similarly to the rest of the IS line, should be played as a breakthrough tank, taking advantage of its extreme durability, and avoiding long-range engagements where its shells simply lose effectiveness. With upwards of 450mm of effective armour in places, there’s no need to shy away from taking on almost any opponent.

The IS-7's extremely thick and well-sloped armour means that the player can comfortably engage multiple threats at once without fear of being penetrated through the sides of his/her turret. With a heightened awareness and a good sense of targeting priority, a well-rounded IS-7 player can swiftly clear out entire enemy squads with ease.

The IS-7 is capable of destroying almost any machine on the battlefield and should have no qualms about combatting anything on the right terms. However, it’s best to be wary of tanks with ATGMs, high-penetration HEAT, large-calibre HESH and anything with APFSDS, as they are able to disable you, often through your frontal plate. Also be wary of any tanks with two plane stabilisers, as the IS-7s main armament is not stabilised in any way and must be stopped before it can fire accurately.
Fighting the IS-7
If you don't have any powerful chemical warhead, or just got suddenly attacked by IS-7 point-blank, the highlighted weak spot on the bottom of the turret your only real hope, since you won't have time to look for any others. APDS or other strong shells with the power of ~280 mm should be able to breach the 250 mm thick mantlet bottom even if it's a bit angled, potentially destroying horizontal and vertical turret drives as well as cannon breach. After that you should rush IS-7 down and destroy it ASAP, as it shouldn't be able to use it's gun and turret anymore.
General tactic:

It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try to disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trap shots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3. Powerful ATGM's can easily breach hull armour and potentially take out 3 crew members, or explode excessive ammo near to tank's front.

With 7.* vehicles:

IS-7 can easily destroy your entire team with little to no effort, so if you see one, you should immediately start planning your attack or escape route. Firstly, if you can't just attack it with your entire squad, you want it to be alone. Secondly, start predicting where it's going to go, so you can get the advantage of the first attack. Some urban environment with enough cover to sneak up on it and enough space to drive around it is perfect. After that, use your tools of choice:

Smoke and cannon: To make this tactic easier, it's best to ask your scout ally (usually light tank) to "Scout" it constantly if they can. Use smoke shells to completely blind IS-7 and get as close to it as possible. Avoid being hit by numerous machine guns, as it will try to use it to detect you or destroy your scout buddy. Do not drive in a straight line after shooting smoke shells. After getting close, it's advisable to drop even more smokes (the hull mounted ones or the engine exhaust system works perfect, as you don't really have a lot of time), just to make sure that his teammates won't be able to stop you, then try to find out it's rear and set its engine on fire. After that, keep circling around it, setting it on fire and keeping the smoke screen up, or find it's turret's back and destroy the tank with a single well placed shot.
As an example of all the attack methods, we will use this 8.3 battle rating fight. Firstly, IS7 got antagonized by another IS7 and M70A1 (AOS) which counts as overkill and heavy numbers. SPAA used this opening to flank it and break its tracks. Since it's lightly armoured, APHE didn't detonate. IS-7 didn't expect such trickery and didn't even bother to fire its HMG. Being outnumbered 3 to 1, it drops smokes, which was a mistake, since it only helps IS-7s enemies to get even closer, while SPAA returns to distract it and damage every MG it has, now in range, where it can circle around it safely. By the time that smoke disappeared, IS-7 got damaged by SPAA's teammates, and it finishes the tank off by unloading APDS magazine into the back of the turret point-blank.
Overkill: If you are a proud owner of FV4005, Type 60 ATM, Sturmpanzer 2, M50 Ontos, FV 4004 Conway, BMP-1 (AB), and some other vehicles with weapons that have extreme overkill potential (usually at the cost of all the mobility and/or all armour), this is your time to shine. Aim for the weak spots, or simply fire at the left side of the hull (for you it's on the right if the tank is in front of you), depending on your weapon type. If IS-7 has full ammo loadout, it will most definitely explode. In type 60 ATM's case, you can even drop ATGM right on top of its roof or swing it into the side of the turret. Since it's not completely round, unlike most Soviet designs, it has lesser bounce chance.

Strength in numbers: Send someone to bait and stall IS-7, while rest are going to flank or simply rush it down. Despite being nearly invulnerable from the front, it may easily explode, when multiple tanks fire at its sides at less than 30° angle. Ideally, you want to send something like T95 or another extremely armoured tank as bait (or even another IS-7 in AB), so foe can't simply destroy it without putting an effort, but if there is none such tanks, sacrifices must be made. Unless...

Combat SPAA: This may sound absurd, but IS-7 can easily be doomed by SPAA. SPAA can easily use some cover to attack it's exposed track with cannons, making moving IS-7 topple over, then destroy second track, to immobilize it. Even if IS-7 fires back at it, APHE is going to over penetrate, if it's armour is less than 15mm. After that, someone can be called in to make a clean side shot (about 170 mm penetration required for sides). In case if SPAA is combat-capable and has APDS shells with 110 mm of penetration, it can try to get behind the turret, while breaking every MG with autocannons, to execute it personally. If IS-7 is aware of your intentions and keeps tracking SPAA with the turret, just set the vehicle on fire by damaging the engine, the foe will have to extinguish the fire eventually or face consequences.

Naval vehicle Example

Click Expand to show

Coming soon

The grade of good

Example of a Good Grade

Click Expand to show

If you must advance, advance facing forward after checking for enemies. As long as your armour faces the enemy, you have relative safety. When defending, go hull-down. Make sure there are places to retreat to if needed, and take advantage of the reverse speed and smoke grenades to run from ATGMs. Use the rangefinder when you can, but if the target is moving, you will probably miss. Try to guess based on experience if it comes to it.

The Abrams main strength its its extreme mobility, even by MBT standards. However, the price comes in protection; the Abrams is quite vulnerable, and struggles to deflect incoming shells with anything except its turret cheeks. Additionally, The M1 has somewhat sub-par penetration even with its best shell. Because of these factors, it is recommended that you do not use this tank as a front line brawler. Instead, use your speed to quickly appear from angles your opponents are not expecting you to come from. This can take the form of flanking in order to get side shots, Rushing at the start of the game to take an advantageous position, or getting to choke points before the enemy does, in order to be ready to knock them out. Essentially, This tank should be played much like the M18 Hellcat at Rank III, though unlike the Hellcat it is not impossible for your armour to help you occasionally.

A useful thing to note when playing the Abrams, and most MBTs in general, is that if your opponent shows any side armour, you can penetrate them almost every time. if someone is coming towards you even at a slight angle, aim for the the front drive wheel on their tracks. Your shell will be able to penetrate into the tank and likely one shot kill them. It is recommended to use APFSDS as the main loadout, as the HEAT-FS ammunition starts coming against tanks with armour types specifically designed to resist it.

In terms of threats:

  • Most tanks at its Battle rating, due to the relatively poor armour.
  • Type 90 and AMX-40, as their incredibly powerful shots can penetrate you anywhere, at any angle, at almost any distance.
  • The T-80B, because of its strong armament and very strong armour. it can be penetrated through its lower front plate, the drivers viewport below the gun, and just to the side or below the gun. If a T80B shows any of its side, you can penetrate it there.

The grade of okay

Example of an Okay Grade

Click Expand to show

In realistic battles, the Type 90 continues the traditional Japanese roles of fire support, sniping, and flanking. You can use this vehicle to rush down the center of the map with its speed allowing it to quickly engage and disengage enemies, negating the downsides of the subpar armor by simply not being hit. With a five second reload time for the cannon, and a high-penetration round, it should only take 5-15 seconds to finish of an enemy tank. Through utilizing the terrain by using suspension to hide the chassis when peeking, and angling armor in a way to force enemies to hit your armored turret, the Type 90 can be a very powerful glass cannon in a battle.

The grade of bad

Example of a Bad Grade

Click Expand to show

The F8F-1B is truly a worthy aircraft to end the single engine fighter line of the USN branch. Nimble, fast and with great acceleration, it is sight of fear for the foe's eye! Most of its enemies will be jets and they will shiver as the Bearcat faces them with a 2km altitude (and sometimes) and speed advantage! With WEP running ('''W'''ar '''E'''mergency '''P'''ower, includes ADI(Water-Methanol Injection) for the big and hungry 2300hp Pratt & Whitney R-2800 Double Wasp) there is no propeller driven aircraft that can out climb it. When maximized, the climb rate is well over 35 m/s. However, without "radiator" researched, the engine tends to overheat.  

The main difference(s) between the 1B and the 1 is the WEP awesomeness and the Spas-12 20mms. However inaccurate and jammy the AN/M3s are, they are still far superior to the 4 "baby flamers" on the F8F-1. The stock belts are perfect; make sure to research new cannons straightaway.

In short, once given engine injection goodness, the 1B is the perfect BnZ fighter. Climb to around 5km and dive on stragglers. Due to improved late-war weaponry, a brush with any cannon shell may damage you mortally. Fire in 2 second bursts. Use the Default belt if you are an intermediate/beginner player, and the Stealth if anywhere higher.