World of Tank Artillery. Death from above

At the beginning of the battle, you need to choose a suitable place so as to help the players of your team, if necessary, covering them. As much of the map as possible should be in the firing sector (so that natural obstacles do not interfere: houses, hills, etc.). At the same time, it is necessary to take into account that the allies can allow an enemy "firefly" to break through, which can detect self-propelled guns and give out a position. It is required to prepare either the option of retreating to a safe place, or immediately become so that you cannot be illuminated or destroyed. You should also take into account the location of other tanks, in particular, another "art". If you stand close to each other, then an enemy tracking shell tracers can fire a shot and hook a cluster of allied armored vehicles.

Scouts - the eyes of artillery

Without highlighting the allies, the artillery installation is blind and does not see anything. Therefore, when taking a position, you need to immediately pay attention to the minimap and determine where the allies are. Seeing that light tanks or STs have moved to enemy positions, you need to urgently move the sight in their direction. They will probably find the enemy. And then you can fire.

There are many goals. Whom to choose?

Perhaps they will notice several tanks at once. You need to be ready for such a development of events. But on whom to focus the fire? Different classes of game technique "" are not equivalent to each other. A "tyazh" on the battlefield is a serious thing, but a "peteshka" hidden in the bushes can do much more harm. In addition to significant damage, it has increased visibility and is able to give out the location of a mass of allies. Therefore, it is better to destroy it. Yes, and her armor is weak, unless it is a British tank destroyer development branch. An ally who breaks through the front line will receive operational space and will be able to go behind enemy lines.

shoot ahead

While pointing at the enemy's equipment, many "artists" forget the obvious fact. The projectile needs time to reach its target! During this time, the enemy tank can move away from the point where the shot was fired. The player must always be aware of where the enemy might go and shoot at the intended location. A good case when the allies put the enemy tank "on the harp". You can shoot straight at him. But no one knows how soon his crew will repair the damage and start moving.

Mark targets? For what?

Don't forget that it's a team game. And it is not often possible to destroy the enemy on your own. Therefore, it is necessary to draw the attention of your allies to a dedicated enemy tank. They will put fire on it and it will be destroyed.

Constant control of the game situation

The peculiarity of "art" is that the player sees all the changes on the battlefield from above and can inform allies about it. In addition, noticing that the situation in a certain area of ​​the battle requires immediate intervention, he can support his allies with his fire and turn the tide of the fight.

Shooting with caution won't hurt

When firing, you should always remember that by shooting at the enemy, you can accidentally hook a player on your team. He does not know that a “suitcase” is flying into the enemy’s tank, and decides to ram him, and suddenly a powerful blow falls from above, sparing neither his own nor others. Therefore, always before you shoot, you need to make sure that the allies are far enough from your target. And with the utmost care, you need to shoot at the target with which the allied tank is in the clinch.

Tracking down the enemy with tracers

After a shot from any weapon, a trail of burnt gases stretches - a tracer. And if you watch from above over the battlefield, you can see it without seeing the tank itself. And assuming where he may be, strike at the intended place. With the favor of the VBR, it will be possible to destroy the enemy or inflict damage on him. Most often, this method of firing can destroy enemy artillery. But this is not always justified. On a number of maps, this is not easy to do. The playing field is small.

Artillery (also known as self-propelled guns or colloquially "arty") is an often misunderstood class in World of Tanks. Playing as artillery takes patience, practice and basic knowledge of the "hot zones" on maps. Generally speaking, artillery has little to no armor, minimum health, and very low mobility. But where this class shines is through its armament: large-caliber guns that can severely cripple, if not outright destroy, an unsuspecting oppontent!

Like other vehicle classes you must play to your strengths and minimize your weakness as best as you can.

What Makes an Artillery?

Large-caliber guns -- the largest in the game, to be exact!

When entering battle, many first-time artillery players think they are playing a variant of the tank destroyer class, given their large guns and lack of a turret. Artillery is not meant to rush into close or medium-range firefights; staying hidden by the base and picking off targets from afar are the goals here!


Artillery fires rounds at an angle, allowing you to hit even concealed foes

Low tier artillery probably won't seem much at first. Their guns don't stand out and they'll easily be the least-flexlible class available; with no turrets and limited traverse speed and mobility. However, once you're exposed to mid and high tier artillery, that all changes and you"ll get a glimpse at what this class truly has to offer.

Know Your Role and Shut Your Hatch

Always remember to look at the composition of both teams when entering a battle. As artillery, take note of how many potential scouts you"ll have as eyes, and how many enemy light tanks might be looking to hunt you down!


Staying concealed is your best armor

While allied scouts are sprinting to the frontlines for detection opportunities, use this time to relocate nearby to a place that offers both decent and unobstructed firing angles and safety. The corners of maps are common places to hide, but that also depends on the firing range of your specific artillery model.You "ll need to experiment with locations on different maps in order to find the places that work best for you. Look for bushes to hide behind. And remember -- artilleryhave no armor, so staying out of direct lines of sight is vital!

Play to Your Strengths



Say hello to my little friend

Know your strengths:

  1. splash damage
  2. Indirect fire
  3. Force multipliers

Most artillery come equipped with high-explosive rounds (HE) alongside standard armor-piercing (AP). HE rounds have a lower chance at penetrating a target, but upon impact, they detonate, causing an explosion that can deal damage. Exploding HE rounds create a splash radius around the impact zone, allowing the shell's explosion to cause damage to nearby tanks. On regular tanks firing HE, this splash radius isn't much, but with large-caliber guns found on artillery, trying to increase your splash damage is a common tactic. Savvy artillery players will memorize choke points and locations where tanks group together to maximize their splash damage output.

Indirect fire and artillery go hand in hand, and it's defintely a distinct advantage! Foes hiding behind indestructable objects can only be sussed out by artillery. Some artillery have high firing arcs, allowing their rounds to land directly on top of a target, while others fire at a much flatter trajectory and have a chance to hit the side of a target.

When a battle begins, artillery should note where their scouts are setting up to spot, and zero in nearby. But what happens once the battle is in full turmoil? If you had to guess where to fire next, look towards the main offensive push (or defense). When in the middle of combat, most players will focus on what they can see, not taking into account what else might be stealthily aiming their way. There's nothing more back-breaking for the enemy than receiving and bouncing a few hits in a tank only to receive the final exclamation point by a well-placed artillery round. Focusing your fire on the main assault could turn the tide of battle in your favor -- just try not to damage your allies who may be close to your targeted enemy!

For you history buffs out there, think of this tactic like Blitzkrieg, where your team's fire is concentrated on a focal point in hopes of crushing all defenders.

Mastering Artillery

From the start, you"ll notice that aiming with artillery is quite different from the rest of the classes. By pressing and holding the left trigger (default option), you"ll enter arty mode, where you have a top-down view of the battlefield with a large, green (often oval) aiming circle. By default, your controller is set so that you have to hold down the trigger to keep this aiming mode on, but in the Settings menu you can adjust this so that you don't have to hold it down.

The green dots indicate that there is a clear path to your target, a red line indicates that something is in the way, and a white line means that you are out of range.


Arty mode: this view is only available to artillery. Use it to zero in on unsuspecting prey

Notice the oval of green dots around your target. This oval starts out large and gradually becomes smaller as it focuses on the target. The size of the circle, how fast it zeros in and how small the circle ultimately gets are entirely dependent on your selected artillery, its gun caliber, crews and equipment mounted.

The dots indicate where your shot can land. If you don't see dots, then your shot is obstructed, and you won't be able to hit your target, even if the line is green. The smaller the dots get before you fire, the better your accuracy! Be patient -- it is better to wait a few more seconds to get better accuracy than to waste a shot and wait for the lengthy reload. Stay aware of enemy movement, although you may not be able to see, arty mode allows you to view trees being knocked down, buildings being damaged and muzzle flashes when the enemy fires.

Locking your hull can also help your accuracy by keeping you locked in place. Press Left on the directional pad to lock your hull (and remember to unlock once you relocate).

When firing, remember that it could take a few seconds for your shot to reach its target. If your target is moving, you must factor in how much it will move between the time you fire and the time the shot arrives. This skill takes practice to learn, but there's nothing more satisfying than hitting a moving target!

Artillery is all about patience. Take the time to find a target, wait for your aiming circle to tighten, and let loose a screaming volley of fire!


The stopwatch stopped, and three dozen engines, roaring together, throw steel fighters towards each other. Light, poorly armored, but fast and nimble tanks will go first. Steel wedges of heavily armored monsters will move across the terrain they have explored, accompanied by mobile medium tanks. Thick armor, lethal weapons, onslaught, maneuver! Strength and power! But the real "gods of war" look at what is happening from afar, from closed positions in the rear - these are artillerymen. A battery of two or three self-propelled guns is capable of turning the tide of battle and turning an apparent defeat into an unconditional victory, immobilizing and destroying especially dangerous opponents with "fire from heaven", covering the advance or withdrawal of allied troops.

But self-propelled guns are not an absolute weapon. They have shortcomings, which the gunner should always be aware of and remember. Their power must be used correctly so that the "superweapon" does not turn into a pile of burning debris.

Death from above

Eyes run wide: who would be treated to a projectile?

Self-propelled guns are not just another war machine. This is also a completely different style of combat and game thinking. After all, watching the battle from a bird's eye view gives artillery a serious advantage! If you do not forget to turn the mouse wheel, you can aim exactly at the grating of the engine compartment of a heavy tank, or, conversely, move away and look around the entire battlefield.

Due to this, self-propelled guns make excellent fire spotters - the only pity is that in the battles of random teams, few people think about this. Be that as it may, the artilleryman must look with one eye at the scope, and with the other at the mini-map. And if red dots suddenly appeared on it where no one expected them, signal this to the rest of the team, maybe someone will respond.

The second advantage of viewing from a height is that, even without seeing the enemy, you see the results of his activities: falling trees, breaking fences, shot tracers. It can be expensive to shoot at the first two signs, but it is quite possible to understand approximately where the threat is coming from.

It is important: the tree falls in the same direction as the tank that knocked it down.

But it is worth talking about firing at tracers especially. On this occasion, a lot of copies have already been broken on the forum and in the game chat. Who proves that this is the direct duty of artillery, who calls "blind shooting" a waste of shells ... There is some truth in the words of both the first and second. The question is, can you afford to waste two or three projectiles? If for long-range and rapid-fire self-propelled guns like Wespe or Grille, the answer is rather “yes”, then for slow monsters (SU-14) or those who have little ammunition (SU-5), the answer is definitely “no”. Also, remember that while you are tracking the location of enemy artillery, firstly, you do not shoot, leaving the allies without support, and secondly, the enemies continue to fire! After all, every tracer, even if you spotted the enemy on it, is probably a destroyed tank of your team.

"Grill" crawled behind a bush. Grill is ready for battle!

Large and slow HF - love
May target gunners of all levels.

So shoot or not - the choice is yours. It is certainly necessary to be able to “catch the tracks”, and it’s just interesting, but you shouldn’t get too carried away with this. For example, you can follow the enemy base at the beginning of the battle if a suicidal scout in a light tank rushed there immediately after the start. Very often, enemy gunners can't stand it and try to destroy it, not relying on the help of the team. This is where you need to catch them. And when the reconnaissance is over, you can already switch to supporting the allies.

And finally: remember that tracers are left not only by artillery shots, but by all shots in general. And the track is more noticeable, the larger the caliber of the gun. "Tank destroyers" and heavy tanks are determined by tracers no worse than self-propelled guns - and the former rarely change position after a shot.

Blending in with the environment

The payoff for firepower for the self-propelled guns was light armor and low mobility. In other MMOs, characters with high damage and low defense are referred to as "glass cannon" - and here this term is more appropriate than anywhere else. Also, don't forget that self-propelled guns are a priority target for the enemy. Sometimes, when choosing between a self-propelled gun and a heavy tank, it is definitely more profitable to destroy the self-propelled guns, which, due to the firing range, are potentially more dangerous.

SU-26 hoped to sit out in the thickets. But we are on top
you can see everything...

So the first skill an artilleryman needs is camouflage. And it's not about the skill of the crew - until it appears, you will have to get out yourself.

You can often see self-propelled guns trying to climb into a small bush sticking out in the middle of an "open field". If a colossus like the SU-8 does this, then such a “disguise” causes nothing but laughter - it’s better to stand where you are than like this. Because any scout, if he has not just sat down at the levers of a light tank, knows that self-propelled guns need to be looked for in the bushes. The same can be said about gunners tracking down the enemy on the tracer: first of all, attention is concentrated on lonely bushes, where it seems to be so easy and good to hide!

In addition, remember that if part of the SPG sticks out outside the bush, you can assume that you are not covered at all from that side.

As a result, if you do not fit entirely, you need to stand behind the bush, and not try to climb into it. But if you have something small (SU-18, "Bizon"), you can fit entirely in the bush.

Remember that any turn of the hull destroys the camouflage completely, and all self-propelled guns, except for the SU-26, are aimed horizontally precisely by turning the hull. So, it's worth repeating once again, constantly look at the mini-map - and if an enemy is approaching you, and you are sure that you are well camouflaged, do not spin in place.

You also need to keep your eyes on the mini-map because in "howitzer mode", when viewed from above, you run the risk of finding out that you are being shot at only when you die. You will not notice an explosion in the neighborhood, or even a direct hit.

A duel of wills: an artilleryman against a tankman face to face.

A rare shot: sometimes gunners converge in close combat.

On a note: the "camouflage net" module will reduce the visibility of your self-propelled guns by 25% while it is not mobile. Be sure to buy.

If red dots lit up dangerously close to you - the enemy broke through the defense - then the main advice: do not panic! Many gunners paid the price when they tried to get away from a light tank and turned their backs to it. But that's all the enemy needs! There will be more chances if you try to remain "face" to the enemy - and hit him with direct fire. Indeed, many self-propelled guns successfully shoot without “satellite guidance”, the German Hummel is especially famous for this. Sometimes a paradoxical maneuver can also work: not to increase, but, on the contrary, to reduce the distance to the enemy. For example, on the Grille, it is quite possible to “spin” the HF or Hetzer in this way. Naturally, if you “came to visit”, you can’t do without a fair amount of luck, but where is it easy without it?

Artillery Park

Artillerymen today are represented by almost a dozen vehicles, which differ from each other in technical characteristics and serve for various purposes. What to choose? Let's look at each of the machines in more detail.

SU-18

SU-18, developed in 1930, opens the line of Soviet self-propelled artillery. For the characteristic silhouette, the players call it a "duck". This duck is a very formidable machine in its "weight category", and it's not just the 76mm howitzer! The small, birdhouse-like self-propelled gun is well armored - many tier 2-3 light tanks will be thinner, not to mention tier 3-4 self-propelled guns. The armor allows the novice artilleryman to get comfortable and not be particularly afraid of the enemy suddenly breaking through to the position. There is nowhere to develop it, and there is no need, because the next self-propelled gun in the lineup is much more interesting.

SU-26

SU-26 is a unique machine. The only self-propelled gun in the game that has a swivel "turret", even if it's open. This allows you to transfer fire from place to place with much less loss in accuracy. Acting in concert, several of these machines are capable of literally paralyzing the enemy offensive. Despite the relatively low damage and penetrating power of 76- and 122-mm howitzers, tracks with high-explosive fragmentation projectiles hit perfectly. And if there is someone to “highlight” the target and cover from enemy light tanks, such a baby will spoil the blood of the enemy decently, and the owner will consistently bring rewards for supporting the allies.

The weakness of the SU-26 in thin armor is that 15 millimeters can be penetrated by anything. Therefore, if you leave it for a long time, the anti-fragmentation lining is very useful.

SU-5

When all the tankers in the team die, the artillery has to go on the attack. And she is capable of it.

If the player is not satisfied with point strikes, then the first self-propelled gun capable of inflicting really serious damage will be the SU-5 of the 1934 model. Alas, those who are accustomed to the "tower" of the SU-26 and jewelry shooting at first are disappointed by the need to turn the entire body when aiming. At the same time, accuracy and rate of fire drop significantly, and it will no longer be possible to effectively throw shells at the enemy. You have to focus on one target and prudently hit on weak spots. SU-5 is the first self-propelled gun in the Soviet lineup, from which the study of patience, perseverance and a sense of trajectory begins. But for a decent penetrating ability and damage of a 152mm mortar, this machine can be forgiven a lot. The ability of a level 4 self-propelled gun to inflict significant damage on almost any tank is worth a lot. Even if it does not break through some Maus, it will break the caterpillar. Or the equipment will be disabled, the crew will be crippled, just angry, in the end.

All the advantages of the 152 mm mortar mentioned above are balanced by one, but a significant drawback: ammunition. Armed with this gun, the SU-5 can only take away fourteen rounds, and the phrase in the combat chat: “I'm empty, I'm going to shine” is the norm. It hardly makes sense to keep this car for yourself if the next one has been studied, but since such a whim comes to mind, then the anti-fragmentation lining will not be superfluous. If you shine, then shine a little longer.

SU-8

So it remained behind the SU-5. If you have not lost interest in artillery yet, then welcome to the high power club. If the SU-26 and SU-5 can be called auxiliary artillery, then this self-propelled gun can already claim the role of "lethal force". And especially when a 152 mm howitzer is installed, the crew is fully trained and additional modules are purchased. After all, there is no tank that this self-propelled gun could not penetrate and destroy with a few hits! Unless mastodons like Maus or VK4502(P) are able to stand under its fire for some time, sadly watching how one device after another breaks down.

This is not a tugboat. It’s just that one SU-14 prefers to get to the position quickly, while the second moves back to open fire at any moment.
new goals.

You have to pay for the severity of the damage inflicted by a very noticeable path that the projectile draws. SU-8, which did not change position after the shot, is guaranteed to become a victim of another self-propelled guns. So for this machine, such qualities as the speed of aiming and reloading guns are vital. And the purchase of such expensive modules as a reinforced pickup drive and a howitzer rammer is not at all a luxury. Rather a necessity. And here about the third cell it is possible to think. Firstly, the SU-8, unlike its younger brothers, is a large lady, and not every bush can disguise her. A camouflage net would come in very handy. Sometimes an extra second of invisibility decides the outcome of a collision with a light or medium tank that burst into position. And don't forget about enemy artillery.

But this is until the crew, in full force or in part, develops an additional camouflage skill. Then it will make sense to change the camouflage net to something else. First of all, it is an anti-fragmentation lining. Artillerymen really do not like enemy "colleagues" and, if they notice where someone else's projectile came from, they will certainly send their own in response. And there is little joy from a land mine that fell nearby. In addition, lining increases the chances of survival if, on a city map like Himmelsdorf, an artilleryman gives up on instructions and goes into the city to pretend to be a tank destroyer and hit the enemy with direct fire.

Other modules do not produce such an impression. An artilleryman rarely needs direct visibility, and repair speed... If an artilleryman needs to be repaired, it means that they will either finish him off now, or still have time to repair while the gun is reloading.

SU-14 and S-51

The remaining two models in the Soviet artillery line should be considered together. These are heavyweights that have no analogues among the Germans - the SU-14, nicknamed the "refrigerator" by tankers for its appearance and driving performance, and the S-51, popularly called "Pinocchio" for its long upturned nose. They are related by the B-4 gun of 203 mm caliber, which so far has no equal in power. A high-explosive fragmentation projectile from this cannon deals an average of 1850 damage, which is exactly the same as the health of the German VK4502(P) heavy tank. And the strength of the Soviet heavy tank IS-4 is 1590 units. Naturally, with such strength, they are respected by their own and hated by enemies. But the difference is more difficult.

Heavy artillery has two sore spots: movement speed and gun reload speed. The first callus hurts much more in SU-14. This car is more than 10 tons heavier than its counterpart and, accordingly, drives, accelerates and turns more slowly. Surprisingly, the closed SU-14 is even worse armored. All this reduces the chances of the “refrigerator” to survive if the team cannot save it from enemy scouts. The discovered SU-14 does not live long: if the scout does not joyfully shoot, then the shell of the enemy artilleryman will no less joyfully “cover”.

But with speed, the opposite is true. The bulky SU-14 does not have time to reload much, but still faster than the S-51.

Both self-propelled guns are in vital need of accelerated training of loaders, as well as the installation of howitzer rammers and reinforced aiming drives. Otherwise, shooting less than twice a minute will not bring any joy. The installation of a camouflage net does not lose its relevance, which can later, if desired, be changed to improved ventilation of the third class (+5% to the skills of all crew members - no joke) or anti-fragmentation lining. Being fully equipped and with a trained crew, a heavy self-propelled gun becomes noticeably faster and turns into a truly terrible force.

Sturmpanzer I and II

For players who prefer German vehicles, there are three ways in which they can come to self-propelled artillery.

First: immediately after the "small tractor" transfer to the Sturmpanzer I "Bison". And although it looks like the easiest way, the sensations from it can be unexpected. Second-tier self-propelled guns are immediately sent to battles with "big and scary" tanks. It would seem, what should he do there?

And the answer is simple: both "Sturmpanzers" have the same gun. And what’s more, you won’t be able to replace it with something more powerful before Grille – but even on it you will have to spend some time with the same 15 cm sIG33 L / 11. The main difference between the Sturmpanzers of the first and second models is armor and reload time. Naturally, the Sturmpanzer II wins on both counts.

High firing accuracy and damage comparable to those of the Soviet SU-5 (level 4 self-propelled guns) make the Sturmpanzers a serious threat to any medium tanks.

Wespe

The second path of the German artilleryman is the transition from the PzKpfw II to the Wespe. The "wasp" has a couple of advantages over the "one-year-olds": power and range. This is the only Tier 3 vehicle that can reach from one side of the map to the other. Her favorite targets are heavy tanks, the only pity is that she rarely hits them. The third level, and the poor Wespe has to deal with hunting for nimble light tanks ... And this is not easy to do on it: the accuracy is worse than that of the “Sturmpanzer”, and the guidance is slow. Slightly brighten up the picture wide angles of pointing horizontally, so that the enemy can be "led" for some time, say, trying to shoot with a lead. But all the same, it’s more convenient for the “wasp” to be a thunderstorm of heavy tanks - the damage allows it, than to shoot down BTs and Leopards on the fly.

Grille

Both paths intersect at one point: Grille. Its initial gun is the same as that of the Sturmpanzers, but it can (and must) be changed to an improved 15 cm sFH13 L/17. The damage is more than doubled and the range (finally!) compares to the Wespe. And at this level, it is already possible to take on the destruction of really serious equipment. With a lot of luck, and this happens more often than you might think, Grille can destroy a gaping HF with one shot.

After improving the engine and chassis, the Grasshopper gets another advantage over its Soviet counterparts - speed. Of course, you can’t run away from a light tank, but it’s already possible to “twist” a heavy tank or tank destroyer that has broken through to the self-propelled guns.

Hummel

And finally, the third way. He is (so far) the pinnacle of the development of German artillery. SAU Hummel, a serious competitor to the Soviet SU-14 and S-51 in the fight for the title of "best artillery" in the game. You can "open" it by gaining enough experience on the Grille or on the PzKpfw IV, and the track "through the tank" is more difficult - more experience is needed. In addition, the Hummel is not exactly the right vehicle to start training gunnery skills with. Already on the Grasshopper, there is a danger of losing credits if you don’t shoot very effectively. And about the "Bumblebee" with an improved gun, they say that it is more profitable to die on it without firing at all, than to play effectively and spend money on replenishing ammunition. The solution is simple - do not install the second of the possible weapons, except in special, very important cases. For normal battles, the initial cannon will be enough for you.

With the upgraded cannon, the Hummel deals less damage per shot than the SU-14, but fires much more frequently, and their damage per second is about the same. Naturally, sometimes it is preferable to "treat" the enemy with a more powerful "gift", and not to beat him little by little, but often. But on the other hand, Hummel can afford to finish off an already half-dead enemy or shoot at medium tanks - in such situations, the damage that has gone to waste will be much less than that of the “refrigerator” or “Pinocchio”.

Last but not least, Hummel is famous for its speed. Unusual for self-propelled guns, the property baffled many armored vehicle drivers who were counting on easy prey. And the “prey”, instead of slowly crawling away, suddenly took off and drove away at the speed of a good medium tank ...


Hello dear friends! Today I would like to talk about Japanese artillery! Yes, it's about Japanese! As you know, with the release of each new update, some changes are made to the game! Whether it's graphics, gameplay, or various changes to the client, adding new maps and more! In the same way, over time, new vehicles are introduced into the game! We all know that some nations in the game did not have artillery at first either, but over time everything changes, and the developers expand the choice of military equipment in the game! Therefore, in the future, Japanese artillery may also appear! Why not?

The military equipment of Japan, namely artillery, has very interesting vehicles that cannot be ignored!

Let's see what the artillery of Japan is like!

First, let's look at a possible development of Japanese technology in the game from the developers:


Let's move on to an overview of some ACS:

Type 1 Ho-Ni II


The purpose of this self-propelled gun was as follows: Fire support was mainly due to shelters, so the armor of the cabin, in which the Type 91 howitzer of 105 mm caliber was installed, was rather weak!
Horizontal guidance had a sector of only 10 degrees. The UVN of this self-propelled gun was - 17, + 22 degrees. A gun with a large recoil did not give great performance.

firing range: 10.800 m.
Projectile weight: 15.8 kg.
Gun caliber: 105mm.
rate of fire: 8 in./min.
Engine power: 170 l/s.
Max speed: 40 km/h.
Booking: up to 25 mm.
Initial projectile speed: 550 m/s.
Crew: 3 people

Type 4 Ho-Ro


This self-propelled guns was developed in 1939 to support tanks. It used the artillery unit of a 150mm howitzer: Type 38.

firing range: 5.970 m.
Mass of HE projectile: 35.9 kg.
Gun caliber: 150mm.
Initial projectile speed: 420 m/s.
rate of fire: 5 in./min.
Engine power: 170 l/s.
Max speed: 38 km/h.
Booking: 25/25/25.
Gun elevation angle: up to 30 deg.
Crew: 3 people
A total of 12-13 vehicles were built from 1940 to 1942.

Type 4 Ha-To


The release of this machine was in 1944. Few machines were made. A 300mm caliber mortar was installed on the chassis of the heavy conveyor. As we can see, the engine compartment was located in front, then there was an unprotected firing cabin. In reality, the self-propelled guns fired rockets, but it was also possible to fire conventional shells!

firing range: 3.15 km.
Mass of HE projectile: 170 kg.
Gun caliber: 300mm.
Ammunition: 9 pcs.
Engine power: 115 l/s.
Max speed: 40 km/h
Booking: up to 25 mm.
Crew: 3 people
UGN this self-propelled guns will be small, due to the design features!

Japan had such interesting cars! I hope that over time, the developers will please us with the release of new vehicles in the game, in this case, the self-propelled guns of this nation. This concludes my review of vehicles that may be in the game. World of Tanks! Good luck on the battlefield! Bye everyone!!!

Sincerely! FREGAT88

Overview of self-propelled guns of all nations World of Tanks

SAU (self-propelled artillery mount) is a prominent representative of military equipment in the World of Tanks game. But, if we take into account the latest update, then this class of vehicles has become the rarest and least used in the game, the reason for this was a severe nerf (cutting abilities and potential), which seemed to many players quite strong and they simply abandoned this technique. But this update also introduced its share of new and unusual, artillery was increased to level 10, which allowed the game balancer to distribute military equipment among teams normally, and eliminated the possibility of frequent loss of a large amount of artillery, which made the game almost unplayable.

In fact, the technique remained the same, it just became very difficult to play it. Indeed, some indicators have become smaller, but this was a necessary measure. In fact, these representatives of combat vehicles have remained the same, in particular, professional players who play artillery think so.

Review of french sau videos

At the moment, the game features 4 nations that have vehicles of this class in their arsenal, the next update promises players to introduce self-propelled guns for the nation of Great Britain. But already now you can specify those models that are the most preferred representatives for the game.

First, it is worth answering the legendary Soviet self-propelled guns of the USSR - this is the SU-26, which is the best artillery of its level. Thanks to excellent aiming angles, excellent reloading and delivery ammo, this combat model has become a favorite of many players. Thanks to her, many players found popularity on the battlefields, and some simply could enjoy the game.

world of tank review sau

Secondly, one more small-level artillery can be noted, this is the American T57, which also has the status of the best artillery at level 2. Thanks to excellent technical performance, this artillery has a good reputation and pleasant memories.

So, 2 and 3 lvl artillery have been considered, it's time to find out the best representative of level 4, she is the Soviet SU-5. But due to the limited ammunition, it is quite specific in application, but compared to other similar models, the Soviet version turned out to be the best in terms of technical performance.

World of Tanks Overview of Tier IV and V SPGs

As for levels 5 and 6, German representatives of technology have become outstanding models here. This is the well-known Grille and Hummel. These representatives of the SPG class have become the most popular in the random and the most effective in terms of combat use.

Level 7 was captured by French artillery called Lorraine 155 mle. 50. At the moment, there are active disputes and arguments about how this artillery would be used in tournaments and would replace the famous German GW Panther. But no final decision has been made yet.

video review sau World of Tanks

Level 8 was the most controversial. Here everything is simple on the one hand, difficult on the other. All self-propelled guns of this lvl are almost the same in terms of combat effectiveness, so it is very difficult to choose from them. Or you can simply not make a choice and continue the very branch of development that was chosen at first. Whatever nation you start with at level 8, you definitely can't go wrong with the choice.

Level 9 belongs to the USSR again. Excellent and easy to learn 212A shows simply excellent combat effectiveness in battles. Despite its low dynamics, the given artillery is quite accurate and has an excellent dynamic turn indicator.

level 10 sau review

But with 10 levels, things are much more complicated than with all representatives of low-level artillery. Here you have to think carefully about what exactly you want from the received level 10 artillery. For example, representatives of self-propelled guns of America - model T92 and Germany - model G.W. are perfect for random battles. E 100. These two units have excellent damage and splash. This allows you to randomly deal devastating damage to enemy forces. If, however, you were swinging in order to be taken to land on the global map. Then the best option would be to upgrade the Soviet object 261 and the French Bat.-Châtillon 155 58. These representatives differ in features that are not characteristic of other similar models. The Object 261 is the most accurate artillery, and the Bat.-Châtillon 155 58 has a 4-round loading drum. Of course, it is less common, it is used on the global map, but this particular combat unit is taken as a fallback.

We reviewed the main models of military equipment for special battles, as well as touched upon the main outstanding models among all the types presented. But what if the player just wants to upgrade equipment for collecting? This is a rather sensitive question, since pumping artillery, firstly, is very difficult, and secondly, it takes a very long time. But even here there are recommendations. In order to comfortably go through this development branch and replenish your hangar with brand new equipment without much difficulty, you must first take up the USSR branch. All combat units of this nation are quite balanced and easy to learn, they do not provide much difficulty in the game. Then you should take up the branch of Germany, the technique of this nation is also great for the first steps and will give you pretty good memories of playing SPGs. But only then it is worth taking on the next representatives, that is, France and America. These representatives are very difficult in terms of the game, although they have terrifying power, but they are really very difficult to play. It is best to start playing as France, and then as America. America has very bad intermediate tanks, which are clearly not intended for beginners and require special skills from players who decide to play this class of tanks.

Before you start on the technique of this class, think carefully. The best option would be to first play on other classes of tanks. Since the self-propelled guns currently have the status of “cut” vehicles and can cause a negative impression of the game. Therefore, it is better to ride on other tanks, familiarize yourself with the gameplay and already, then start conquering the height of this truly hardcore technique.