world of tanks what medium line to grind 2018

It is not a heavily guarded secret that World of Tanks is a hard game to get into. Veteran players seal clubbing in their 2J's , terrible low tier tank remainder, lack of proper explanation of game mechanics and RNG beingness unfavorable at lower tiers are contributing factors towards a bad experience for new players, discouraging new players from e'er coming back to the game.

That is exactly why The Armored Patrol in collaboration with YouTuber/Twitch streamer RagingRaptor are launching a series of video/text guides to help new players become used to the game, properly explain the game mechanics and accustom them with the general state of the game to make their feel simply that tiny bit less painful.

First installment in our series of beginner's guides – a class-based tank line guide specifically made for those who are just starting the game.

Beginner's Guide – Best Starter Lines

First of, we need to notation that the main judging factor about whether or non a tree is beginner-viable is the grind or permit's call it tank effectiveness. There is no bigger turn off than a stinky tier seven tank you lot play that tin can't do anything to its contemporaries. 2d factor – learning capabilities. A tank must offer a specific playstyle for players to adopt and develop his new abilities around information technology, like abusing cover-up mechanics, finding irregularities in terrain to take advantage of well armored turret armor, etc. Third gene – capabilities of the summit tier. Tier X vehicles are what we ultimately grind for, and the operation of the height tier will be heavily taken into account, but not as much every bit grind itself.

Equally for the selected lines, in that location volition be i out of each vehicle course we deem every bit most beginner friendly. Nosotros will take every single vehicle tier Five – 10, and write a detailed guide on how to use each of them nigh effectively, detailing the things the vehicle excels / suffers at, and optimal playstyle in addition to what new it brings for a new player.

With that all out of the way, permit's head onto the heavy tanks

Heavy tanks, the armored beasts

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IS-7 tank line.

IS-7 with recent buffs is still an amazing tier X vehicle afterwards all these years. It won't struggle to perform equally with the more modernistic heavy tank ‚powerhouses' such every bit the 277 or 5A and might even outperform them in some ways. The still viable tier X, paired with relatively painless grind and well performing lower tiers make this the almost optimal heavy tank line to start with.

Tier v – KV-1

KV-one is alright.

Survivability

The hull armor is what you can expect, with right angling and positioning information technology should be able to bounce shells from equal and lower tier. Turret armor is quite alright for the tier which in conjuction with the gun low can work rather well for the tier. The hitpoints of the vehicle are lowest from all tier 5 heavies, 640, which leaves niggling more to be desired, simply besides some room for errors.

Firepower

With the 85mm gun while the accuracy is relatively lousy and you will be aiming for a while subsequently stopping. But don't wait to get snapshots with this tank, hidden values are notoriously bad on this vehicle. While the gun'due south treatment doesn't fare well, the DPM and alpha are pretty good and penetration is decent, not to mention the very un-soviet vii degrees of gun low, which will allow a lot more of map positions to be available for y'all to abuse and even playing hull down.
Also, while not the about wisest option, 122mm U-11 howitzer is a viable choice at this tier. Packing alright penetration and absurd 410 HE alpha impairment, this tank can outright oneshot some vehicles of its own tier, mainly tank destroyers. It's merely that like all howitzers, the gun is very inaccurate and aims forever.

Mobility

The KV is your pure heavy tank, it won't win any drag races. The traverse charge per unit for both turret and hull is bad, and the tank is not very fast at all, capable of merely 34 km/h which it volition likely not ever reach unless going downhill thanks to very underwhelming base 10.2 specific power ratio.

Spotting

The view range is bottomless everyman out of all tier 5 heavy tanks and well-nigh 1 of the worst at tier v in general, only saved past the fact is the merely tank worse with SU-85 280m of view range. In the best example scenario view range will be only above 400 without binoculars, which is really bad as the tank volition exist blind most of the fourth dimension.

Verdict:

KV-ane is alright. It's not swell but it's a nice pit stop for players to larn well-nigh armor fishing and the importance of correct positioning in the map.

Tier 5 – KV-1S

Just an upgraded KV-i?

Survivability

Compared to the KV-1, survivability goes down. The hull armor remains more often than not the aforementioned but the turret is new and not as well armored/angled and receives a massive cupola weak spot. Overall, KV-1S gets more health, 660, but loses the good turret armor of the KV-1, with the new turret beingness somewhat inconsistent and penetrable by tier 5 tanks.

Firepower

While KV-1S retains the same 85mm gun and gets pocket-size handling increases, the gun depression goes Style down to -iii.5 which is virtually unusable and painful. That's why the 122mm gun is likely the best option for this tank as information technology gets -five degrees, which is a flake better. Plus, the 122mm is more plumbing fixtures for this tank, as the vehicle is much more mobile compared to the KV-1, meaning going straight upwards for enemy medium tanks beingness an actual option

Mobility

KV-1S is much more mobile than the KV-1, with its mobility resembling a proper heavium (heavy tank that moves like a medium). It's non amazing merely 13.6 hp/t and 43 km/h volition allow you to be much more versatile on the battlefield.

Spotting

View range is notwithstanding very bad, although not quite as terrible as the KV-ane. With binoculars and few other view range enhancing items it'south non that hard to reach the magical 445m mark.

Verdict and playstyle:

This would be a decent entry for the player equally a more than mobile out of heavy tanks players will go used to at higher tiers, such as IS-7. The limited penetration on the top 122mm should also teach how to aim at weak spots.

The vehicle should be used to mess with enemy medium tanks, as at college tiers the vehicle won't be able to practice anything to heavies.

Tier vi – KV-85

Upgraded KV-1/1S hybrid

Survivability

The hull armor remains the same, and it is utterly unreliable at this tier, but turret is borrowed from KV-1S and is improved a piddling, pregnant there is a possibility that bounces will occur. Overall, the KV-85 is quite piece of cake to punch through for well-nigh tanks and has a good slab of HP to play with.

Firepower

The 100mm gun is very nice and capable. It has plenty penetration to challenge tier 7s, nice alpha damage and decent-ish gun handling. DPM is also very nice just the tank has but -3 degrees of gun depression, which is very painful in some loma maps.

However, you should unlock the 122mm gun on the KV-85 as well, equally it gets shared on the IS, the next tank in the line. Merely don't use it, as it is much worse than the 100mm gun.

Mobility

Mobility is somewhere between KV-ane and KV-1S. It has alright 13 hp/t specific power but very underwhelming 34 km/h top speed. The hull and turret rotation isn't astonishing, only better than most other heavies.

Spotting

Shares aforementioned view range as KV-1S, which at this tier is even worse.

Verdict:

As a heavy tank, it has a very capable 100mm gun. But as a platform, information technology lacks armor and speed to make information technology amazing. It'south dandy.

Tier 7 – IS-i

Roll out the big guns.

Survivability

The vehicle has similar turret to its predecessor only even this vehicle will get penetrated like or even lower tiered tanks, and unless the enemy hits the angled sides of the turret the shell is more than or less likely to penetrate. Hull is quite a bit better this fourth dimension effectually, with some trollish angles and far improve effective armor. However, armor still shouldn't be trusted.

Firepower

The 122mm gun you unlocked on the KV-85 is pretty practiced at this tier. Information technology packs the heaviest punch out of all tier 7 heavy tanks, with mediocre penetration and gun handling. Furthermore, -half-dozen gun depression is quite usable.

Also information technology is for the best that you unlock the pinnacle 122mm cannon but so you wouldn't have to on the IS-three.

Mobility

Unfortunately the speed doesn't go any ameliorate, but the vehicle will accelerate faster thanks to better specific ability ratio. Turret doesn't turn very well, but the hull enjoys medium-similar turning levels.

Spotting

350m of view range isn't very good, just with binoculars alone will allow achieving nearly 445m view range. It'south amend to carry a pair of binoculars and vents + rammer for this vehicle.

Verdict and playstyle:

The IS-1 is quite decent as a tier 7 heavy. The armor is unreliable but might be surprisingly bouncy at times, paired with a heavy hitting cannon and decent acceleration, IS is a quite decent tier 7.

The vehicle is a perfect city peek-a-BOOM tank. Expect for enemy heavy tanks to fire so use your big cannon to shave large chunks of health from enemy vehicles.

Tier 8 – IS-three

The best i yet, all rounder

Survivability

IS-3 introduces the starting time pike nose armor principle to the line-up. To make the about of the armor, e'er engage the enemy head on! Sidescraping will only weaken your armor, so consider getting comfortable with opposite sidescraping from now on.

Overall, IS-3'south armor is pretty great. Roughly 200mm of frontal effective armor will allow you to bully lower tiered and, if hull armor is hidden, tank even tier X shells due to astonishing turret armor. Only remember, face hugging taller tanks than yours volition reveal very weak superlative turret armor!

Furthermore, tank has an amazing side armor profile, with the upper side armor existence multilayered and very thick. If the thespian gets the feeling of IS-3 and how it should be used, IS-3 performs very well with such advanced techniques such as reverse sidescraping.

1500 hitpoints is alright, simply this tier marks the first of 750 alpha guns, then use information technology wisely.

Firepower

The pinnacle 122mm BL-9 is a neat cannon, but will require a bit of grinding to get it. Playing the IS-3 stock will require a lot of premium ammo, and so save up a lot of credits and gratis XP only to skip the horrific stock grind.

With the 122mm BL-9 unlocked, the IS-3 is a great tier 8 heavy tank. It has good penetration for the tier, capable premium beat out, decent for a big caliber gun accuracy, alright aim time and surprisingly snap shotty gun, meaning some of un-aimed or shots on the move volition hit the target.

Mobility

IS-3 is a relatively mobile heavy tank. While it doesn't have the top speed of a medium, only 38, it's however quite fast and will achieve the destination faster than other heavies.

Spotting

IS-3 retains 350m view range, which is very bad for the tier. Notwithstanding, if IS-iii is used to brawl against heavies, the view range shouldn't be a big outcome until later in the game.

Verdict and playstyle:

IS-3 is a jack of all trades. It's a pretty skilful tier eight heavy that has a relatively painful stock grind, simply once the master armament is unlocked, it's all good from there on.

IS-3 is a brawler – hull downward gainsay primary. Utilise your vehicle to engage heavies head-on. If the enemy squad has a lot of superheavies/hull down vehicles, IS-iii has the capability to go toe-to-toe with enemy medium tanks equally well.

Tier 9 – Object 257

Trollish armor.

Survivability

Object 257 is rather odd in terms of armor. The armor is upper hull armor is very good while the lower hull is rather weak. Furthermore, side armor is very thick on the upper office and ridiculously sloped on the lower i, meaning side scraping (especially contrary sidescraping) works extremely well on this vehicle, with a lot of room for overangling. Fifty-fifty if caught side to enemy vehicles, your trollish side armor can bounce even high penetration rounds. Simply beware, lower side is simply 45mm thick, and 150mm guns will overmatch you with a guaranteed penetration.

Turret armor is somewhat of a letdown on this vehicle.On paper information technology is rather thick and well sloped, just the twin cupola weak spots are stand out and are rather easy to hit, so go along moving at all times to throw off opponents' aim!

Firepower

The main gun here is the new top 122mm with 440 alpha damage, good penetration and alright gun treatment (It doesn't become much improve compared to IS-iii) and to top it all off, APCR beat as standard which means much college base of operations shell velocity.

Overall, it's a pretty expert gun for a tier 9 heavy tank.

Mobility

50 km/h height speed, alright acceleration and really good traverse means the 257 tin keep upwards with some mediums and use its very good armor against them.

Spotting

The view range gets big upgrade, now it's 390m base of operations. Using coated optics and a decently skilled crew or vents will allow to reach the 445m base view range easily.

Verdict and playstyle:

Object 257 is a proficient tier 9 heavy tank. Beingness reasonably mobile, with trollish protection that works and a good gun, in the hands of a competent user this vehicle tin can piece of work really well.

Object 257 is a pure heavy or medium line brawler. Utilizing the weird armor layout in the right way tin advantage the player with a lot of impairment bounced and paired with its alright cannon, exist a decent experience overall.

Tier 10 – IS-7

The true heavium.

Survivability

IS-seven has amazing armor. Upper hull is impenetrable without premium shells, and lower plate is roughly 230mm thick, which will permit for some lucky bounces at times.

The main highlights of the armor are the turret, which is borderline bulletproof by any normal means and the very amazing layered side armor profile, meaning learning proper contrary sidescraping is a must on this vehicle!

Firepower

The only 130mm gun is pretty expert. While it doesn't fire the fastest, doesn't handle the best or do the near damage, it'south still a very capable cannon at the tier.

Mobility

IS-vii is very fast considering the armor it has on itself.It has virtually sixty km/h pinnacle speed and specific power ratio of nigh 18 hp/t, significant reaching the tiptop speed isn't impossible under the right circumstances, similar city streets.

Spotting

400m. Is withal quite good at tier X. Nothing to write abode about.

Verdict and playstyle:

The superlative tier IS-7 is withal a very competitive vehicle. Information technology has very good armor paired with decent main armament and a fast platform. While information technology'due south not the number ane pick for competitive events, it can nonetheless hold its own.

IS-7 can apply most tactics quite well. It is capable of playing against medium tanks, brawling against heavy tanks or flanking enemies. Information technology is a very versatile heavy tank and a heavy tank you should unlock offset as a beginner.

Medium tanks – the all-rounders

At that place are many practiced medium tank lines, but one in item takes the prize for its versatility and easy learning bend.

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Centurion AX line

Say what y'all want well-nigh the Centurions, only they are versatile, jack of all trades tanks that teach the importance of gun depression, gun handling and adept armament choices according to the state of affairs. For this reason solitary, Cent AX is a far ameliorate selection than tanks similar 430U for a beginning player.

Tier five – Crusader

It'due south not Cromwell, but it's not bad.

Survivability

Armor of british mediums up until tier viii is the same – unreliable or no armor to speak about. Low striking points and mediocre mobility contribute farther to this attribute, information technology is not a tank that takes hits well.

Firepower

Crusader doesn't pack impressive armament, only a 6 pounder "pew pew" cannon. The base of operations penetration of 110mm will struggle to penetrate almost heavy tanks at the aforementioned tier, and while premium penetration of 180mm will help bargain with most same tiered heavies, although when uptiered the tank volition be relatively useless. The cannon'south chief advantage is loftier DPM and -12 degrees of gun depression, but relatively bad gun handling for a fast firing gun volition not let the player to spam the cannon as the tank isn't particularly accurate and doesn't aim quick enough. The very impressive gun low will make a lot of unusable for many other tanks positions feasible and help the tank stand up out amidst the crowd.

Mobility

The tank is mobile, but not fast. Information technology turns well, accelerates well, and the speed is alright. Overall, the mobility is quite literally, "alright", with the master turnoff factor beingness mediocre 44 km/h acme speed, merely 22km/h backwards speed will prove far more helpful thanks to the tank'due south playstyle.

Spotting

360m. base view range will aid to reach the full 445m. view range cap with binos, although the view range isn't practiced, it's usable.

Verdict and playstyle:

Crusader is a very support based medium. Information technology's not very quick, merely the pew pew cannon paired with very impressive reverse speed, acceleration and -12 degrees of gun depression will make flanking for side shots or surprise attacks comfortable.

Overall, it's non bad and is an of import stop to larn the playstyle of the rest of the tree and the importance of correct positioning utilizing your strengths.

Tier half dozen – Cromwell

Best tier 6 calorie-free tank?

Survivability

The survivability isn't what makes Cromwell an amazing tier 6, the armor isn't going to protect from anything only the hitpoint pool is a big advantage for the tank, existence 750, which paired for the very agile playstyle of this tank volition help the role player a lot.

Firepower

Cromwell gets a much needed gun upgrade, the main armament deals respectable damage very fast, making it very skillful at eliminating light tanks and some other mediums. While the penetration is 145mm which will suffice for nigh tanks at the tier, the heaviest of the heavies will still resist this unless flanked, funnily plenty that is exactly what Cromwell is amazing at.

Mobility

Main stand out ability of the Cromwell is merely how fast it is, it is incredibly fast beating even some light tanks and rivaling the virtually fast tanks at the tier. It is very fast to accelerate, tin keep its speed and turns well – a true speed demon.

Spotting

View range remains at 360m. base of operations. However dissimilar at tier v, I call back that y'all won't notice that view range difference a lot, as your main reward is staying very active and punishing enemy light tanks in the cardinal points of the map. All the same, if the player desires to spot and assist the team in the late game, binoculars volition help out big time to attain that view range cap.

Verdict and playstyle:

The Cromwell is a really great light tank. It possesses skilful hitpoints, great speed potential and a decent primary armament significant that assassinating gimmicky low-cal tanks is going to be relatively easy, as long as you remember to ram some overpowered low-cal tanks like Type 64 first before you become out-DPM'd. The speed of the tank allows you to use the map to your liking, making ambushes easy to organize, key positions fast to reach and the whole gameplay very enjoyable.

Tier 7 – Comet

A quite literally worse Cromwell

Survivability

Comet doesn't have much in terms of armor, but if used correctly it tin work. When hull down and using full astonishing gun low, the turret armor is quite potent in some spots and can bounce lower tier and some same tier tanks shells, only is still useless when uptiered.

Firepower

Comet doesn't have particularly bang-up firepower, and your main tool isn't the cannon, but the gun depression. While the DPM is quite nice, the penetration is rather bad for the tier and while gun treatment gets quite alright, the relatively low impairment output thanks to low penetration unless flanking heavier tanks makes the firepower very disappointing.

Mobility

Where Cromwell decided to be the fastest kid on the block, Comet went back to the Crusader levels of mobility. While the top speed is still quite respectable, the tanks turns very well and accelerates quickly, it is nowhere as good as the Cromwell.

Spotting

Comet gets a much needed view range boost, this time being 380m. base. This makes reaching 445m. view range possible without binos, which will aid with spotting quite a lot.

Verdict and playstyle:

Comet is a very mediocre medium that could potentially have decent games if the strengths of the tank are utilized properly. The thespian should accept hilltop positions where gun depression will reinforce your terrible armor or flanking enemies using minimap to your advantage.

Tier 8 – Centurion I

The kickoff of the Centurions.

Survivability

The Centurions, fitting to the beginning modern MBT of the earth, has expert armor protection on the turret. The hull armor is very weak and it's unlikely that the hull will bounce annihilation, even when angled. However, the tank has a decent chunk of hitpoints, and that paired with the quite good armor will permit this thing to have a few hits reliably.

Firepower

Centurions finally get actually practiced gun options. The peak twenty pounder is a very competitive weapon. While the alpha damage isn't amazing, the standard penetration and gun treatment stats are very good. Not to mention the -x gun low, which volition let to dish out that damage and avoid taking some damage in return if not aimed well.

Mobility

The mobility is very comparable to the Comet. Where the previous tanks make up for their lack of armor by being very fast to accelerate, the Centurion isn't the fastest affair in the world, but it will be able to reach the fifty km/h summit speed most of the time.

Spotting

We finally get the gold standard 400m view range. This will help a lot when deciding which equipment you desire to use, as crew skills themselves tin heave this number to 445m, meaning fugitive coated eyes is a possibility.

Verdict and playstyle:

Centurion is a decent to expert tier 8 medium. The armor volition hold its own with same tiered and college tanks unless premium is getting fired. Everything about the tank is relatively good and quite enjoyable to play.

Tier 9 – Centurion seven/ane

The meliorate Centurion ane, just the grind sucks.

Survivability

vii/ane is relatively potent for a medium tank, while the hull is non on the T-54 levels of strong, if angled well it can bounce quite a lot of shots from lower tiers and higher tiers. However, the turret is very strong and nearly impenetrable when using gun depression, which makes the 7/one a relatively well frontally armored medium.

Firepower

The 105mm elevation gun is an amazing piece of armament. It gets amazing standard penetration, capable high-pen high explosive rounds and a situational premium HESH round. Furthermore, the gun handling is amazing, with the only real drawback being long reload time. Pair this with -10 degrees of gun depression and great turret armor, and you accept a very capable mount ridge warrior.

Mobility

It's a chip better than the Centurion I's mobility thanks to better engine supporting the boosted weight added by extra armor and a new armament. Tank still turns groovy and accelerates well, pregnant the top speed of fifty km/h is reachable.

Spotting

The view range of 410m is very very good, meaning sneakier tank destroyers that rely on their camo values might be a flake easier to discover and tanks at range will be detected faster.

Verdict and playstyle:

7/1 is overall a great piece at tier 9. A very capable armor scheme, decent mobility and a fantastic firepower makes this a very capable tank.

Tier 10 – Centurion AX

vii/1 but better.

Survivability

The biggest change compared to the 7/1 is a new turret, it'due south very cylindrical rather than the traditional 7/1's design. This actually makes information technology a bit worse in some situations, albeit when using the total gun depression, information technology will however exist hard to penetrate without gold ammo. Regardless, the armor should agree as long as it is used well.

Firepower

The 105mm now is very competitive, it retains high-pen HE beat out while gaining a new premium shell with superior penetration than the standard beat out. The DPM is very good, gun handling is wonderful and -ten gun depression with great standard pen makes this tank a jack of all trades.

Mobility

Is roughly on par with vii/1, as the improvements are very marginal with the top speed increasing by 3km/h, and a small specific power ratio. Overall, it's a very mobile tank.

Spotting

410m view range remains neat at tier X, and will help you lot spot tanks at range.

Verdict and playstyle:

Centurion AX might not exist the best tier X medium, merely when used by a capable person, it can punish heavy tanks and with clever ammo option decimate thinly armored vehicles. It's a corking choice for a beginner and teaches you the importance of ammo option, gun handling, positioning, mobility and trading when necessary.

Lite tanks – loftier risk, loftier reward.

While information technology'southward unadvised to play a light tank line for a beginner, as light tanks required a lot of positioning and game noesis, we volition list the best one to start with.

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T-100LT line

If you want a capable light tank line, this is the manner to become. EBR'south are overall superior to these tanks, but a bit too difficult to use for a beginner.

Tier 5 – T-50

A light tank Crusader that's better.

Survivability

While the raw armor thickness is rather meh at best, at range and when angled it might bounce a shot, if lucky. Too, striking signal poor is rather bad, so don't put your armor to the test.

Firepower

The 47mm is alright. The penetration is quite low, but if used right and behind heavy tanks should work, but should accept no problem dealing with light tanks. Furthermore, the DPM is quite good, paired with respectable gun handling makes this a fairly usable tank against any tank class.

Mobility

The mobility is quite nice, with groovy acceleration, decent elevation speed and dainty turning speeds.

Spotting

350m. at tier 5 is quite alright, with binos you lot can reach full view range, making it alright at scouting.

Verdict and playstyle:

T-fifty can exercise pretty much everything. The gun is a pew pew high-DPM cannon which tin can deal with nearly other tanks at tier v and some higher tiered vehicles, and when outclassed, can withal scout if necessary.

Play as a pocket medium tank, poke to go piece of cake shots, flank whenever possible, abuse your loftier DPM and if in an open map, use your view range to spot for other teammates.

Tier 6 – MT-25

T-50 improved.

Survivability

The armor can be surprisingly strong at some times, but not to be relied on. Also, 590 hit point wellness puddle can assistance you lot with juking out confronting some mediums or mainly light tanks.

Firepower

While not the most accurate, this gun has a decent reload with alright alpha impairment. Still, in some fights you will find yourself out matched confronting better light tank guns at this tier, like the 1 on Type 64.

Mobility

Similar to T-l, it performs roughly on par while being a tiny tad faster.

Spotting

360m view range isn't very useful at this tier, if you come across tier 8 tanks. However, passive scouting should still piece of work

Verdict and playstyle:

Play this tank as a pocket medium, engage other light tanks and passive scout when required. It has the potential to be a decent vehicle if used cleverly.

Tier 7 – LTG

Is this thing even from earth?

Survivability

It'south important not to underestimate the armor of this tank, turret cheeks are very strong, some tier 7s might bounce on how well angled the turret is. Due to the relatively high for a light tank raw armor thickness, the tank might actually bounce tier 5 shells, significant this is a decent seal clubber.

Firepower

The 85mm this tank gets is quite decent. Alright penetration, blastoff damage and gun handling with respectable dispersion values make this tank quite decent at brawling with other calorie-free tanks. Just don't pick a hill to fight on, your gun depression is rather bad at -5.

Mobility

It should be every bit fast every bit an MT-25, though it lacks the specific power ratio of an MT-25, so might be slower to advance, simply withal maintain its top speed to problem.

Spotting

At tier six you can piece of work with 360 thousand. view range, but at tier 7 this is quite weak and you lot volition find yourself constantly outspotted past other lite tanks.

Verdict and playstyle:

LTG is a bit of an offensive take on the light tank design. Information technology's primarily made to harass other low-cal tanks and lower tier vehicles, which puts this vehicle in a lite medium, or a "pocket medium" category, a trait the rest of the line shares.

Tier 8 – LTTB

Light Tank Tank Battle.. tank?

Survivability

The LTTB has a relatively decent armor all around, merely every bit information technology is at tier 8, it's very unlikely to bounce anything that's not a tier half-dozen or 7. Pair that with 1080 hitpoint pool, at this tier y'all are a relatively fragile tank since tanks with 750 alpha damage begin to announced, and you are not the smallest of tanks either.

Firepower

The ammunition is quite good however, your alpha damage begins to fade a flake, only relatively high rate of fire will brand flanking more beneficial to y'all every bit you lot will make your DPM matter. The gun dispersion, handling and reload fourth dimension are quite good, which makes this more of a dogfighter than a trader and makes sniping possible.

Mobility

The tank is quite fast this time around. Capable of driving at just short of 70 km/h with high acceleration and maneuverability values this tank is quite fast.

Spotting

380m. view range this time effectually is still defective, just reaching view range cap is possible without the binos, simply this might non be a priority considering it'south not a watch, merely more of a fighter.

Verdict and playstyle:

LTTB is quite alright, (admitting information technology's useless compared to LT-432) with aggressive play is its preferred playstyle

Tier 9 – T-54 ltwt.

And WG thought this tank was a expert idea.

Survivability

T-54 ltwt has more than armor than some tier 9 mediums. The hull armor won't protect you lot, but if yous apply your low-cal tank mobility and endeavor to disturb opponents' aim, your turret might bounce a shot from lower tier and in some cases, higher tier tanks.

Firepower

The 100mm gun this vehicle gets is a pure harasser – the relatively loftier alpha harm, comfortable gun handling and very fast speed make this a low-cal tank killer, as y'all can ram very effectively and finish off contemporary lights with ease.

Mobility

The T-54 ltwt doesn't lose the LTTB'southward mobility even after all of the armor information technology gets, which allows it to ram for a lot of damage and effectively dispose of competition.

Spotting

With 390m view range, coated optics and a few view range crew skills will allow to reach the max cap and above.

Verdict and playstyle: The lightweight is an astonishing vehicle, the strong armor for a low-cal tank, fast speed and a punchy gun will rip to shreds calorie-free tanks, newspaper tank destroyers and other things that want to mess with you.

Tier x – T-100LT

Mr. Shoot on the move

Survivability

The pancake turret design paired with the steeply angled hull armor makes this low-cal tank have over 200mm. of constructive armor frontally, making this thing very dangerous for tier 8s and even some tier 10s bounce unlucky shots off this tank'southward armor.

Firepower

The best trait of this vehicle is its ability to hit shots on the motility fifty-fifty at the longest distances. Y'all will find that the accuracy of the 100LT, which doesn't appear very expert on paper, still holds up pretty well. The gun also has decent penetration, alpha harm and reload which makes information technology a very capable pocket medium tank when dealing with lesser armored targets.

Mobility

100LT is very fast and can easily maintain that 72 km/h speed. This makes the tank very constructive at disposing of fast lite tanks, and this might exist the simply early game counter to the EBR-105, as HE and even APCR can't reliably penetrate this tank frontally.

Spotting

390m. view range doesn't change, and information technology might seem rather lacklustre, merely considering the very aggressive playstyle of this tank, this shouldn't impact your gameplay a lot.

Verdict and playstyle:

T-100LT is ane of the, if non the best tier x light tank out there, and one of the only counters to EBR-105 at that place are. Information technology'south a dandy choice for semi-experienced players who have already grinded to tier 10 on one of their lines, equally playing light tanks effectively without knowledge isn't an easy job.

Tank destroyers – your health is gone!

Tank destroyers are fun vehicles if you lot desire to mess around and shave off half of the enemies' HP in a single shot. Fourth dimension to accept some fun!

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Grille 15 line

Full of decent and fun vehicles, this line is the way to go for beginners to acquire the importance of camouflage.

Tier 5 – Toaster IVc. (Pz. Sfl. IVc)

It really toasts the enemies.

Survivability

None.

Firepower

The whole line has very nice cannons, this tank is no exception. The top 88mm is able to 2shot or 3shot most tanks at the tier and have no problems penetrating even tier vii heavy tanks. Pair that with great reload time and wonderful gun treatment, and you have a very dangerous tier 5 tank destroyer.

Mobility

The tank is fairly mobile, allowing to reposition quickly in example enemies get too shut.

Spotting

340m. Isn't not bad, but since you lot are going to spend most of your time stationary, binos will increase this to decent levels.

Verdict and playstyle:

Information technology'due south a very capable if not the best tier v tank destroyer and a joy to play, every bit long as you lot don't get shot

Tier 6 – Nashorn

Information technology'due south good, but not also skilful.

Survivability

None. At least it gets alright HP puddle.

Firepower

The gun is the same equally that on the Tiger 1, with very high base of operations penetration, adequate blastoff damage and very skilful handling and reload time which makes this tank very dangerous to whatsoever tier 5,six and even seven vehicle with its great DPM.

Mobility

It'south not as fast as the Toaster, and it takes a while to pick upwardly speed as the specific power ratio isn't very adept, but it's not as wearisome as a superheavy. All the same, it can turn relatively well.

Spotting

360m view range will work thank you to campy playstyle as your binos should always exist deployed.

Verdict and playstyle:

Employ your devastating DPM to punish whatsoever enemy that pushes a single flank, simply effort to remain unspotted while doing then. Best to detect a bush and look for the enemy push to happen.

Tier vii – Sturer Emil

Tier 7 Death Star.

Survivability

Unless you are at a ridge using your full insane -15 gun depression and even and so, this tank'southward armor is non going to piece of work.

Firepower

This tank is a fauna at destroying vehicles and look classy doing and then. The devastating top cannon deals nearly 500 alpha damage with each shot, with tier 8 levels of penetration, bully accurateness and aim time. Pair that with -fifteen degrees of gun depression, and your creativity of finding spots to punish your enemies will be unparalleled. Simply call back, you only take 15 shells.

Mobility

This tank is very irksome. Having a specific power ratio of beneath 10 and very low top speed means you are not going to exist able to escape your opponents if they push button. At least it can turn relatively well.

Spotting

Just like the previous tanks, 370m isn't corking, merely considering campy playstyle you should have your binos activated at all times.

Verdict and playstyle:

With the merely big letdown being very slow speed and low ammo count, this thing still is a very fun tank to play with as it allows you to support your team with your great impairment output, meaning enemies will fright to push the corner you lot are holding.

Tier viii – Rhm. Borsig Waffentrager.

All your health are belong to us.

Survivability

None, actually. Unless you consider the keen camouflage value of this tank a survivability aspect.

Firepower

The guns are amazing right off the bat. With the stock 128mm existence the all-time overall choice, simply the 15cm delivering glorious 750 blastoff damage moments. Whether information technology is the nifty gun treatment and penetration of the 128mm, or monstrous damage potential of the 15cm at tier 8, both cannons are cracking for the tier and depend on your playstyle, as a borsig with the 12.8cm is more suited to campy players, with 15cm working best in close quarters. Did I mention this tank has a fully rotating turret and great cover-up values?

Mobility

The top speed is very mediocre at 35 km/h. This won't let you lot go away from light tank rushes or tricky situations quickly, meaning you will have to react well in advance to the state of affairs in the battleground.

Spotting

360m. Isn't great, merely because that most of the fourth dimension you will exist stationary with binos and a camo net active, this doesn't matter too much, unless yous are running away.

Verdict and playstyle:

Borsig is one of the best tank destroyers at the tier, with the great weapon choices, stealthy pattern and a turret of all things will bear witness to be of bang-up detriment to the enemy.

Tier 9 – Waffentrager auf Pz. IV

Allow's combine everything good about this line into a single package

Survivability

None. Merely it does have decent camouflage values.

Firepower

The dandy gun choices expand even more, now you lot take the ability to accept a painless stock grind and option between very competitive top gun choices – 12.8cm of the Jagdtiger, merely it's better, or the E-100'south 15cm gun. While the 15cm is fifty-fifty better this time round, the 12.8cm gets a lot of improvements and is hands downward the best gun for this tank, combining great alpha, handling and reload time.

Mobility

Unlike the tanks earlier it, this tank tin reach 38 km/h elevation speed and maintain information technology on flat basis, pregnant it's not the slowest of vehicles.

Spotting

While the play mode doesn't change over borsig's, retaining that 370m makes yous wish you had more.

Verdict and playstyle: The WT Pz. 4 is a great tank, with the playstyle existence verbal same as the Borsig while also allowing you to be more than aggressive cheers to amend mobility. Camp and use your neat cannon to slap-up extent.

Tier 10 – Waffenträger Auf. East-100 Grille 15

Taste my German language accuracy!

Survivability

What's survivability?

Firepower

The 15cm is a pretty great cannon for the tier, with very capable penetration, insane shell velocity, light amplification by stimulated emission of radiation-like accurateness and very fast aiming time, this tank takes the tendencies of its ancestors and combines them to be the best in class.

Mobility

Grille xv is quite fast, as information technology is able to achieve 60 km/h quite hands, meaning that punishing aggressive light tanks is a very easy task and abandoning a fallen sector of the map quite easy to practise.

Spotting

390m. view range is dandy, but information technology will require an experienced crew to reach 445m. since yous cannot employ coated optics on this tank.

Verdict and playstyle:

Grille 15 is a very capable tank destroyer with its deadly 15cm and great speed, making it devastating in early game and late game. Just recall that you are a glass cannon.

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Source: https://thearmoredpatrol.com/2019/12/29/world-of-tanks-beginners-guide-best-starting-lines-for-each-class/

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