![]() The tank likes friends because the mobility is back and it isn't hard for mediums to flank it. Keeping the tank back a little means it's harder for reds to hit weakspots and easier for them to hit the giant gun mantlet. However, most of the time the tank is best played just a little bit further back, punishing mistakes and surprising tanks who think they are safe behind their thick armour with the WZ's crazy pen. If the matchmaking has lots of low tiers in it, then you can use your armour, doomcannon and good health (for a TD) to play on the front line, preferably keeping the lower plate hidden. The tank has too many exploitable weakspots and gold can defeat the armour (the gun mantlet in as exception to this). Don't be fooled into thinking that just because this tank has frontal armour, that you should try play it on the front line. On the bright side, the top gun has a meaty 560 alpha shot at Tier VIII along with some good pen. Equal tiers will easily pen the weakspots with standard rounds and will pen the stronger armour with gold. It loses most of its mobility and camo in exchange for not enough armour. ![]() The only thing to watch out for is the loss of camo when firing. ![]() T-34-2G FT has fantastic DPM with the 122mm along with excellent camo, while still having more than enough mobility to get to where it needs to be. WZ-131G FT is a fairly textbook but mobile TD. What they all have in common is bad gun depression, limited gun traverse and good guns. The line has several good tanks to drive. ![]()
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