Principles of playing art in World of Tanks (WoT). Principles of playing arty in World of Tanks (WoT) How to get arty in here

Artillery is a rather specific type of equipment: a small amount of HP, no armor, the ability to shoot across the entire map (at least for most self-propelled guns) and huge damage per shot (for example, the average damage of the top gun of Soviet self-propelled guns of 6-7 levels is 1850!) .
It may seem that playing self-propelled guns is the easiest, but it’s not for nothing that artillery gunners are also called “single-button”: stand in cover and slowly shoot at someone else’s light. But with self-propelled guns, as with other types of equipment in World of Tanks, it is quite easy to achieve average results, but achieving real mastery is very difficult.

Any battle begins with choosing a position. What should be a convenient position for artillery? On the one hand, you should be able to fire at the enemy (preferably in several directions), that is, there should not be, for example, a house in the line of fire directly in front of you.
On the other hand, a good position should hide you from opponents, that is, you should stand either behind bushes (preferably double ones) or in a low area. The latter option is preferable when firing direct fire at medium and close distances: you need to stand so that only part of the gun protrudes, that is, you can easily shoot at the enemy, but it will be difficult for him to hit you. It is also advisable to have a reliable cover next to your position, behind which you can hide for a while if you are exposed.

On most maps, such convenient positions are located right next to the spawn or base, but this does not mean that you should always stand on them. If you are the only self-propelled gun in a team, then you can stand wherever is convenient for you, but everything becomes more complicated if there are allied self-propelled guns. There is no need to crowd two or three in one position.

Firstly, you can simply interfere with each other’s shooting. Secondly, it will be easier to identify you using tracers. Thirdly, it will be easier for opponents to hide from your fire. Always try to stand further away from the allied self-propelled guns; ideally, you should take up positions in different corners of the map in order to cross-fire at the enemy, inflict more damage (you can hit the sides or stern), and drive him out of cover.
Just because you take a position doesn't mean you have to stand there glued to the ground for the rest of the fight. In random battles, this is a very common situation: opponents are hiding behind cover, and an allied self-propelled gun stands in one place and does not change position, even if there are no targets available for it. This is a big mistake.

If the opponents are hiding behind cover and are afraid to stick their heads out, then you should change your position so that you can reach them. It is quite possible that you will have to travel a considerable distance. You also need to change your position if you see that the opponents have destroyed allies on one of the flanks and are moving towards you. There is no need to be heroic, you can only fire one shot, and then you will be noticed and quickly destroyed.
You need to change your position, in good light you can make much more than one effective shot, deal much more damage. If you are on a slow self-propelled gun, then in such cases it is better to change your position in advance: when you see that the enemy is pushing through one flank, you do not need to wait until the last minute, retreat immediately.

Also, do not forget that you can be identified using tracers. So after each shot you need to roll forward or backward at least a little. Much depends on what position you stand in. If you are located near a respawn or a base in a position popular for self-propelled guns, then there is a high chance that you will be identified using tracers. If you take an unexpected and rarely occupied self-propelled gun position, then the chances drop to a minimum. Naturally, if the enemy artillery was destroyed, then there is no need to worry about calculations using tracers.

Now directly about shooting and choosing targets. Self-propelled guns are characterized by long aiming times and very long reload times. If at low levels this is not so noticeable, then already at the sixth level, mixing can take seven seconds, and reloading can take thirty. That is, you must choose your target carefully and shoot only when you are almost one hundred percent sure of a hit.
Only two self-propelled guns have a fully rotating turret: the SU-26 and Bat Chatillon 155. The first is a third-tier Soviet self-propelled gun (the most popular self-propelled gun in low-level battles), the second is the top of the French branch of self-propelled guns. Some self-propelled guns have pretty good windage angles (for example, GW Panther), and on some you will have to constantly turn the hull.

To make the sight misaligned less in this case, you need to hold down the right mouse button, rotate the body, and then combine the sight with the aiming circle. If you turn the body slowly, the aiming circle will increase quite a bit, and you will be able to fire a shot almost immediately.
Slow heavy tanks are the easiest to hit, but they have the thickest armor, meaning you won't be able to do much damage if you hit them head-on. Medium tanks do not have such thick armor, but are much more mobile, therefore, it is more difficult to hit them. You should try to shoot either at stationary medium tanks and tank destroyers, or at the sides and stern of any tanks. To do this, you need to change your position more often and fire from positions unexpected for the enemy.

There is no point in trying to hit moving light tanks; you will only waste the shell and waste time reloading. But if you can reach the “firefly” hiding behind cover, then be sure to shoot, a high-explosive shell will cause full damage due to the thin armor. Here again the advice to change your position more often comes in handy. In general, you need to move a lot on self-propelled guns; from one position in most battles you will not cause too much damage.

In random battles, your allies will rarely cover you, so it is quite possible that an enemy light tank breaks through to you. In general, if the enemy is inexperienced and is rushing straight at you, then you have a great chance of destroying him; even one shot will be enough for you. If the enemy swerves and moves in an arc, then it will be very difficult to hit him. In most cases, it makes sense to go straight to cover, because an enemy self-propelled gun can open fire on you, and hope that the enemy light tank will be destroyed by your allies.

If your allies spot an enemy self-propelled gun, you don’t need to immediately target it; first assess the situation. Maybe the allies will destroy it themselves, and your help will not be needed. If you do end up being targeted by an enemy self-propelled gun, then inform your allies by pressing F2 “Attack”. This will be a signal to allied self-propelled guns so that they do not shoot at your target.

If an allied self-propelled gun indicates a target with the “Attack” signal, then this target should not be attacked: firstly, it’s simply ugly, secondly, one of you will waste a shell, and often even one shot from the self-propelled gun can decide the outcome of the whole thing battle.
In general, enemy self-propelled guns should be a priority target. Also, do not forget that inexperienced artillery operators often remain in place after exposure. So if you don't even see the enemy, shoot at the place where he was detected. Most likely you will destroy it.

You also need to remember that self-propelled gun shells often hit the roof of enemy tanks, where the armor of even high-level heavy tanks can be, for example, 30 mm, which means you will inflict maximum damage. The projectile can also hit surveillance devices, then the damage will also be maximum. So you need to aim at the roof of the tank, and not the forehead.

Since you often shoot almost across the entire map, the projectile flies for one and a half to two seconds, you must always remember this and take a lead. You are unlikely to be able to hit a moving medium tank from a long distance, especially if it is turning, but hitting a heavy tank moving in a straight line even from a long distance is not very difficult.

In most cases, you need to use high-explosive shells; they have relatively low penetration, but the damage can be partial (in the case of armor-piercing shells, it either penetrates or does not penetrate, there is no third option). Also, high-explosive shells cause a lot of critical damage, which greatly weakens the enemy and increases your team's chances of winning.

It should also be remembered that land mines have a “splash”, that is, they do not hit a point, like armor-piercing ones, but a small area of ​​​​several meters. This way you can damage multiple opponents. If a shell explodes a few meters from the enemy, the damage will be small, but there is a high chance of knocking down the track. Just don’t forget that the “splash” can also hit your allies, be careful.
Often, self-propelled guns have shaped charge shells available that can be purchased either for gold or for a large amount of silver. They can be useful in many situations, use them if possible. There are also “gold” land mines, the feature of which is a large “splash”. Overall, they don't pay for themselves, but they can be useful if you're knocking a grapple off base, for example.

Also, at many high-level self-propelled guns you can fire armor-piercing shells. They have high damage, so it is tempting to only shoot them. But don't forget that in most cases your projectile hits the enemy at a high angle. For high-explosive shells this does not matter, but for armor-piercing shells in this case the role of ricochets and non-penetration increases. In general, it is rational to use armor-piercing shells only when firing directly or at point-blank range.

That's all. In company and clan battles, self-propelled guns can inflict up to 80% damage; in random battles, this is hardly possible: you are rarely covered by your allies, and the light often dies almost in the first thirty seconds. But you can still deal massive amounts of damage. The main thing is to calculate each shot and change your position more often.

Self-propelled guns in World of Tanks have a unique shooting mode that allows you to deal damage to enemy tanks across the entire map. This is why fireflies idolize her so much, heavy tanks hate her, and her allies scold her when the artillery hits the target. World of Tanks features many self-propelled guns from five different nations. How to play art in World of Tanks and do it correctly?

Many players assume that playing artillery is easy. But this is far from the case, because in order for you to be hated by your enemies and respected by your allies, you need to make every effort. As a rule, art lasts the longest. And the time spent in battle must be used effectively. To become the best art in battle, you should prepare well for it.

Artillery selection

“World of Tanks” has five branches of self-propelled guns and 1 premium art. The Chinese and Japanese currently do not have self-propelled gun branches in their development trees, but it is quite possible that Wargaming will delight players with new art. The 3 top arts of level 10 are almost similar in characteristics - lethal weapons, clumsiness and weak dynamics. We are talking about the American T92, the German G.W.E100 and the British Conqueror Gun Carriage. As for the Soviet self-propelled gun Ob.261, its weapon is weaker, but the dynamics and accuracy are much higher. The French Bat.-Chatillon 155 58 is not at all like all self-propelled guns: excellent dynamics, a weak alpha gun and a 4-shot drum.

As a result, if you are a fan of fun games, then it is better to choose a French one. If you prefer to one-shot the enemy with one shot, the German and the British are at your disposal. If you count not only on hitting the enemy, but also on the splash from a high-explosive projectile, then you must make the “American choice”. If you rely on precision in combat, the Ob.261 is ideal for you.

Equipment and equipment of self-propelled guns

Artillery equipment is not as important as additional equipment. You can roll out in battle without consumables, since in the vast majority of battles the artillery does not have time to use them. Of course, no one is stopping you from carrying a standard set of a small repair kit and a first aid kit, as well as a fire extinguisher. Arties with weak acceleration dynamics can install consumables in one of the slots that improve dynamics: “high-quality oil”, “engine speed controller”, “high-octane gasoline”. Majors who prefer to fight with self-propelled guns can equip their artillery with “edible” consumables for the crew, increasing skills and abilities by 10% (onigiri, coffee, chocolate, etc.).

As for equipment, the installation of the following is mandatory for artillery:

  • “howitzer rammer” to increase the gun’s rate of fire by 10%;
  • “reinforced aiming drives” to reduce the barrel aiming speed by 10%.

The only artillery piece that does not have a “rammer” installed is the Bat.-Chatillon 155 58, because it has a drum for 4 shots.

Arties with closed deckhouses can install “improved ventilation” in the third slot. For most artillery, a “camouflage net” is also important to reduce visibility, but if the self-propelled guns have small UGNs, then the “camouflage net” will be useless.

Self-propelled gun crew skills

Arta is the only class in the game that does not need to level up “Repair” first. Self-propelled guns are always on the last line and most often die from one shot. There is no point in pumping up “repair” of artillery. The main skill for art is the “Sixth Sense”, because knowing whether you are exposed or not will more than once save your life in battle. Be sure to upgrade the art to “Camouflage” for all crew members and “Combat Brotherhood” to increase the characteristics of the tank.

Mods that improve the functionality of the game

Most players neglect mods, assuming that they only load the game and interfere with play. This is far from true, since most mods are aimed at improving the game. For self-propelled guns you will need the following mods:

  • “Reindeer Measurer” will allow you to identify the most powerful enemies at the beginning of the battle, who need to be destroyed first;
  • an improved sight with additional features (reload timers, projectile speed, target range, splash circles, etc.) will allow the artillery to destroy targets most effectively;
  • A “smart” mini-map will save time on determining enemy directions (signatures of tanks on the map, enemy spot markers).

  1. Choose the right targets among your enemies. The first thing artillery should do is destroy top tank destroyers and heavy tanks. If enemy artillery lights up in the distance, then it should be destroyed first. Don't waste shells on fast tanks and fireflies. It’s difficult to get into them, and these are not your goals.
  2. The right position is the key to survival. Always try to take positions behind houses and buildings, rocks and bushes. You should always have a place to retreat.
  3. At the first light and shot you need to change your position. Regarding the light, everything is clear, but in the case of a shot, the situation is a little different. There is a certain group of artillery tracers who prefer to shoot at enemy artillery, calculating them based on the tracers from the shells. Therefore, after each shot, change your position, roll back 20-30 meters forward or backward.
  4. Consider the projectile's range, speed and flight time. If the target is far away, then shoot ahead. Try to shoot at enemy tanks that are not moving and at 100% aiming.
  5. If an enemy firefly is coming at you, then switch to direct fire mode and wait until the firefly appears in your visibility range. Tanks within 50-100 meters are much easier to destroy in direct fire mode.
  6. Don't hesitate to use the F2, F8 and F7 buttons.
  7. Change positions more often, because there are “dead” zones on any map.

And remember that self-propelled guns are the main striking force of the team, which many players rely on. Try not to lose face if you chose this class of combat vehicles in World of Tanks.

Since the World of Tanks game is far from new, we will begin our article with a detailed analysis of artillery of levels VI, VII and VIII. If you want to know why constantly changing positions is so important, whether it would be advisable to fire at tracers, and what differences the art of different factions has.

Arta in World of Tanks: basic tactics

But first let's figure it out how to play art in World of Tanks.

First you need to understand what a tracer is. This is the flight path of an artillery shell, which you will see for several seconds after a particular shot is fired. The most noticeable trajectory will be for vehicles with large-caliber guns. Thanks to this, the gamer controlling the art will be able to easily calculate the location of such a combat vehicle.

If you want to survive, it is advisable to change your position after almost every shot. You can drive forward and backward, or drive diagonally. But there are also certain troubles here. If the artillery is located in the forest or near destructible objects, if the howitzer mode is activated, then movement will be difficult.

We suggest you read the guide, which tells in detail how to kill using tracers:

If you want to become an ideal tanker, and especially love to control artillery, then be sure to remember every little detail on the ground - broken trees, insurmountable fences, buildings. Before you make a shot, pay attention to all this, and immediately plan an escape route so as not to hit anything. To perform such a maneuver, depending on the specific artillery vehicle, it will take approximately 10-20 seconds.

NOTE. It is interesting that artillery, which takes more than 20 seconds to reload, does not move at the expense of its rate of fire. Thus, the minimum recharge time is far from what you should strive for.

Is it still relevant to shoot at a tracer with World of Tanks art?

In the next part of the article, we will try to figure out with you whether it is relevant today to shoot at tracers left by shells from enemy guns.

If you want to shoot an artilleryman, then, of course, it is best to fire at tracers. But the fact is that in this case you will only destroy the laziest opponents. But more experienced fighters will change positions every time. Because of this, when shooting like this, you will lose a lot of precious things - from time to shells. Moreover, such actions will begin to harm your team!

The reason for this lies in the following. So, let's assume that you notice the trajectory of a projectile fired from an enemy artillery piece. Most likely, in this case, the artillery vehicle hit an ally and caused him serious damage. If you fail to kill the enemy vehicle, then the fired projectile, as well as the time spent aiming, will be wasted. Imagine repeating your attempts, aiming at the tracers. The artillery continues to attack your allies, changing its location after each shot. Thus, you do not cause her any inconvenience, but allow you to destroy your own allies.

To summarize the above, we can safely say: it is beneficial to fire at tracers only in cases where there are no other enemy targets in direct visibility.

Each battle will give you certain moments when you should transfer shooting from square A to square B as quickly as possible. To do this, you will need to fix the guns. Hold RMB, then rotate the body of the artillery itself using the keyboard. At the same time, you need to move the camera along the sight. Once the body is turned in the desired direction, return the cursor to the aiming point. At first, this method may seem difficult and ineffective to you, but with gaming experience you will come to understand that this is one of the most practical methods of emergency mixing.

Arta in World of Tanks sixth level

The most powerful guns are equipped with two sixth-level self-propelled guns - SU14 and SAU 51. These guns are capable of inflicting 1850 units of average damage. At the same time, the spread of fragments from shells is quite wide, amounting to 6.5 meters.

But you have to pay a lot for such advantages - the cars have reduced dynamics and a very long recharge time. The supply of shells is far from ideal. In protracted battles, 12 shells for the SU 14 and self-propelled gun 51 are nothing. For this reason, these machines are suitable for experienced players who are not used to rushing and make decisions with a cool head.

The last artillery of the German self-propelled gun branch is the GW Panther combat vehicle. It has decent aiming angles in the horizontal plane, thanks to which its guns control a huge sector of the location. On the other hand, the damage from guns is significantly lower compared to similar vehicles of the Soviet army. Again, compared to them, the German “tank” has a higher rate of fire and accuracy.

M12 - an American artillery vehicle at the sixth level is characterized by a high rate of fire and low damage compared to Soviet vehicles, which makes it a twin brother of the German "Panther" (GW Panther).

Lorraine 155 50

The fastest self-propelled gun at the sixth level is the Lorraine 155 50. The maximum speed is 60 km/h with the fastest acceleration. In some cases, this vehicle is capable of overtaking not only medium, but even light tanks (what can we say about heavy tanks?). It is better to use this combat vehicle in order to constantly change your position on the map, remain hidden from enemies, and instantly choose a different direction of fire. But there are also some disadvantages here - the lowest damage for artillery of the sixth level, amounting to only 960 units. To destroy armored targets, you will have to hit several times.

Level seven art in WoT

At the seventh level, let's pay attention to “Object 212”. This combat vehicle received a 203 mm gun from its predecessors with increased accuracy and rate of fire. Another advantage is that during a battle you are unlikely to have time to use up the entire combat kit of self-propelled guns. For this reason, the owner of this device will be able to carry other shells with him without harming normal shooting.

For example, you can easily take gold high-explosive fragmentation shells with an increased dispersion radius. With their help, you can easily destroy an enemy hiding behind cover. Due to armor-piercing shells, which you can also take with you into battle, you can save your self-propelled gun with one precise shot if you accidentally find yourself close to the enemy.

The German artillery GW Tiger took the laurels of being the slowest self-propelled gun at the seventh level. The minimum speed of turns has led to the fact that, when you get close, any enemy will twist and twirl you around his finger, and you won’t even be able to do anything. No matter how experienced the player controlling the Tiger is. But there is also a significant advantage here - the art deals 2000 units of damage per shot, which is the best indicator within its level. The price for this was not only low maneuverability, but also prolonged aiming, poor accuracy compared to other self-propelled guns of the seventh level, as well as minimal angles during horizontal aiming.


GW Tiger

The American self-propelled gun M40 43 is, one might say, the most universal artillery piece. The guns are similar to those on the Soviet Object 212 and deal the same 1850 damage. The main advantage compared to other self-propelled guns at the level is the largest aiming angles in the horizontal plane. Art covers the largest sector! The dynamics are also higher compared to Soviet and German counterparts.

The French artillery Lorraine 155 51 is practically no different from the self-propelled guns of this nation at other levels. This is still the same dynamic and fast vehicle, developing a maximum speed of 60 km/h, equipped with an 850 horsepower engine with a relatively low weight of 32 tons. An important advantage is that if the enemies approach you, then you can use this self-propelled gun without any problems you can hide from them, away from danger. She has the best accuracy at level seven. The best and reduction, but there is a minus - weak damage equal to 1250 units.

Artwork in World of Tanks, level eight

The eighth level is a real crown for the entire branch of artillery vehicles. In this case, there will be a huge difference between each self-propelled gun.

Let's start with the Soviet art “Object 261”. This combat vehicle stands out significantly from its predecessors. If they were slow and clumsy, then “Object 261” became one of the most best art World of Tanks in terms of dynamics and accuracy in the game within the eighth level. On the other hand, the damage has decreased - the average is 1700 points. And this is the lowest parameter in the game! But due to the increased accuracy and unsurpassed rate of fire, you can even use armor-piercing shells. This artillery can easily hide from opponents and also cover the rear of its ally.

The German artillery GW TIGR is equipped with exactly the same gun as the GW Tiger P, but with minor changes. Firstly, its rate of fire has been increased, and secondly, its accuracy and aiming speed have been increased. On the other hand, it is the most stationary option at the eighth level, so it is rational to use this self-propelled gun in battles on global maps or companies, where it will remain under constant protection.

T92 is characterized by the most powerful damage, amounting to 2250 units. The dispersion of fragments for high-explosive shells is also maximum - 9 meters for conventional shells and 13 for gold ones. Thanks to this, you will be able to destroy opponents hidden behind any obstacles. The artillery piece paid for such high firepower with a long reload time - 40 seconds, as well as long aiming, which makes it impossible to instantly switch from flank to flank.


T92

The French artillery vehicle Bat Chatillon 155 is unique in its kind. It has a drum, the reload time of which exceeds a minute. But for one such reload you get 4 projectiles, each causing 1250 units of damage. The firing time between these projectiles is 5 seconds. This allows you to unleash massive amounts of focused fire on enemy targets.

Its turret rotates 360 degrees - the second self-propelled gun in the game after the SU 26. This ensures quick convergence and control of all flanks. As with other French self-propelled guns, the Bat Chatillon 155 has high maneuverability, which allows it to quickly change positions throughout the battle.

The best World of Tanks art at every level

Now let’s try to single out one of the most best art in World of Tanks within each level. But here we need to make a reservation: for an individual gamer, another self-propelled gun may be better, since for him, for example, the dynamics of the aiming will be more important than increased damage. We tried to combine all the strengths of each art and highlight for you those self-propelled guns that had the highest number of advantages.

At the second level we give preference to T57

The advantages include a large supply of shells for one battle (40 pieces), high maneuverability, which allows you to change your location after one shot (also preventing your enemy if he is about to circle the T57), huge dimensions, allowing you to ram enemies, aiming angle of 320 m, powerful frontal armor, high accuracy.

Of course, there are disadvantages, but they are fewer - low alpha damage, as well as the presence of an open control room, which is why your enemies can easily incapacitate crew members. But if you consider that we are talking about the second level, then this artillery will most likely be destroyed faster than the crew will dismantle it.

At the third level, let's highlight the World of Tanks M7 Priest art

Advantages:

  • High dynamics and maneuverability - you can quickly change your location while remaining safe from counter-shots.
  • A powerful weapon with decent accuracy and a high rate of fire.
  • Excellent NLD armor.
  • The horizontal aiming angle ranges from “-12” to “+26”.
  • The ammunition load includes 69 shells. Enough for any, even the most protracted battle. You can shoot mercilessly and without hesitation.

Flaws:

  • Vulnerable to high-explosive shells, since the wheelhouse is open.
  • Low probability of penetration with high-explosive fragmentation shells. On the other hand, this is offset by the lack of “fat” tanks at the first levels.

At the fourth level we highlight Sturmpanzer II

Advantages:

  • Increased accuracy of the gun, good rate of fire, enormous power.
  • Among all fourth-level self-propelled guns, it has the maximum penetration rate - this speeds up the destruction of thick tanks.
  • The dynamics are above average.
  • Decent camouflage due to the small profile.

Sturmpanzer II

Flaws:

  • Low UGN.
  • Weak range - no more than 500 meters.

On the fifth level we will highlight Grille

Advantages:

  • If the enemy tank is not higher than 4-5 levels, then with the help of the guns of this self-propelled gun you will send any enemy to rest just for the first successful hit.
  • In addition, the guns of this self-propelled gun inflict enormous damage on Tier 6 tanks. But if you manage to strike with a cumulative projectile, then you will probably send away the sixth level tank.
  • Since the shells fly along a curved trajectory, you can hit enemy targets by hitting their roof. But that’s where the lowest armor is located!
  • This self-propelled gun has an excellent radio station. This module for art is perhaps one of the most important!

Flaws:

  • Due to the small aiming angles, you will not be able to hit fast targets located close to the artillery.
  • Long recharge time.

At the sixth level we select FV304

As they say, this is a real IMBA on the sixth level!

Advantages:

  • This self-propelled gun is more dynamic, more maneuverable and faster than many light tanks in the game!
  • The gun has a high rate of fire and fires along a hinged trajectory. Thus, enemies located in cover will not be able to escape from your shots.
  • Due to its small dimensions, this art is easy to hide from opponents.
  • There is enough ammunition for the longest battles.
  • Large horizontal aiming angle.

Flaws:

  • The projectiles fly relatively short distances.

At the seventh level, we highlight the World of Tanks G.W. Panther

Advantages:

  • Excellent dynamics, allowing artillery to quickly hide from pursuers or even set up an ambush for medium tanks.
  • High rate of fire, which is an advantage in battles with high-speed French vehicles.
  • A tower that allows you to aim at any enemy.

G.W. Panther

Flaws:

  • Weak damage.
  • Low dispersion of fragments, which is why in most cases it is pointless to attack heavy tanks of the “slipper” type.

At the eighth level we will select M40/M43

Advantages:

  • Small dimensions, lack of a muzzle brake, which is why the self-propelled gun is one of the most camouflaged tanks in the game.
  • High dynamics, which the art inherited from the M4 tank.
  • A high-powered weapon that can send level seven tanks into the hangar with one shot, as well as most French vehicles up to level 9.
  • The aiming angle is 18 degrees. You can pursue a target without making dashes. Comfort when playing this self-propelled gun is guaranteed!

Flaws:

  • The presence of an open cabin.
  • Lower rate of fire and higher dispersion when moving the hull compared to other level 8 artefacts.

At the ninth level we will highlight M53/M55

Advantages:

  • High dynamics, allowing you to hide not only from medium, but also from light tanks.
  • Due to the presence of the tower, the aiming angle is 29 degrees.
  • An excellent weapon with high damage, unsurpassed accuracy and a good rate of fire.

Flaws:

  • The view is only 350 meters.
  • Large sizes, which is why camouflage is minimal.

At the tenth level we will highlight G.W. E 100

Advantages:

  • Thick armor along the entire perimeter even protects you from enemy artillery fire.
  • The weapon is as balanced as possible. The flight path is hinged, thanks to which you throw shells behind cover.
  • Smooth chassis that reduces dispersion when driving.
  • Large supply of shells for one battle.
  • High HP for all vehicles.

G.W. E 100

Flaws:

  • Large overall dimensions, which makes it quite easy to illuminate the art.
  • Low maneuverability, which also has its advantages - read about the smooth chassis above.

And again I welcome everyone who carefully reads the “Tankman’s Manual” in the new chapter, which is devoted to a technique that loves to spit shells across the entire map. Yes, we will talk about Artillery. This specific technique, despite its similarities with any other tank on the battlefield, has fundamental differences in the specifics of its preparation. I will tell you how to play art in World of Tanks immediately after you answer the following questions. Are you ready to be to blame for your team's loss in every battle? Are you ready to die in the first minute of battle under the light of a nimble firefly? Are you ready to feel useless in Himmelsdorf? If no arguments can break your stubborn decision to become an artilleryman, then get ready to go to the dark side of the forces, enjoying the curses that will rain down on your head. Arta works on barter, you are a projectile to the enemy, he is a curse to you, so get used to it.

I think all novice artillerymen were able to appreciate the adult size of the top artillery guns in the World of Tank game, perhaps for some this was the reason for choosing specialization, and maybe even an increase in ego, but the main thing you had to understand is that the artillery was created primarily to shoot ! Art is not the team's eyes, art is not the team's armor, art is not the team's sniper, art is the team's main gun! Therefore, let's skip the issues of driving, camouflage and other things, and focus on the main thing, on the shots.

1. Meditation. If you start to reach your goal, then you have a minute to run to the toilet or to the kitchen for tea. But you can’t ignore the convergence, despite the fact that artillery often has to shoot at moving targets, and this has to be done not with full convergence, still try to bring the convergence to the minimum circle. An uncombined piece of art risks sending its projectile beyond the borders of our planet and even the galaxy, hitting the death star with a land mine, and then the World of Star Wars will come to the World of Tanks, but why do we need these problems? The chance of hitting a death star and a tank without information is approximately the same; of course, the Great Belarusian Random sometimes sends your shells exactly to the center, but I do not recommend you wait for such leniency.

2. Throw higher, further, stronger. Naive heavyweight drivers think that there are many shelters on the maps from our heavenly punishment. Many shelters look like an insurmountable barrier to a projectile, but artillerymen who have gone over to the dark side of the force can adjust the trajectory of a projectile. Using force and shifting the aiming center slightly behind the tank, which is behind cover, most likely the corner of the tank's turret will be on the projectile's flight path, which is quite enough to receive a new portion of curses.

3. A grenade is better than a bullet. Since the teaching of force is extremely versatile, it is impossible to say for sure which shells, AP or HE, are better to use, but do not forget that it is HEs that have a blast wave, so I would recommend always having at least a couple in your ammunition load. A tank standing behind an insurmountable obstacle, for example behind a building, may receive not a direct hit, but good damage from the splash (explosive wave). I recommend not sparing shells, but hitting the enemy with all your might, because even with a splash you cause damage, and by causing damage you help the team win.

4. Shooting rabbits. Tankers are extremely ardent and energetic people, they are constantly in a hurry to get somewhere, sometimes shouting slogans, but over the noise of the engines you can only hear “o-lo-lo”. It’s hard to hit the tankers who are on their way, but it’s possible. It is impossible to teach how to do this, but a real artilleryman who has mastered the force, with practice, will be able to control the speed of a projectile, the speed of movement of the enemy, and I won’t even talk about controlling the trajectory of a projectile and slowing down time, it’s as easy as shelling pears. In general, don’t be afraid to practice, over time you will understand which point, on the path of a moving tank, to shoot and when to hit. I can please you, you will receive 2X curses from a tank that was knocked out on the move.

5. The hen does not change place. It is your gaze from the sky that will allow you to find those who are hiding. The gods of the World of Tanks have returned tracers to us, so by inspecting the standard places where PTs or your fellow Artillerymen like to live, you can find tracers. If there is silence or sluggish firefight in the battle, do not be lazy to look for tracers; a killed PT or ART without light gives 3X curses and +1 to karma. In this case, PTs are even easier to kill; they usually return to their places, even if they are scared, because there are few suitable places on the maps for them.

6. Be above everyone else. You can control the trajectory of a projectile not only using force, but by changing your position above sea level. If you are lower than the targets you are shooting at, then the trajectory will be flat, but if you climb higher, the trajectory will become much more “humpbacked”, this will also affect the accuracy, and most importantly, it will be easier to throw shells behind cover.

The path to knowing how to play self-propelled guns in tanks is quite difficult and the ability to shoot alone will not be enough. The team's main weapon must be useful throughout the battle, and for this you need to be able to navigate what is happening on the battlefield. STs have maneuverability and speed, heavy vehicles have armor and a life reserve, and artillery units were given a “dryn” and released onto the battlefield, survive as you wish. Therefore, art must be more cunning and more inventive than everyone else. Even the lord of strength will not teach you all the tricks, but I will tell you some simple rules that can be applied every battle.

1. The beginning of the battle is everything. While loading is in progress, evaluate the composition of the team; as an artillery leader, your first concern should be the presence of fireflies, both in the enemy team and in your team. Further, there can be many scenarios, if the enemy has 2 fireflies, it is better to run, if the enemy does not have fireflies, and your firefly writes: “candle right away,” then you need to stand and lead to the enemy’s base. If your firefly illuminates the enemy before the enemy’s ST does, then you will kill their artillery earlier, so there will be no reason to be afraid of your own exposure.

2. Distribution of gift suitcases. Choosing the wrong target is perhaps the second big mistake of art. Arta must select targets in the following sequence: Arta, PT, Heavy. If Arta tries to cover the enemy ST with fire across the entire map, which usually fights with the allied ST, then all sorts of crap happens! During the flight of the projectile, the CTs change places and the projectile hits an ally or with a splash removes his harp, even if you just missed, then there is nothing good in this either. You can only shoot at a ST if you are in a certain square, and there, purely by chance, there is a ST in the crosshairs, which in addition has been used to shoot down a harp. If the situation on the battlefield is such that only CTs are fighting, and the heavies are sitting in the bushes, it’s better to look at the enemy tracers, there will be more benefit.

3. Art walks through the fields. There is an opinion that the safest place for art is your own base, but this is a lie that is spread by the forces of good, so that you never become an art master of a dark force. At the beginning of the battle, I recommend that the artillery move to the flank where most of the heavies have gone. It’s safe to stay behind the thickly armored backs of the weights, and the weights usually collide with the weights in the direction, and the closer you are to the point of combat, the faster your projectile will reach the target. But this is only at the beginning of the battle, if your heavies are moving forward, move after them after each shot. It's not very wise to stand at the base, that's why. Fireflies always fly to shine art on the base, they don’t look for you in other places, especially where there are clusters of strands, because it’s hard to fly past them. There are 3-4 directions of approach to the base, if your strands have broken through one direction, then perhaps in the other direction the ST has lost and is already flying to the base, but you don’t care, you are not at the base! If the enemy is already at your base, and you are far from it, you can freely turn around and hit back, helping to break the capture, and if you stay, they will kill you first before the capture begins.

4. Life is in motion. The last point, just for the sake of making it more memorable than the rest, I will advise you to move. Remember that the enemy team may also have students of dark force who are looking for you using tracers. Therefore, after each shot, immediately move forward or backward. If you have a slow arta, carry oil or a twisted speed controller with you, this will help you run faster.

I wish you to master the science called “how to play art in World of Tank” and successfully use all the techniques of the great art master, and the great power of the miracle will come with you!

How to play art?


Have you recently registered for World of Tanks and don’t quite understand what art means and how to play it? Then this article is for you.

Artoy (short for artillery) is a self-propelled artillery unit that is used as support and has a huge damage radius. Most often, artillery is used to destroy enemy heavy equipment.

First steps

  1. So, we launch the game client and log into the hangar using our account.
  2. Next, select art from among your equipment and click the inscription “Go to battle!”
  3. We are waiting for the game to launch... And this is where the fun begins.

Position selection

  1. Before choosing our location, we analyze the composition of the enemy.
  2. In the absence of fast cars (t-54), we slowly choose our position or accelerate in the opposite case.
  3. If your artillery is very clumsy and has low maneuverability, then we move exclusively backwards to the position, and accordingly vice versa, having good mobility.
  4. When choosing our position near the bushes, we stand not in them, but behind them, in this way we reduce the damage received from shots and at the same time increase our camouflage.
  5. We move after occupying the desired position
  6. We make sure that from our position we reach with our shells the possible location of the enemy artillery, but if after the light we see that the distance is too great, then we drive up to a place accessible for opening fire.
  7. Advice. When breaking through one of the flanks, we do not cover it with our tank, but carefully move to the other flank.

Shooting

  1. We take a position.
  2. We reload and when the enemy moves facing you, we shoot at him. If the enemy tank is moving sideways and we have a charged HE, then we hit the MTO. If the BB is loaded, then we aim at the turret, since with a successful hit there is a very high probability of hitting the track.
  3. We periodically fire shots at places where the enemy is expected to move.
  4. We also carefully monitor changes in the landscape (fallen tree, broken fence).

Goals

For our purposes, we select those tanks whose loss will negatively affect the combat effectiveness of the entire team. So, for example, one of the priority targets includes slow tanks and tanks at the very top of the list.

Now you know how to play art. Having experience, it won’t be too difficult to play games like WoT.