Video guide World of Tanks American tank destroyer T28. Video guide World of Tanks American tank destroyer T28 Leveling up and equipment

Hello, dear tankers! Today we continue to look at the US tank destroyer branch, and today we have one of the most incomprehensible and terrible Tier 8 vehicles. Terrible not only for the enemy, but also for the driver. This is a machine that does not forgive mistakes. A machine that, if used correctly, can bring panic and fear into the enemy’s formation. This is one of the most incomprehensible, creepiest, most unexpected cars in the game. Meet T28.

Well, the car is level 8. Despite its level, this vehicle does not find a place in companies, like many other tank vehicles. This machine is designed for terrible random bending, but you will have to try hard to bend everyone individually. Many drivers of this PT and the next one also pay with nerves, and many get a lot of fun. Therefore, if you do not like very slow and armored vehicles, then it is better to stop at the T25 AT. This car differs from its predecessor in all respects and in each individual respect. It’s worth trying to play on this machine, perhaps even on the OT (general test) right away in the top configuration, but if the machine is not for you, then it’s better not to torture yourself and the allied team - nerves are more expensive. It is also worth considering the fact that T95 is a truly terrifying continuation of T28 (in two senses of the word “terrifying”, for whom you decide). The value of this horror is 2,580,000 credits and 87,000 experience. The numbers are quite normal for level 8, so there is nothing scary or unattainable about them. From experience, this is even slightly less than the alternative T28 prototype. However, since the machine is quite demanding on the hands and does not forgive mistakes, we immediately need to install additional equipment, seat a good crew and apply camouflage. We will talk about the equipment later, but now expect to spend at least 1,000,000 credits on its purchase, since the previous machine was light, and this is a heavy PT with completely different class modules. As for the crew, everything is quite simple, but with its own moments. I have already said more than once that the higher the level of the vehicle, the more strongly the crew influences its characteristics. Therefore, I highly recommend transferring the crew from the previous vehicle, since the specialties are completely the same. I advise you to transfer immediately with a 100% level of proficiency in your main specialty; this can be achieved in several ways:

  • The most convenient way is to retrain everyone for gold. The perks for us and our predecessors should match, so you don’t even have to reset them. It will cost you 200 * 5 = 1,000 gold.
  • An alternative option is retraining for silver up to 100%. Here we will have to sacrifice a small amount of experience, since we will be forced to reset the crew's skills and retrain them. Thus, part of the experience in the “plus” will cover the entire penalty amount, and in addition to this we will be able to choose new perks and skills. It will cost us 40,000 * 4 = 160,000 silver.

I also highly recommend applying camouflage to your car. We are a PT, which already means that we have a bonus to camouflage, and in combination with camouflage we will get a good increase... It will cost 80,000 * 3 = 240,000 credits for 30 days. For level 8 it's not that expensive.

Equipment

Here is the car's research tree

Of course, the already discovered pre-top gun and radio station cannot but rejoice. However, if you have already upgraded the alternative AT T28 prototype, then the gun and engine should already be open.

As usual, the choir room must be opened and installed immediately to increase the load-carrying capacity of the machine. We will also significantly increase the turning speed and maneuverability on different soils, which in turn is extremely important for a PT with our dynamics.

Both the top-end engine and the stock one do not achieve sufficient power to achieve more or less normal speed at our weight. Yes, a top engine is important, but on this tank the game is not based on dynamics, so a top gun will be more useful for us.

Well, we obviously won’t have enough of a stock radio station to play at our levels, so we definitely immediately install a top-end one, since it was opened a very long time ago and is quite light in weight. It will be quite enough for us.

This tank has a terrible, very terrible top gun. Of course, many will say that the BL-10 will be better, but this is not so. Firstly, accuracy is better here, and secondly, one-time damage does not always make the difference. There are many situations when it is more important to inflict 100 - 200 units. damage is faster than inflicting 700 - 800, but wait 15 seconds... We have more than enough penetration even with basic shells, so we won’t have problems with penetrating Mouses, Is-7s and Slippers. The damage is also quite good, and with a high rate of fire we can add more and more damage. As for the pre-top gun, it’s not enough for us, but be patient and gradually upgrade the top gun, in the end you’ll get what you wanted and the game will become much more enjoyable.

Leveling up

It is better to open and install modules in this order

  1. Radio station
  2. Chassis
  3. Top gun
  4. Engine

The last 2 points can be swapped if you find it too unbearable to drive with a stock engine.

Advantages and disadvantages of the car in the top configuration

pros

  • Low silhouette
  • Excellent armor in the frontal projection
  • Great weapon
  • Good shooting accuracy on the move

Minuses

  • Poor side and stern armor
  • Weak dynamics
  • No tower

Balance weight

We find ourselves in battles of levels 8 - 10. In principle, we don’t care who we punch holes in, but we don’t care what kind of artillery we catch blanks from. However, we feel comfortable anywhere if the ultimate machine is about you and you know how to play it.

Profitability

A successful game with PA will bring us a small farm. All this is thanks to the vehicle’s good survivability and the ability to inflict high damage on any opponents. However, this is all when using ordinary shells and consumables; with premium ones you will be at a disadvantage. The game without PA will also be little different from the last option.

Tactics

Well, get used to the fact that you are a mobile pillbox. We have extremely weak dynamics, so we need to very carefully choose the direction where to go from the very beginning. We are unlikely to be able to return to base, not to mention changing the flank. It’s also worth noting that our body is quite long, which means that it won’t be difficult to punch you into the side projection, and it won’t be difficult to hit you either. We should be wary of artillery because cardboard sides and sterns and splashes will go through just fine. Also, due to the low speed, we simply will not be able to quickly change position. Our worst enemy is ST at short distances, they can simply get in from the side and hurt us. Shoot down the tracks with them, crit the engine, do whatever you want, but don’t let them in your area. Well, this PT is probably all about its features. I will only say that you need to think carefully before every action, turn, shot. The game on this PT is built with the help of brains, not hands and experience, which is also important.

Optional equipment

Everything is standard here, but with some features

  • Rammer
  • Drives
  • Fan/lining/optics/mesh - depending on the playing style. Personally, I would put a liner, we don’t have dynamics anyway, so we won’t lose anything, but the art will have to try harder when dealing damage. With such a lining, even a direct hit can only be an injection.

Equipment

Also standard

  • Repair kit
  • First aid kit
  • Fire extinguisher

Crew Perks

Commander

  1. Sixth Sense
  2. Disguise
  3. The Brotherhood of War

Gunner

  1. Disguise
  2. Sniper
  3. The Brotherhood of War

Driver mechanic

  1. Disguise
  2. Virtuoso
  3. The Brotherhood of War
  1. Disguise
  2. Radio interception
  3. The Brotherhood of War

Charging

  1. Disguise
  2. Non-contact ammunition rack
  3. The Brotherhood of War

Vulnerabilities of the machine

Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammunition rack
Blue- driver mechanic.

And finally, a few videos of the car

But due to the presence of a turret, the tank can shoot from around the corner, it is more difficult to turn and it is more flexible in use. A distinctive feature of upgrading a tank is the ability to install all the top modules on the original chassis, which allows you to quickly acquire a good gun.

And the cannon on the T28 Prototype is the best American weapon in the game, making the vehicle a formidable opponent for any type of vehicle.

How to play the T 28 prototype tank

Due to the fact that the chassis in the tank is from the T28, the armor on the sides and stern leaves much to be desired. Therefore, despite the presence of a tower, it is not recommended to engage in open confrontation in close combat. Moving the gun into the turret reduced its rate of fire, accuracy, and aiming speed, so at long distances the Prototype is inferior to turretless ATs. The optimal battle tactics would be to fight at medium distances, where the T28 Prototype can fulfill its role of containing the enemy's heavies. It’s especially good if there is impenetrable cover nearby.
If randomness puts a car at the top of the list, then it will definitely be one of the best tanks in battle. In this situation, you can play heavy. Good frontal armor and rate of fire will allow you to successfully push through enemy defenses from tanks of a lower level.
At the bottom of the task list T28 Prototype- sit in the bushes and play sniper. It is better not to enter into direct confrontation at all, as this is fraught.

Crew and equipment what perks to install

  1. The sixth sense for a commander will be the first important skill.
  2. Otherwise, we are pumping in everything that will allow you to shoot more accurately on the move.
  3. This is a smooth move and smooth rotation of the turret. Repair will be far from superfluous, but also not a primary skill.
  4. The self-propelled gun must move, and a downed gusla makes it vulnerable to artillery, since only the frontal armor is good.

As for the equipment, we definitely install a prototype on the T 28 tank

  • A rammer, with it the rate of fire will increase significantly.
  • To camouflage the tank we install Maskset.
  • Next, choose a stereo tube if you prefer fighting from the bushes, or Enlightened Optics if you like to tank.

T28 Prototype– an excellent combat vehicle that copes with its tasks with a bang. A powerful gun allows you to fight on equal terms with opponents of the same level. Among the disadvantages, it is worth noting the low speed of the vehicle and the rotation of the turret. Insufficient accuracy at long distances also affects.

Recently, an alternative direction has appeared in the American branch of anti-tank self-propelled artillery systems - high-level anti-tank vehicles with rotating turrets. But we will talk about them later, and in this guide we will try to study all the nuances and features of controlling the self-propelled gun that has become familiar to us - the T28. This tank destroyer is radically different from both its predecessor T25 AT and the TOP American tank T95. This is something between a fast level seven tank tank and an extremely clumsy and slow TOP vehicle. In a word, the option is a compromise, without pronounced advantages and disadvantages.

Playing on it leaves a very pleasant impression. We now have the strongest frontal armor, and our best gun has excellent penetration. But we have become much slower and clumsier. In addition, if in a frontal attack we have a chance even against a heavy tank of the tenth level, then even the best light tanks will penetrate our sides and stern. So there are a lot of nuances here, let’s try to find the optimal way to upgrade and play this tank destroyer, since there are cases when the T28 turned out to be invincible, and the whole team of opponents was unable to solve the problem of its destruction.

Let's start with history. The creation of the T28 and T95 clearly deviates from the concept used by the US armed forces. Firstly, the idea of ​​​​creating heavy tanks is understandable, but in the USA a tank necessarily implies the presence of a turret. Secondly, our model was also not suitable for the class of US tank destroyers (in the States they believed that tank destroyers should be as mobile as possible, but the T28 and T95 were extremely slow). In a word, the project, which began in 1943, was never brought to fruition. Powerful weapons and thick armor made this tank a formidable opponent, but its enormous weight and extreme slowness did not fit into the army leadership’s ideas about the future of armored forces. These installations were tested until 1947, when the final decision was made to abandon such monsters.

Unlike real history, on the battlefields of World of Tanks you can meet a “crocodile” (as the players nicknamed this self-propelled gun for its low silhouette and the danger posed by it) quite often. But in its stock configuration, our anti-tank weapon is nothing special - extremely low speed and dynamics, a rather weak weapon. So we will have to try hard before we can force our opponents to reckon with us.

The first priority for owners of the factory version of the T28 is the installation of the improved “T28VVSS T56” chassis, which has a load capacity of 62.5 tons. The fact is that we can only install a stock gun on a standard chassis, but the new base will allow us to mount additional modules. Plus, we will slightly improve the body rotation speed. That's just the point, it's not much. 20 degrees per second is the maximum for us - this is the slowest level eight tank tank and one of the slowest armored vehicle models in the game (only our “big brother” T95 is slower). In any case, the chassis should be installed first.

Our tops:

It was also possible to study the AT Gun T5E1 90 mm caliber gun on the T25 AT. If you have already opened it, install it without hesitation. It has greater armor penetration, damage, and almost the same rate of fire as a stock gun. This is a good passing option, although in the future a real monster awaits us - a level ten weapon.

It’s too early to install the best and most powerful gun yet. First, let's take care of improving the dynamic characteristics of our self-propelled gun. We will do this using the Ford GAFM2 engine with a power of 510 horsepower. Agree, this is clearly not enough for a steel monster weighing 62.5 tons. In general, this engine is also installed on the next PT, which weighs even more. As a result - the minimum speed in the game. In our case, it will be only 18 kilometers per hour. Of course, this is very little, especially if you remember how nimble and maneuverable the previous model was. But there’s nothing to be done here - you’ll have to pay for the power of the guns and the thickness of the frontal armor with such a slow speed.

Now it’s the turn of the 120 mm AT Gun T53 cannon. This pleasure costs a lot - 63 thousand experience. But we get a magnificent weapon. The penetration of a basic armor-piercing shell is 248 millimeters - this is enough to penetrate the armor of almost any heavy tank in the game. Our damage is 400 units. Not bad considering that our gun has a rate of fire of 6.6 rounds per minute. In terms of damage, we lag behind both the ISU-152 and the Ferdinand, but in terms of DPM (damage per minute), we are ahead of our competitors.

The aiming speed and accuracy of a top gun are traditionally slightly worse than that of stock guns, although in general these indicators are at a decent level. In principle, you can open the T95 without studying this gun, but there is no point in this. Firstly, with it we will be able to deal more damage, which means we will earn more experience and will be able to open the “turtle” faster. Secondly, this gun will be useful to us on the next model.

The latest module for us will be the SCR 528 radio station with a communication radius of 745 meters. This is the best American radio for the tank destroyer class, so there is nothing to complain about - it copes with its task of transmitting information about the location of enemies to us “excellently”. Now all we have to do is accumulate experience to study the T95. It is worth noting that these self-propelled guns are similar in many ways (powerful guns, strong frontal armor, slowness). So, by playing the T28, we gain invaluable skills in controlling the TOP US anti-tank gun.

Before talking about game tactics, let's highlight the strengths and weaknesses of T28. They will help us behave correctly in battle, hide shortcomings and make the most of the advantages of self-propelled guns. By tradition, let's first name the pleasant moments.

The first piece of good news is that you can forget about the “crystal quality” of American PTs. Our frontal armor is 254 millimeters, so now in a head-on collision we are not afraid of even heavy tanks of the ninth and tenth levels, not to mention medium and light vehicles, which we will destroy in a minute without losing HP. The second obvious advantage is the TOP weapon of the tenth level. With it we are guaranteed to penetrate the armor of any armored vehicle up to the ninth level inclusive. Neither the IS-4 nor the E-75 will be able to escape our fire. Of course, problems will arise with TOP vehicles, so let’s remember the most vulnerable places of the IS-7 (the part of the lower armor plate to our right), “Mouse” (cheeks on the turret, NBL). When used correctly, this gun can inflict several thousand units of damage in one battle. Our frontal armor is not just thick - it is also ricochet-resistant. Good angles of inclination are ensured by regular ricochets of enemy armor-piercing shells. And the last plus is the hull shape, proprietary to TOP US anti-tank vehicles. We are like a shadow, he is so low. In practice, this allows us to use any bush as a good shelter.

Now a little about the disadvantages of this anti-tank installation. First of all, we have a very slow car. The maximum speed of movement and rotation of the body are the lowest at its level. It turns out that we have nothing to do at all in the attack - we have no chance of catching up even with heavy tanks, so in most cases we have to limit ourselves to the task of guarding our own base and shooting at exposed enemies. Our armor is strong only in the frontal part, but the rear and sides are so “cardboard” that even fourth-level vehicles can penetrate them with sub-caliber shells. This also affects tactics - ideally, we should be in a very narrow place on the map, which excludes the possibility of the enemy driving into our side or rear. Due to the squat body, we have poor vertical convergence angles. The cannon is too low to the ground, so it will be almost impossible to hit the enemy who is hanging over you on the mountain. The frontal armor is not all ricochet - the upper armor plate is poorly positioned (almost at a right angle to the enemy), and its size is too large. The last drawback is the muzzle brake on the TOP gun. Every shot is a chance that we will be discovered by dust and blown leaves.

Now about tactics in battle. The T28 is an excellent armored vehicle destroyer. Our shortcomings and advantages perfectly compensate each other, resulting in a perfectly balanced weapon for destroying enemy armored vehicles. Of the obvious disadvantages, only the low squatness of the installation can be noted. Our main task is to hide from artillery fire. There is no armor at all in the upper part of the self-propelled gun, so the self-propelled guns will inflict maximum damage on us from above with high-explosive shells, and in the event of a direct hit from an armor-piercing blank, we will simply be destroyed in one shot, despite a decent amount of HP (1150 units of health). Strong frontal armor allows us to feel confident in gorges and narrow city streets, but we are extremely vulnerable in open spaces. If a medium tank managed to get to our rear or was pressed against the side, then we have practically no chance of survival. It is advisable (especially if we are at the top of the list and the outcome of the battle depends on us) to always have one support tank next to us, which will drive away annoying medium and light tanks from us.
Due to the characteristics of this self-propelled gun, we do not have such a large choice of tactics on the battlefield. Of course, the most acceptable option is a blind defense. Our stealth, gun's rate of fire and armor penetration allow us to quickly deal with opponents who managed to avoid meeting our strike force. This tactic should be used in cases where we find ourselves in battle with tanks of the ninth and tenth levels. If we are at the top of the list, and it is we who will inflict the main damage to the enemy, then there is more choice of tactics. The first option is a systematic push through the enemy’s defenses. Here the strongest frontal armor and the TOP gun come to our aid. The main thing is that our flanks are covered by allied vehicles, which will not allow the enemy to get to us from the rear. Of course, the speed is too low, but we will attract the main forces of the enemy to ourselves, and we will be able to simplify the task for the allied machines. The second behavior option is to cover the flank. We just take a safe place in the shelter and wait for enemies. Remember that it is better to take the direction from which the main enemy forces will move, because we are able to penetrate almost any armor.

As for equipment, we would recommend installing a stereo tube (370 meters of visibility is not bad, but you want to notice the enemy from afar in order to have time to destroy him before he manages to get close to us). We also make sure to install a rammer, since our gun has a good rate of fire, and when combined with this module it becomes even better. Depending on the style of play, we will leave the third slot for ventilation, camouflage net or anti-fragmentation lining. Ventilation will improve the skills of all crew members (by the way, there are four of them). In practice, this will increase the reloading speed of the gun, its accuracy, and the dynamic characteristics will also improve. The rammer is our everything; without it, our formidable weapon is no longer so dangerous for the enemy, since they can destroy us during reloading. The camouflage net is suitable only for those who like immobility and fire from an ambush. Anti-fragmentation lining is suitable for fans of aggressive play, since with it we will receive less damage from artillery.

The ammunition capacity of the TOP gun is 40 shells. We will load most of it with armor-piercing blanks. If you have gold, you can buy a couple of sub-caliber shells (they have enough penetration to cause damage even to E-100 and “mice”). Be sure to leave room for two or three land mines - they will be useful in preventing the capture of your own base.

Introduction

American tank destroyer of the eighth level. Only with the “Turtle” does the era of US armored self-propelled guns begin; the rest of the time you rode “crystal guns”. To be happy or not? More likely no than yes. Having thick frontal armor is good, no one argues with that. But it turns out that at high levels it is no longer enough. Plus slowness and sensitivity to landmines. On this tank destroyer you will have to suffer in order to advance to. And if punishment is inevitable, then you need to relax and get maximum pleasure.

Historical reference

Already in 1943, the American military became concerned with breaking through long-term fortifications like the Siegfried Line. It was supposed to create a well-armored tank without a turret, with a powerful weapon installed, capable of hitting pillboxes.

During the creation of the unit, the frontal armor was increased to 300 mm. Weight increased to 95 tons. All this, naturally, resulted in problems with the chassis, where it was necessary to replace the electromechanical transmission with a mechanical one. At first they wanted to order 25 prototypes, but the US Armed Forces Logistics Directorate decided not to risk it and reduced the order to five.

As a result, the car simply did not make it to the war, since production began in May 1945. Hope glimmered for the Pacific Front, but soon Japan signed a surrender. The order was reduced to two copies, which were used as guinea pigs at the Aberdeen proving ground, and also for testing floating bridges.

Gaming characteristics

The Turtle, thanks to its powerful gun and strong frontal armor, became a stationary firing point. Let's look at its characteristics in terms of the game:

Protection

Our main thing is armor. 254 mm in the forehead is not a big deal. However, there are nuances. Firstly, only the area around the mask is maximally armored. In other places on the front it is about 200 mm, which is no longer a problem even at level eight for some tanks. In addition, the angles of inclination are not rational, except for the NLD, which is generally impossible to aim. The sides and stern of 50 mm are not even worth mentioning. Secondly, the commander's cupolas are protected by 106 mm armor plates. There are two of them, and they attract shells. Thirdly, the roof is only 25 mm, and land mines can pass through with full damage. The only thing that saves us is the strength of 1500 hit points - we will die long and painfully.

Firepower

First two guns 90mm AT Gun T15E2 And 105mm AT Gun T5E1 we go through as quickly as possible. They are nothing impressive except their rate of fire. And here 120 mm AT Gun T53 It's worth considering in more detail. Yes, it is less accurate and takes longer to aim (not in comparison with other tank destroyers), but it provides guaranteed damage from the first shot.

And there is a reason - armor penetration with a standard projectile is 248 mm! A one-time average damage of 400 HP completes the picture. At the same time, a rate of fire of 6.59 rounds per minute gives a DPM of 2637 HP. This is much more than stock speed shooters. The disadvantages include low vertical declination angles - only minus five degrees.

Dynamics

Top engine Ford GAFM2A1 produces 780 hp For our car this is nothing - the maximum speed is only 22 km/h. We definitely recommend changing the tracks T46 on T56. Maneuverability will increase significantly (from 20 to 24 degrees/sec) and load capacity (by almost three tons). In general, mobility

our weak point.

Detection and communication

But the radio communication of the tank destroyer is critically important in order to shoot at a distance. Top radio station SCR 528 allows you to maintain stable contact at a distance of 745 meters. This is quite enough to see opponents halfway across the map. The visibility is not bad for a tank destroyer - 370 meters, but it is still better to increase it with improvised means and skills. Stealth with a low silhouette is already quite good, but camouflage and a net are worth buying.

Pumping and equipment

How to best study T28? If you played diligently, you managed to pump out the pre-top 105 mm gun. If you switch to “Turtle” from the “prototype” T28, then you get the whole set of guns, radio stations and even engines at once. True, the last option is maneuvering within the eighth level, while people usually come from the seventh. Therefore, we will tell you how to download from T25 AT. For free experience, you buy tracks, and then urgently upgrade the top 120 mm gun. After this, we increase the communication radius, and only then move on to the engine. All the same, T28 is slow, and there is no escape from it.

The crew, surprisingly, consists of only four people, so we distribute our skills wisely. We download them to the standard PT version: the commander - “Sixth Sense”, the rest - “Disguise”. Then the commander pumps up the green paint, and the rest of the tankers acquire the skills for accurate and fast shooting, increased visibility and high-quality movement on soft soils. The Loader can be specialized in Desperado and Proximity Ammunition. The third level is a perk for everyone - military brotherhood.

As for special equipment, we recommend the classic sniper version: “Stereo Tube”, “Camouflage Net” and “Rammer”. There is also an option for active actions: “Rammer”, “Coated optics”, “Ventilation”. When the crew reaches one hundred percent, you can replace the fan with a “Tool Box” so that you don’t have to stand on the “harp” often.

We place the following consumables: “Manual fire extinguisher”, “Large first aid kit” (+15 to protection from injuries), “Large repair kit” (+10 to repair speed). If you are not afraid of knocking out the engine, take the “Code of Cola” to increase the characteristics of the crew.

T28- a good defensive tank destroyer that can both shoot from ambushes and press the front on the front line.

At the start, you will immediately decide where you will go. Your speed is close to negative and there is a chance of not being able to get anywhere. If the meeting point with the enemy is too far away, and the route runs through rough terrain, then it is better to abandon the idea of ​​​​accompanying allies. It’s better to see where the fewest teammates will go and set up a defensive post there. Keep a distance of one hundred meters from the enemy, otherwise they will “carousel”!

Defense is what the Turtle does best. Know yourself to catch ricochets and shoot back. But you need to know a couple of points in order to do this as efficiently as possible. First, protect yourself from the effects of art. Take a position behind cover, or on the back slope of a hill. Don't make life easier for one-button people! Don’t stand at gunpoint like a statue, fidget back and forth so as not to get caught in the convex turrets. Try to hide the vulnerable VLD behind a fold of terrain or stones - you will live longer.

But sometimes def is contraindicated. Allies can merge en masse, and then you will be dismantled by the crowd of evil and nimble ST and LT. Therefore, if the map is small, it is quite possible to play the role of an armored train and push through the front. When the “Turtle” is rushing at you, few people don’t lose their nerve. Instead of shooting down your track, enemies will most likely try to target weak spots and pay dearly for it. Exchange hit points with T28- not a solution.

City maps are the best thing that happens to this self-propelled gun. When your flank and rear are reliably covered, it is quite possible to damage even the largest concentrations of enemy armored vehicles. The main thing is to look at the mini-map in time and master square-by-square tactical thinking. The self-propelled gun spins in place much better than it moves forward. A small hint: although our sides are only 50 mm, behind the tracks there is all 106 mm of armor. Therefore, deceive the enemy for a shot, driving backwards at an acute angle due to an obstacle.

Artillery is your main enemy. If there are more than two self-propelled guns in battle, you can immediately drain them. In this case, there is only one option - diving into a non-shootable zone, but this passive method rarely led to victory, especially in oncoming battles and assaults. Therefore, it is better to go forward and die honestly at the front, exchanging health for frags.

Review of the tank's strengths and weaknesses. Results

pros:

  • Good armor
  • Lethal weapon
  • Low silhouette
  • Not a bad farm

Minuses:

  • Lack of mobility
  • Armor doesn't tank everywhere
  • Low UVN
  • The engine often crashes

T28- this tank destroyer has its pros and cons, and will most likely appeal to those players who do not like fuss. Shoot from the bushes, change the direction, slowly crawl onto the enemy’s defenses... No, of course, this also requires a certain skill, but for some reason it doesn’t hurt to lose on the Turtle. Apparently, initially you don’t expect anything special, and it’s all the more pleasant when the self-propelled gun surprises. As they say, rarely, but aptly.

Good luck in battle!

Hello, dear tankers! Today we continue to look at the US tank destroyer branch, and today we have one of the most incomprehensible and terrible Tier 8 vehicles. Terrible not only for the enemy, but also for the driver. This is a machine that does not forgive mistakes. A machine that, if used correctly, can bring panic and fear into the enemy’s formation. This is one of the most incomprehensible, creepiest, most unexpected cars in the game. Meet T28.

Well, the car is level 8. Despite its level, this vehicle does not find a place in companies, like many other tank vehicles. This machine is designed for terrible random bending, but you will have to try hard to bend everyone individually. Many drivers of this PT and the next one also pay with nerves, and many get a lot of fun. Therefore, if you do not like very slow and armored vehicles, then it is better to stop at the T25 AT. This car differs from its predecessor in all respects and in each individual respect. It’s worth trying to play on this machine, perhaps even on the OT (general test) right away in the top configuration, but if the machine is not for you, then it’s better not to torture yourself and the allied team - nerves are more expensive. It is also worth considering the fact that T95 is a truly terrifying continuation of T28 (in two senses of the word “terrifying”, for whom you decide). The value of this horror is 2,580,000 credits and 87,000 experience. The numbers are quite normal for level 8, so there is nothing scary or unattainable about them. From experience, this is even slightly less than the alternative T28 prototype. However, since the machine is quite demanding on the hands and does not forgive mistakes, we immediately need to install additional equipment, seat a good crew and apply camouflage. We will talk about the equipment later, but now expect to spend at least 1,000,000 credits on its purchase, since the previous machine was light, and this is a heavy PT with completely different class modules. As for the crew, everything is quite simple, but with its own moments. I have already said more than once that the higher the level of the vehicle, the more strongly the crew influences its characteristics. Therefore, I highly recommend transferring the crew from the previous vehicle, since the specialties are completely the same. I advise you to transfer immediately with a 100% level of proficiency in your main specialty; this can be achieved in several ways:

  • The most convenient way is to retrain everyone for gold. The perks for us and our predecessors should match, so you don’t even have to reset them. It will cost you 200 * 5 = 1,000 gold.
  • An alternative option is retraining for silver up to 100%. Here we will have to sacrifice a small amount of experience, since we will be forced to reset the crew's skills and retrain them. Thus, part of the experience in the “plus” will cover the entire penalty amount, and in addition to this we will be able to choose new perks and skills. It will cost us 40,000 * 4 = 160,000 silver.

I also highly recommend applying camouflage to your car. We are a PT, which already means that we have a bonus to camouflage, and in combination with camouflage we will get a good increase... It will cost 80,000 * 3 = 240,000 credits for 30 days. For level 8 it's not that expensive.

Equipment

Here is the car's research tree

Of course, the already discovered pre-top gun and radio station cannot but rejoice. However, if you have already upgraded the alternative AT T28 prototype, then the gun and engine should already be open.

As usual, the choir room must be opened and installed immediately to increase the load-carrying capacity of the machine. We will also significantly increase the turning speed and maneuverability on different soils, which in turn is extremely important for a PT with our dynamics.

Both the top-end engine and the stock one do not achieve sufficient power to achieve more or less normal speed at our weight. Yes, a top engine is important, but on this tank the game is not based on dynamics, so a top gun will be more useful for us.

Well, we obviously won’t have enough of a stock radio station to play at our levels, so we definitely immediately install a top-end one, since it was opened a very long time ago and is quite light in weight. It will be quite enough for us.

This tank has a terrible, very terrible top gun. Of course, many will say that the BL-10 will be better, but this is not so. Firstly, accuracy is better here, and secondly, one-time damage does not always make the difference. There are many situations when it is more important to inflict 100 - 200 units. damage is faster than inflicting 700 - 800, but wait 15 seconds... We have more than enough penetration even with basic shells, so we won’t have problems with penetrating Mouses, Is-7s and Slippers. The damage is also quite good, and with a high rate of fire we can add more and more damage. As for the pre-top gun, it’s not enough for us, but be patient and gradually upgrade the top gun, in the end you’ll get what you wanted and the game will become much more enjoyable.

Leveling up

It is better to open and install modules in this order

  1. Radio station
  2. Chassis
  3. Top gun
  4. Engine

The last 2 points can be swapped if you find it too unbearable to drive with a stock engine.

Advantages and disadvantages of the car in the top configuration

pros

  • Low silhouette
  • Excellent armor in the frontal projection
  • Great weapon
  • Good shooting accuracy on the move

Minuses

  • Poor side and stern armor
  • Weak dynamics
  • No tower

Balance weight

We find ourselves in battles of levels 8 - 10. In principle, we don’t care who we punch holes in, but we don’t care what kind of artillery we catch blanks from. However, we feel comfortable anywhere if the ultimate machine is about you and you know how to play it.

Profitability

A successful game with PA will bring us a small farm. All this is thanks to the vehicle’s good survivability and the ability to inflict high damage on any opponents. However, this is all when using ordinary shells and consumables; with premium ones you will be at a disadvantage. The game without PA will also be little different from the last option.

Tactics

Well, get used to the fact that you are a mobile pillbox. We have extremely weak dynamics, so we need to very carefully choose the direction where to go from the very beginning. We are unlikely to be able to return to base, not to mention changing the flank. It’s also worth noting that our body is quite long, which means that it won’t be difficult to punch you into the side projection, and it won’t be difficult to hit you either. We should be wary of artillery because cardboard sides and sterns and splashes will go through just fine. Also, due to the low speed, we simply will not be able to quickly change position. Our worst enemy is ST at short distances, they can simply get in from the side and hurt us. Shoot down the tracks with them, crit the engine, do whatever you want, but don’t let them in your area. Well, this PT is probably all about its features. I will only say that you need to think carefully before every action, turn, shot. The game on this PT is built with the help of brains, not hands and experience, which is also important.

Optional equipment

Everything is standard here, but with some features

  • Rammer
  • Drives
  • Fan/lining/optics/mesh - depending on the playing style. Personally, I would put a liner, we don’t have dynamics anyway, so we won’t lose anything, but the art will have to try harder when dealing damage. With such a lining, even a direct hit can only be an injection.

Equipment

Also standard

  • Repair kit
  • First aid kit
  • Fire extinguisher

Crew Perks

Commander

  1. Sixth Sense
  2. Disguise
  3. The Brotherhood of War

Gunner

  1. Disguise
  2. Sniper
  3. The Brotherhood of War

Driver mechanic

  1. Disguise
  2. Virtuoso
  3. The Brotherhood of War
  1. Disguise
  2. Radio interception
  3. The Brotherhood of War

Charging

  1. Disguise
  2. Non-contact ammunition rack
  3. The Brotherhood of War

Vulnerabilities of the machine

Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammunition rack
Blue- driver mechanic.

And finally, a few videos of the car