The pinnacle of the development of British tank destroyers, one of the most feared vehicles in the game, whose damage per shot is comparable to that of a direct artillery hit. However, the extremely low rate of fire, long mixing and modest ammunition make it necessary to play this self-propelled gun as carefully as possible.

Modules

Compatible hardware

Compatible Gear

FV215b (183) in game

Research and leveling

Tank Destroyer FV215b (183) is being researched at Tortoise for 235,000.

combat effectiveness

FV215b (183) is a very specific machine made up of contradictions. Huge, but at the same time a fast machine that deals incredible damage, does not have at least some acceptable accuracy. Conclusion: this tank destroyer is very command dependent. With the right amount of luck one on one, she will be able to destroy a single-level enemy. But if there are more than one, everything becomes very sad. If the opponents have high dynamics and rate of fire, FV215b (183) even a miracle will not always save.

The main feature of this tank destroyer is the 183 mm L4 gun, capable of delivering astronomical damage by the standards of the game. A high-explosive shell has an average damage indicator of 1750 damage - not every heavy tank of the tenth level can withstand the maximum possible damage. The armor-piercing one does not have such outstanding parameters: only 1150 damage, but armor-piercing is much better: 310 millimeters for armor-piercing and 92 for high-explosive. But at the same time, the “golden” landmine has a penetration of 275 millimeters. When targeting weak points, full damage goes through even top tanks.

But not everything is so "rosy" with the gun. The cooldown lasts 30 seconds. A full kit in the form of a rammer, ventilation and brotherhood in arms reduces this time by 5 seconds. In addition to no accuracy comes slow convergence and large spread. Saves the tower with the angles of rotation of 45 degrees in both directions, due to which it is necessary to reduce again less often compared to conventional tank destroyers. But it is worth mentioning that the tower is located at the back, which gives additional features to the playstyle.

FV215b (183) is quite dynamic. High speed is a huge plus, giving tank destroyers high mobility. It also has the advantage of agility. But still it is not enough to escape from the fast medium tanks that "circle" the FV215b (183).

Large size is another minus of the tank. This results in high visibility. As a result, this tank destroyer will be the first to take shots, especially self-propelled guns. But the lack of serious armor and shields reduces the lifespan of the FV215b (183) to a minimum.

Advantages:

The highest damage among all machines;
- good maneuverability and dynamics;
- aiming angles.

Flaws:

Low accuracy, long aiming and extremely low rate of fire;
— ammunition only 12 shells;
- big sizes.

Equipment, equipment and ammunition

Ammunition FV215b (183) is 12 rounds. However, this is quite enough. With a rate of fire of 2 rounds per minute, continuous firing can be carried out for 6 minutes. With the crew, modules, etc. - about five minutes. But if you take into account all the factors such as taking a position, waiting for a target, information and many other factors, the shells will only last 10 minutes of combat in the worst case. The fight usually ends early.

The choice of ammunition composition depends on the player's preferences, but in general it will be the same: 10 shells of the main and 2 additional ones. If the necessary funds are available, then the main ones will be the “golden” high-explosive fragmentation shells HESH Mk. 1, cost 20/8000, since HE Mk. 1 are ineffective due to low armor penetration and are not suitable as the main type of shells in battle. Armor-piercing AP Mk. 1 do less damage, but guaranteed. Therefore, the choice, again, depends solely on the preferences of the player. Below is a comparative table of FV215b shells (183).

Table of characteristics of shells for the 183 mm L4 gun:

For FV215b (183) required rammer and reinforced aiming drives. The first speeds up reloading by 3 seconds, the second speeds up aiming by 0.35 seconds. Thirdly, you can take improved ventilation: an additional bonus to both recharge and note. An alternative to ventilation can be coated optics, which give a bonus to vision, or a super-heavy anti-fragmentation lining, which will significantly reduce damage from land mines and ramming.

Hello tankers! Today we will look at the crown of the development of British PTs. The car, to which many of you went long and tedious. A machine that inspires fear in any opponent. A car, the hit of which is to be feared in the same way as the hit of artillery. A car that finally completes the branch of heavily armored anti-tank vehicles that do not drive. Meet FV215b(183):

The price of the car is 6,100,000 credits. But before the purchase, it was necessary to accumulate 235,000 experience points on the previous car, and this is a very impressive number. Well, the stuffing of experience on Tortoise is behind, farming credits too. Now all we have to do is buy the FV215b(183), install additional equipment, camouflage, and retrain the crew and-and that's it!, that's it! This completes the British PT upgrade! We are waiting for art or Chinese PT.

Since the car is level 10, we just need to put more than a good crew on it. Compared to the previous car, we have lost one person - the radio operator. Now his role is played by the commander. Here are the specialties:

  1. Retrain for gold. It will cost 200*5=1,000 credits.
  2. Reset additional skills and retrain for silver. In this way, part of the experience will go to training in the main specialty up to 100%.

I don’t see the point in considering the development branch, because there is nothing else to explore. All modules are both stock and top at the same time. The only thing that can improve performance is additional equipment. However, let's not get ahead of ourselves and look at all our modules in order.

Equipment

Well, what about the gun? You yourself see everything. The gun has huge penetration and damage rates. The incredible damage of land mines with penetration of 275 is especially mesmerizing!!! Artha nervously smokes on the sidelines. Just imagine an IS-7 coming at you, getting a bonus and driving back with 400 remaining HP - a spectacle. You don't even have to punch the enemy. Shot at the T110E4 turret and took down 600 HP with 4 crits and 3 shell shocks)))) Of course, we pay with a huge reload speed - 2 shots per minute.

The engine is good, powerful enough for this car. Of course, we will not fly with him, but we will not crawl like on AT either. In general, a normal engine. We use what was given, because there is no choice))

The ride is pretty good too. 32 degrees per second is a very good indicator. More, I think, we do not need, we will not be able to keep up.

The radio station is also top notch. The most powerful of all British ATs, and not only British ones. Few level 10 PTs have such a radio station.

Well, one more such small detail that I forgot about - the tower. It’s somehow unusual after the AT series ... Well, what can I say about it? Booking on the level, even more than on the level, the turning speed is so-so, but the review is normal. In short, we use what we have.

I will highlight the advantages and disadvantages

pros

  • Great tool
  • Great burst damage
  • The presence of a tower that rotates 45 degrees
  • Better mobility than AT series

Minuses

  • Relatively weak armor, especially compared to the AT series
  • Very low weapon rate of fire
  • High priority for artillery
  • Mobility is average, but no more

Tactics

This is where everything turned 180 degrees. The gun does not shine with accuracy, rate of fire. Failure is very costly. In the forefront, it is contraindicated for us due to the fact that there is not much armor. Artillery also likes to shoot at us. The tank feels best on city maps, but after a shot, what to do for 30 seconds? Another very significant effect on the gameplay is the rear location of the tower. In general, I will say this, a tank for very experienced players. This is not a universal seven (IS-7) for you, which can be played in 10 different ways, at least as ST or PT. The car is very dependent on the team, and the team from it, because it is able to do such things ... but only in competent hands and under cover. I strongly advise you to ride in a platoon, it is such a random random ...

I don't think it's worth talking about balance weight either. We are always in the top and shoot at the same tops as we do =)

Profitability

Everything here is very sad. Many pump this AT for its premium HEs, and they cost a little more than expensive =(Repair is also quite expensive. In any case, the machine will either play zero, or, when firing premium shells, go into terrible minuses and PA will not help here You need a tank to get credits, preferably a premium one.

Optional equipment

  • Rammer- 30 sec. reloading speaks for itself.
  • Reinforced. pickup drives- we also have trouble with mixing =(
  • As before, fan or light. Here already to your taste.

Equipment

Everything is more than standard here.

  • repair kit
  • first aid kit
  • Fire extinguisher

Crew perks

Commander

  1. Sixth Sense
  2. Disguise
  3. Repair

gunner

  • Disguise
  • Sniper
  • Repair

Fur. Driver

  • Disguise
  • Virtuoso
  • Repair

Charging

  • Disguise
  • Desperate
  • Repair

Charging

  • Disguise
  • "Contactless" ammo rack
  • Repair

The game

Genre

Localization

Year of issue

Payment

Free


On February 28, 2013, the game was installed, and in this article we want to tell you about the newly introduced British Tier 10 tank destroyer - FV215 b (183).
First of all, it must be said that this is a monster machine that is capable of destroying many level 9 vehicles with 1 shot with a cumulative projectile. If we talk about weapon damage, it should be emphasized that even some artillery is inferior to this simply crazy damage.

The FV215 b (183) weapon deals an average of 863-1438 damage in combat, while the same JagdPz E-100 produces 788 -1313 damage. As for the rate of fire, our FV215 b (183) fires only 2 rounds per minute, while the JagdPz E-100 fires 2.33 rounds per minute.

Here is a row undeniable pluses new British tank destroyer FV215 b (183):

- The tower is capable of turning 45 degrees in each of the two directions, however, the speed is only 16 degrees per second, but, nevertheless, it is better than a cast tower.
- Turret armor in mm: 254 - forehead, 101 - sides, 76 - stern.
- Hull armor in mm: 152 - forehead, 50 - sides, 76 - feed.
- 34 km/h. The JagdPz E-100 has only 30 km/h.
- The gun penetrates armor with a thickness of 233-388 mm; at gun armor: 1150/1750/1750. JagdPz E-100 gun strikes 224-374 mm; gun damage: 1050/1050/1400.
- Hull rotation speed 34 degrees per second, JagdPz E-100 - 20 degrees per second.
- Pretty small size.

Of the minuses FV215b(183):

- 2000 HP
- Ammunition 12 shells, and consequently you need to shoot for sure.
- In rams, it is not particularly effective, since the mass is only 60-64 tons.
- A weapon of medium accuracy.

Summing up, we can confidently say that this car at the moment - (March 1, 2013) is the best tank destroyer in the game World of Tanks. Keep in mind that this car can become a real monster in the right hands. It is quite possible that soon the developers will nerf some of its characteristics.

Below is a video clip of the game on the FV215 b (183).

Video

Official website of the game - http://www.worldoftanks.ru

While discounts for 10s are going on, let's talk about the FV215b (183) - the pinnacle of the development of British tank destroyers, one of the most terrible vehicles in the game, whose damage per shot is comparable to the damage from a direct artillery hit. However, the extremely low rate of fire, long mixing and modest ammunition make it necessary to play this self-propelled gun as carefully as possible.

Let's start with the history of this tank - like many other heavy-duty vehicles, it did not go beyond the layout. The heavy tank Conqueror (conqueror) was already quite capable of fighting the Soviet IS-3 at medium distances, but work on creating a "counterweight" for Soviet equipment continued. It was decided to install a gun with a caliber of 183 mm on the chassis from Conqueror. And for the first time this gun was tested on the FV4005 Conway. But while the design work was going on, cheaper means of countering heavy armored vehicles were created. As a result, a wooden model of a self-propelled gun was built, but the work did not go further than this.
And why, you ask, was the tower mounted on the back of the car? And all because such a huge gun would simply turn the tank over when the turret turned around its axis. Also, it would be necessary to reduce the speed of the car and its reservation.

But let's move on to the tank in the game. Let's turn to wiki.worldoftanks.ru:
FV215b (183) is a very specific machine made up of contradictions. Huge, but at the same time a fast machine that deals incredible damage, does not have at least some acceptable accuracy. Conclusion: this tank destroyer is very command dependent. With the right amount of luck one on one, she will be able to destroy a single-level enemy. But if there are more than one, everything becomes very sad. If the opponents have high dynamics and rate of fire, FV215b (183) even a miracle will not always save.

The main feature of this tank destroyer is the 183 mm L4 gun, capable of delivering astronomical damage by the standards of the game. A high-explosive shell has an average damage indicator of 1750 damage - not every heavy tank of the tenth level can withstand the maximum possible damage. The armor-piercing one does not have such outstanding parameters: only 1150 damage, but armor-piercing is much better: 310 millimeters for armor-piercing and 92 for high-explosive. But at the same time, the “golden” landmine has a penetration of 275 millimeters. When targeting weak points, full damage goes through even top tanks.

But not everything is so "rosy" with the gun. The cooldown lasts 30 seconds. A full kit in the form of a rammer, ventilation and brotherhood in arms reduces this time by 5 seconds. In addition to no accuracy comes slow convergence and large spread. Saves the tower with the angles of rotation of 45 degrees in both directions, due to which it is necessary to reduce again less often compared to conventional tank destroyers. But it is worth mentioning that the tower is located at the back, which gives additional features to the playstyle.
FV215b (183) is quite dynamic. High speed is a huge plus, giving tank destroyers high mobility. It also has the advantage of agility. But still it is not enough to escape from the fast medium tanks that "circle" the FV215b (183).
Large size is another minus of the tank. This results in high visibility. As a result, this tank destroyer will be the first to take shots, especially self-propelled guns. But the lack of serious armor and shields reduces the lifespan of the FV215b (183) to a minimum.
It should be remembered that the FV215b (183) ammunition load is 12 rounds. However, this is quite enough. With a rate of fire of 2 rounds per minute, continuous firing can be carried out for 6 minutes. With the crew, modules, etc. - about five minutes. But if you take into account all the factors such as taking a position, waiting for a target, information and many other factors, the shells will only last 10 minutes of combat in the worst case. The fight usually ends early.

To all those who are interested, we recommend this text guide, excerpts from which we will give below:
…Starting from the first day of testing patch 0.8.4 and up to today, having rolled back a total of 239 battles (tests + base), I have only one impression of this tank. The FV215b (183) is an ART SPG with a turret that has its strategic sight replaced with a sniper one. I don’t see any other significant differences, except that the gun is more accurate ...
... a shot of such an O.F. a shell will unmask you almost halfway through the map - you will glow, and glow very boldly, like “poplar on ivy”. Double bushes, yes, help a little. But such bushes are not on every map and not in every combat situation...

And some more player feedback from the topic on the official forum:
tourniquet: When playing on fv you have to drink Corvalol =) Mixing - many tanks have time to shoot and reload, accuracy - it's not you who decides whether to hit or not, but the VBR. Dynamic - yes! Ricochet - yes! Damn damage - yes! (in two and a half years I didn’t take as many one-shots as in FV for 40 fights). The developers found and created a very thin line so that this item would not stand out from the 10k heap. A couple of small ups and you get an imba! For 40 fights, as I remember now, one-shots: dad, 103, leva, CT, E75, about 268, is3.

BouH_007: in fact, Fri is quite accurate and there are penetrations with gold mines !! I played more than 500 fights on it and I have 3k average damage, but it’s not one-shots every fight, sometimes you have to hide behind covers from 5 art and end up doing 1000-1500 damage per battle… but with some luck and straight arms, pt works wonders! ! you can’t rush on it, climb forward and shoot at the silhouette in close combat (in the long-range, at least the silhouette fits in the scope))

ZAHR: Just horrendous vertical aiming angles. And if the gun somehow rises up, then it doesn’t go down at all, which simply creates a lot of problems on these plowed maps. Sometimes there is a nice bonus in the form of a large damage. The maximum that I have seen is minus 2148 for a shot at E100. But it was only once in my modest 80 fights that a full damage went through. Much more often passes 1500-1800 when breaking through. And even more often 400-800 when it hits the harp or the screen or the gun.

Well, in conclusion, let's give the floor to Desertod, who in his fresh guide "Destroyer of Hopes" tried to approach the "projectile" with extreme bias and bathert. And then wherever you look, everywhere this Fri is praised. Let's find out what's wrong here. Happy viewing!

10-03-2017, 11:03

Hello to all lovers of big numbers of damage, the site is with you! Friends, now we will talk about one of the most dangerous vehicles in our favorite game, the tenth level British tank destroyer, in front of you FV 215B (183) guide.

Few people do not know that all the strength and power of this device lies in its armament, it is the gun that will bring you maximum pleasure and fun, although FV 215B (183) World of Tanks and other advantages that you need to know along with the disadvantages if you want to show decent results on the battlefield.

With the release of update 0.9.21 for World of Tanks, the FV 215B (183) was taken out of the upgrade branch and moved to the category of special tanks. In its place was another level 10 tank destroyer - .

TTX FV 215B (183)

We will start our review with the fact that this device is the owner of a typical safety margin by the standards of its peers and a very decent base viewing radius of 390 meters.

Now I would like to touch on the topic of the survivability of the British, and first of all it is worth noting its gigantic size. FV 215B (183) tank really very large, our silhouette is not only long, but also wide and very high, because of which the disguise suffers greatly and it is often very difficult to hide.

However, with such impressive dimensions, FV 215B (183) specifications reservations are somewhat worthy of respect. We have serious security in the frontal projection and the turret is the hardest part. Initially, the thickness of the armor plates here is impressive, and thanks to all kinds of slopes and bevels, the reduction in the thinnest place is 245 mm, and in the thickest places it goes beyond 500 millimeters.

Forehead of the hull FV 215B (183) World of Tanks more vulnerable, but due to the rational slope of the VLD, it has about 260 millimeters of reduced armor, which also often allows even top-end equipment to be tanked. But remember once and for all that we have cardboard NLD, its thickness does not exceed 190 millimeters and it always needs to be hidden.

You should never rely on booking sides, nominally in this projection it is extremely weakly protected, and even when set with a rhombus, there is a high probability that you will be damaged, of course, if the opponent is not completely weak or if the projectile does not "eat" the harp.

It is quite expected that with such a barn and the presence of an impressive reservation, Tank Destroyer FV 215B (183) WoT everything is very mediocre in terms of mobility. Our maximum speed is modest, the ratio of horsepower per ton of weight gives weak dynamics and the situation with maneuverability is no better, many will be able to spin us.

gun

As already mentioned at the very beginning, the whole essence of this self-propelled gun is its most powerful weaponry. A cannon so powerful is installed on board that no one in their right mind wants to catch your eye.

So, at FV 215B (183) gun possesses a monstrously powerful alpha strike, the largest by the standards of the tenth level technology (except for artillery). Of course, at such an alpha, we have a painfully long reload time and a low DPM, but it's worth it.

With the parameters of penetration, everything is also more than worthy. If you don't want to spend too much, FV 215B (183) World of Tanks there are the most penetrating armor-piercing shells in the game. And for those who are not bound in silver, it is recommended to charge gold mines, their penetration is somewhat lower, but the damage is greatly overestimated, and even if you do not penetrate the target, you are guaranteed to deal about 600 damage, or even more. As for less protected enemies or hits in vulnerable areas, FV 215B (183) tank is quite capable of sending most opponents of level 8-9 to the hangar with one shot, which will bring you a lot of positive emotions.

In addition to a long reload, for the ability to "swanshot" the enemy Tank Destroyer FV 215B (183) World of Tanks pays off in terms of accuracy. The dispersion of our gun is the largest among the PT-10, it takes a very long time to reduce and its stabilization is disgusting.

Pleased with the fact that British tank FV 215B (183) endowed with a movable cabin, which rotates in the total sector of 90 degrees, which completely deprives us of problems with horizontal aiming angles. But due to the rear location of the felling, the trunk bends down very badly, only 5 degrees, and this often causes problems.

Advantages and disadvantages

Based on the above, it is easy to draw conclusions and understand where the tank has strengths, and where are the frank weaknesses that need to be hidden from the enemy. But to make it easier for you to navigate, we will highlight the main advantages and disadvantages FV 215B (183) separately.
Pros:
The highest one-time damage among the PT-10;
Very scary gold mines;
Excellent penetration parameters;
Strong frontal armor of the tower and VLD;
Partially rotating wheelhouse.
Minuses:
The huge dimensions of the tank and poor camouflage;
Mediocre booking of NLD and sides;
Weak mobility (maximum speed, dynamics, maneuverability);
Poor accuracy performance;
Very long reload time
Small ammunition.

Equipment for FV 215B (183)

By choosing the right additional modules, you can improve the initial performance of the tank well, multiplying its advantages or reducing its disadvantages. In our case, we need to fully concentrate on the disadvantages of weapons, that is, on tank FV 215B (183) equipment put the following:
1. - our reload speed is really very low and it needs to be increased by any means.
2. - remember the mediocre mixing speed and now we are trying to improve this indicator.
3. - closed cabin gives you the opportunity to immediately increase all the necessary parameters, making the speed of reloading and aiming even a little more comfortable, as well as improving the viewing range.

I consider the above three points to be absolutely optimal, it is undesirable to replace them with something, but if someone really wants to improve the camouflage of the car, sacrificing firepower and comfort inflicting damage, you can put it.

Crew training

I think there is no need to remind you how important it is not to make a mistake in the distribution and selection of skills among crew members. I just want to add that we again need to focus on improving the parameters of weapons, but at the same time we should not forget about other important nuances, that is, for Tank destroyer FV 215B (183) perks learn in this order:
Commander (radio operator) -,.
Gunner -,.
Driver mechanic - , .
Loader - , .
Loader - , .

Equipment for FV 215B (183)

Consumables are selected according to the well-known scheme, where, in order to save money, you can give preference to a set of,. But this self-propelled gun is already very expensive to maintain, and in order to play with maximum comfort, it is better to carry on FV 215B (183) equipment as, . And for those who want to achieve comfort, but are not ready to give each battle 20,000 silver, the last option is replaced by.

FV 215B tactics (183)

At the end of the battle Tank destroyer FV215b (183) WoT can have a very large impact due to the presence of insanely powerful gold mines. However, this detail is both a plus and a minus of the machine. The fact is that if you hit the enemy in a vulnerable zone or just shoot at a cardboard car, the result will exceed all expectations, but the likelihood of hitting an armored area and dealing only 500-600 damage at such a rate of fire can make us useless on the battlefield. In addition, firing gold mines British tank FV215b (183) drives its owner into the wildest minus for silver, which is not suitable for everyone.

Precisely because there is a chance of a miss, for FV215b (183) tactics combat cannot be reduced only to firing at long distances. It is better for us to position ourselves between the first and second lines, in this case we can play from the armor if we hide the NLD and do not expose the boards, and at the same time the probability of a miss is greatly reduced.

If you don’t want to go much into the negative and are worried that you will deal little damage without breaking through the enemy, no one forbids using armor-piercing shells, they have FV215b (183) World of Tanks have the most impressive penetration in the game and also deal a lot of damage, although the style and perception of the game in this case changes.

In addition, regarding damage, we have such a long cooldown that God himself ordered to play with alpha strike. It means that FV215b (183) tank should make an aimed shot, and after that there is no need to stand under enemy fire (if someone survives), it is much more reasonable to hide behind the nearest cover and wait until the loaders push another round into the breech.

For the rest, you must remember that we should never let the enemy close to us, let alone let him on board. This is one of the reasons why World of Tanks FV215b (183) considered a very situational machine, it depends not only on the will of the VBR, but also on the team. To win back more successfully, keep an eye on the mini-map, be afraid of artillery as fire and luck will accompany you on the way, letting go of "one-shots" is really a lot of fun and it can greatly affect the outcome of the battle.

10-03-2017, 11:03

Hello to all lovers of big numbers of damage, the site is with you! Friends, now we will talk about one of the most dangerous vehicles in our favorite game, the tenth level British tank destroyer, in front of you FV 215B (183) guide.

Few people do not know that all the strength and power of this device lies in its armament, it is the gun that will bring you maximum pleasure and fun, although FV 215B (183) World of Tanks and other advantages that you need to know along with the disadvantages if you want to show decent results on the battlefield.

With the release of update 0.9.21 for World of Tanks, the FV 215B (183) was taken out of the upgrade branch and moved to the category of special tanks. In its place was another level 10 tank destroyer - .

TTX FV 215B (183)

We will start our review with the fact that this device is the owner of a typical safety margin by the standards of its peers and a very decent base viewing radius of 390 meters.

Now I would like to touch on the topic of the survivability of the British, and first of all it is worth noting its gigantic size. FV 215B (183) tank really very large, our silhouette is not only long, but also wide and very high, because of which the disguise suffers greatly and it is often very difficult to hide.

However, with such impressive dimensions, FV 215B (183) specifications reservations are somewhat worthy of respect. We have serious security in the frontal projection and the turret is the hardest part. Initially, the thickness of the armor plates here is impressive, and thanks to all kinds of slopes and bevels, the reduction in the thinnest place is 245 mm, and in the thickest places it goes beyond 500 millimeters.

Forehead of the hull FV 215B (183) World of Tanks more vulnerable, but due to the rational slope of the VLD, it has about 260 millimeters of reduced armor, which also often allows even top-end equipment to be tanked. But remember once and for all that we have cardboard NLD, its thickness does not exceed 190 millimeters and it always needs to be hidden.

You should never rely on booking sides, nominally in this projection it is extremely weakly protected, and even when set with a rhombus, there is a high probability that you will be damaged, of course, if the opponent is not completely weak or if the projectile does not "eat" the harp.

It is quite expected that with such a barn and the presence of an impressive reservation, Tank Destroyer FV 215B (183) WoT everything is very mediocre in terms of mobility. Our maximum speed is modest, the ratio of horsepower per ton of weight gives weak dynamics and the situation with maneuverability is no better, many will be able to spin us.

gun

As already mentioned at the very beginning, the whole essence of this self-propelled gun is its most powerful weaponry. A cannon so powerful is installed on board that no one in their right mind wants to catch your eye.

So, at FV 215B (183) gun possesses a monstrously powerful alpha strike, the largest by the standards of the tenth level technology (except for artillery). Of course, at such an alpha, we have a painfully long reload time and a low DPM, but it's worth it.

With the parameters of penetration, everything is also more than worthy. If you don't want to spend too much, FV 215B (183) World of Tanks there are the most penetrating armor-piercing shells in the game. And for those who are not bound in silver, it is recommended to charge gold mines, their penetration is somewhat lower, but the damage is greatly overestimated, and even if you do not penetrate the target, you are guaranteed to deal about 600 damage, or even more. As for less protected enemies or hits in vulnerable areas, FV 215B (183) tank is quite capable of sending most opponents of level 8-9 to the hangar with one shot, which will bring you a lot of positive emotions.

In addition to a long reload, for the ability to "swanshot" the enemy Tank Destroyer FV 215B (183) World of Tanks pays off in terms of accuracy. The dispersion of our gun is the largest among the PT-10, it takes a very long time to reduce and its stabilization is disgusting.

Pleased with the fact that British tank FV 215B (183) endowed with a movable cabin, which rotates in the total sector of 90 degrees, which completely deprives us of problems with horizontal aiming angles. But due to the rear location of the felling, the trunk bends down very badly, only 5 degrees, and this often causes problems.

Advantages and disadvantages

Based on the above, it is easy to draw conclusions and understand where the tank has strengths, and where are the frank weaknesses that need to be hidden from the enemy. But to make it easier for you to navigate, we will highlight the main advantages and disadvantages FV 215B (183) separately.
Pros:
The highest one-time damage among the PT-10;
Very scary gold mines;
Excellent penetration parameters;
Strong frontal armor of the tower and VLD;
Partially rotating wheelhouse.
Minuses:
The huge dimensions of the tank and poor camouflage;
Mediocre booking of NLD and sides;
Weak mobility (maximum speed, dynamics, maneuverability);
Poor accuracy performance;
Very long reload time
Small ammunition.

Equipment for FV 215B (183)

By choosing the right additional modules, you can improve the initial performance of the tank well, multiplying its advantages or reducing its disadvantages. In our case, we need to fully concentrate on the disadvantages of weapons, that is, on tank FV 215B (183) equipment put the following:
1. - our reload speed is really very low and it needs to be increased by any means.
2. - remember the mediocre mixing speed and now we are trying to improve this indicator.
3. - closed cabin gives you the opportunity to immediately increase all the necessary parameters, making the speed of reloading and aiming even a little more comfortable, as well as improving the viewing range.

I consider the above three points to be absolutely optimal, it is undesirable to replace them with something, but if someone really wants to improve the camouflage of the car, sacrificing firepower and comfort inflicting damage, you can put it.

Crew training

I think there is no need to remind you how important it is not to make a mistake in the distribution and selection of skills among crew members. I just want to add that we again need to focus on improving the parameters of weapons, but at the same time we should not forget about other important nuances, that is, for Tank destroyer FV 215B (183) perks learn in this order:
Commander (radio operator) -,.
Gunner -,.
Driver mechanic - , .
Loader - , .
Loader - , .

Equipment for FV 215B (183)

Consumables are selected according to the well-known scheme, where, in order to save money, you can give preference to a set of,. But this self-propelled gun is already very expensive to maintain, and in order to play with maximum comfort, it is better to carry on FV 215B (183) equipment as, . And for those who want to achieve comfort, but are not ready to give each battle 20,000 silver, the last option is replaced by.

FV 215B tactics (183)

At the end of the battle Tank destroyer FV215b (183) WoT can have a very large impact due to the presence of insanely powerful gold mines. However, this detail is both a plus and a minus of the machine. The fact is that if you hit the enemy in a vulnerable zone or just shoot at a cardboard car, the result will exceed all expectations, but the likelihood of hitting an armored area and dealing only 500-600 damage at such a rate of fire can make us useless on the battlefield. In addition, firing gold mines British tank FV215b (183) drives its owner into the wildest minus for silver, which is not suitable for everyone.

Precisely because there is a chance of a miss, for FV215b (183) tactics combat cannot be reduced only to firing at long distances. It is better for us to position ourselves between the first and second lines, in this case we can play from the armor if we hide the NLD and do not expose the boards, and at the same time the probability of a miss is greatly reduced.

If you don’t want to go much into the negative and are worried that you will deal little damage without breaking through the enemy, no one forbids using armor-piercing shells, they have FV215b (183) World of Tanks have the most impressive penetration in the game and also deal a lot of damage, although the style and perception of the game in this case changes.

In addition, regarding damage, we have such a long cooldown that God himself ordered to play with alpha strike. It means that FV215b (183) tank should make an aimed shot, and after that there is no need to stand under enemy fire (if someone survives), it is much more reasonable to hide behind the nearest cover and wait until the loaders push another round into the breech.

For the rest, you must remember that we should never let the enemy close to us, let alone let him on board. This is one of the reasons why World of Tanks FV215b (183) considered a very situational machine, it depends not only on the will of the VBR, but also on the team. To win back more successfully, keep an eye on the mini-map, be afraid of artillery as fire and luck will accompany you on the way, letting go of "one-shots" is really a lot of fun and it can greatly affect the outcome of the battle.

In this article, we will talk about one of the most interesting top anti-tank installations, which has some advantages of a tank, good speed and a powerful gun, which makes it one of the most interesting vehicles in the game and will make fans of big numbers abandon all tanks when dealing damage and stay on it for at least a month.

History reference

The FV215b(183) self-propelled gun was developed on the basis of the Conqueror heavy tank. The main feature of this machine was a 183 mm caliber gun mounted in a turret at the stern. It was assumed that the purpose of the vehicle would be to fight heavy enemy tanks. However, while the design work was going on, cheaper means of countering heavy equipment were created. A wooden model of a self-propelled gun was built, but work did not go beyond it.

In general, we are dealing with a paper prototype, however, in the game the car turned out to be more than interesting, well, let's move on to studying it.

General characteristics

As usual, we begin our acquaintance with the World of Tanks vehicles by studying the general characteristics.

Figure 1. FV215b - general characteristics

Strength

The tank's durability is 2,000, which is the same as its predecessor, the Tortoise (which is the toughest tier 9 tank destroyer in the game), making us one of the toughest self-propelled guns in the game. For example, the Soviet top-end anti-tank guns are slightly inferior to us in terms of HP (by 50 and 100 units, respectively), the French Foch is already inferior to us by 150 units, and the American T110E3 even surpasses us by 50 units in this indicator, but it has a turret molded into the hull, that is, static. In general, we are examples of strength among tank destroyers of the 10th level, only the slow German JagPzE100 with 2200hp is stronger than us, although in terms of maneuverability it is far from us, and our gun is even more powerful (183 mm versus 170 mm ). We have parity only with the T110E4 in terms of safety margin, but we have a much more powerful weapon, however, the American cannot be written off - at the moment it is one of the most powerful, compact and convenient tank destroyers in the game.

Weight and maneuverability

We have a weight of about 60 tons, not much and not a lot as for top-end equipment, in any case, we shouldn’t be too afraid of a ram, well, except perhaps from the Mouse or JagPzE100, and then if they are lucky and there will be a hill nearby, and we will stand below. Again, there are few chances for this, since any HE shot into the caterpillar area consistently knocks them down even with the Mice, the only chance is a combination of torsion bars and anti-fragmentation lining, but tankers still need to look for such a combination of modules. Also, moderate weight allows us to avoid the fate of "Fat Hans" - "JagPzE100" - a formidable anti-tank gun is formidable only from afar, when approaching it becomes easy prey, trying in a panic to have time to turn around for more nimble opponents. We are not threatened with options with “carousels”, since we have a turning speed of 32 degrees per second, and we have an engine power of 800 tons of horsepower, which allows us to accelerate the tank to 34 km / h, which is more than enough for most tasks on the battlefield.

By the way, the M26 Pershing has a similar turning speed - 36 deg/sec for the stock chassis, 38 deg/sec for the top chassis, while we have 32 deg/sec, but we have a heavy top-end tank destroyer of the 10th level and at the same time, we are slightly behind in maneuverability from our brother on a national basis - 32 versus 36 degrees / sec. It is important to remember that the M26 Pershing is one of the most maneuverable tanks in the game among the line of medium tanks, which are only surpassed in this part by light tanks.

The engine burns extremely rarely, in three dozen battles in a row the tank caught fire only once, having received a cumulative hit from an enemy tank destroyer of the 10th level right in the junction between the upper and lower armor plates, while the tank burned out almost completely (the skill was not learned from the crew " Fire fighting” and “Cleanliness and order”, but you should learn them, just in case) and had to stand until the end of the battle behind the house, because with the margin of safety that remained, there was no point in taking risks again and leaving under direct enemy fire. At the same time, I always use high-octane gasoline for better dynamics, so the PT picks up speed and turns faster and, although it costs 5000 silver, it justifies itself almost completely. For example, in a test race between two "FV215b", I, using gasoline, overtook my "colleague" by a whole body already 15 seconds after the start. Now imagine what kind of bonus you get when marching over long distances, and when meeting with the opponent’s ST in close combat? - It is difficult to overestimate the usefulness of the consumable.

Figure 3. Chassis "FV215b"

Armor

Frame

The hull armor is quite good - 152 mm in the frontal projection, and we have very sharp corners there and these millimeters are enough, but only for ordinary armor-piercing ones. If your brothers in the 10th level camp are hitting you with a cumulative or sub-caliber, then these armor plates are no longer enough, since the armor penetration of cumulative (sub-caliber) for guns of the 10th level is about 400 tons of millimeters, and in this case the chance of non-penetration or the ricochet will depend mainly on quick "maneuvers" of the hull (to increase the risk of ricochet) or on the VBR, which periodically throws up such "gifts".

Tower

The armor of the turret is impressive - 254 mm, although there are no such rational angles of inclination of the armor as in the frontal part, however, for ordinary armor-piercing armor of this thickness, it is quite enough to withstand the fire of guns of the 10th level. And again, if you are hit with cumulatives, then the chances of holding back the blow are much less, however, these Über-shells can only withstand the JagPz-E100, and even then not always, and most often it breaks through either into the lower armor plate or into the front armor plate of the cabin. In general, if a player with a thick virtual wallet shoots at you and does not skimp on gold shells, then it is better to look for cover, however, given the realities of the game after patch 0.8.2, few people do not use gold shells, because the developers have already opened this " Pandora's box" and everything that "fell" from there became available to almost any player. Even an ordinary player who has not invested a penny in the game, through stubborn hours of gaming, can earn himself a few hours of “playing for fun” on top-end vehicles with gold shells to boot.

The unique property of the FV215b turret is that it turns, unlike most other tank destroyers, although only 45 degrees to the sides, and the same T110E4 can turn the turret 90 degrees, that is, almost a right angle - you can shoot at opponents and stand sideways. We can do this with a half-radius, however, even such angles allow us to catch especially nimble CTs and even LTs of the enemy using both the ability of the turret to turn and the maneuverable undercarriage. In addition, playing in the classic AT style - standing in the bushes and shooting at passing targets, we do not need to turn the hull and reveal ourselves - we can “accompany the barrel” with most targets only by turning the turret. This is especially effective if you use a camouflage net, the effectiveness of which directly depends on your immobility. It is also important to remember that we have a turret traverse speed of only 16 deg/sec, therefore, if you are tracking a target at a distance of 200 meters and the target is a fast ST or LT, then it is better to first turn the hull ahead of the enemy’s line of motion and only then do fine-tuning on the target with the help of the tower, rather than almost reducing to the target again, turning the hull, since the target has left your firing radius (which gives the turn of the tower). That is, if you see that a fast enemy tank is trying to go around you along a large radius, then you should obviously deploy the hull with a margin, to the point where the enemy should drive. So your radius of "tracking" the target with the turret will not be 45 degrees, but 45 + 45 = 90, if you calculate relative to the median, which is the barrel of the gun. Also, it is important to remember that if the enemy is too close, then it will not be possible to “accompany” him only by turning the turret, in this case, you should actively use the turn of the hull, not forgetting to expose strong frontal armor to attack and protect the vulnerable flank part.

Concluding the review of the armor, we can say that everything is not bad in terms of frontal armor, but our side armor is not so hot - 101 mm side armor of the turret and only 50 mm side of the hull. If a projectile crashes into a side armor plate with 101 mm armor at an acute angle, then it is twice as likely to bounce than if it hits a 50 mm armor plate. In general, the side armor is the Achilles heel of our anti-tank guns, it must be protected and not substituted, and if you are used to tanking with the sides on the same “slipper” (VK4002P ausf.B), then you should not do this on the “Fv215b” in any case, except critical situations, for example, you need to stop the capture of the base or destroy a particularly dangerous enemy. At the same time, it is desirable to have at least 50% HP in reserve, otherwise a couple of shots from enemies sitting on the capture circle will interrupt your attempt at the start.

As an alternative, I recommend installing reinforced torsion bars (for some very large units, they may be called “reinforced washers”) to increase the survivability of the undercarriage. This will not only allow you to get immobilized with broken tracks less often, but also increase the frequency of damage absorption by the undercarriage, even in our case with 50mm armor.

As for the rear armor, everything is quite simple - 76 mm in the turret and hull and the angles there are close to straight lines, that is, you can count on it only when tanks of the 6th level hit you, and then in half of the cases. In general, as always, and for almost any tank, the truth is true - do not expose the rear armor to a blow under any circumstances. We do not consider options with the KV-5 tanking stern in the "sandbox", since they are out of the ordinary.

gun

Aiming speed

The 183-mm L4 gun is just a song, not even, it is a hymn to all especially powerful guns - this gun is not just powerful, it is simply incredibly strong, and we pay for this with a dull rate of fire - only two shots per minute. At the same time, we still have a number of disadvantages in the load - the gun is reduced for a very long time, at the slightest turn of the turret, the aiming circle again takes up half the screen. This greatly hinders when aiming at long distances, especially since we do not have the ability to tank with the sides and expose ourselves to attack during aiming at the target, like the same E-100, so the problem of aiming at the target is very relevant for us. For these purposes, we need to pay special attention to the special skills - "Smooth Ride" and "Smooth Turret Rotation", and at a minimum, we need to use the "Reinforced Aim Drives" and / or "Ventilation" modules. Although the effect of ventilation will be more or less noticeable only with the use of the Combat Brotherhood skill, but for our large crew this skill will be especially useful. One skill that needs to be learned is “Smooth Turret Rotation”, we simply need it - 7.5% to the spread when turning the turret and in combination with “Reinforced aiming drives” this will allow us to significantly reduce the spread, and if we have learned combat brotherhood and ventilation is installed, then another 10% will be added to the figure of 17.5%. That is, we will be able to reduce the spread of the gun by almost a third, and this is all expressed in seconds and tenths of seconds, which sometimes cost us an early visit to the hangar or victory in battle.

Figure 5. Gun "183-mm L4"

rate of fire

Only two shots per minute is a big minus of this gun, but given the fact that we inflict more than a thousand damage with armor-piercing ones, and with 500-700 hits even to heavily armored targets, the relationship becomes clear. Imagine what would happen if we had a rate of fire of 3,5 or even 4 rounds per minute, then the British “feveshki” would simply force out any other vehicles from the battlefield, which would certainly upset the balance and would not contribute to positive feedback from other players who like other classes. Then the same situation would have turned out, which is now happening with artillery at the 9-10th level of battles, when everyone is behind cover and, in fact, playing a turn-based game. In general, with such values, most players are drawn to increase this value and put, for example, a rammer or ventilation. With the rammer we get a rate of fire of 2.2 rounds per minute, this is a small increase, but it is noticeable, especially on city maps, where the rate of fire is most important. We have only one problem - there are only three slots for modules, and therefore we are limited in our choice, in addition, pay attention to the above problem with the speed of aiming at the target. The fact is that with our rate of fire, any miss is a chance for the enemy, and any hit with penetration is a significant contribution to the team's victory. Therefore, shooting more accurately, in my opinion, is more important than shooting faster, in any case, we can maneuver an extra couple of seconds, but a miss is a minus, and it hurts your wallet, especially when we shoot with hashes (a special type of HE shell with high armor penetration), which stand no less - 8,000 silver apiece. In any case, it’s up to you to make a choice, I can only add that a long aiming speed is not so critical only if you have a fully learned disguise, in this case we have an advantage - a reserve of time until the enemy detects us, and we can afford to aim at 1 .5-2 seconds longer.

Accuracy

Our accuracy is average - 0.4 scatter, which means that we can’t talk about either the excessive inaccuracy of the gun, or the special “German” accuracy of fire, where the aiming speed of 3.4 seconds is of great concern. This is a lot, even a lot, but what do you want - after all, our gun weighs 5.4 tons, and the caliber is 183 mm, and it is common for such a giant to “swing his hammer” for a long time, but he hits with crushing power. The main thing for us is to converge as quickly as possible, so that the center of the circle is on the target, and the circle itself is completely brought together, then most of the shells will fly into the target and even any hit on the caterpillar will at least immobilize the enemy tank for a very long period. And if you hit with land mines or "hashes", then there are no problems at all - any hit will cause significant damage, with rare exceptions.

shells

The shells are huge both in size and in destructive power, which is why only 12 of them fit even in such a huge machine as the FV 215b.

BB 183-mm AP. Mk.1

As can be seen from the figure, the 183-mm armor-piercing AR Mk.1 deals stably 1000-1200 damage 9 on average - 1150), while it penetrates up to 388 mm of armor, although on average it is 310 mm, and the minimum is 233 mm. The numbers, frankly, are impressive, even the "Big Hans" could not keep up with the British in these indicators ("JagPzE-100 pierces 299 mm of armor with ordinary AP and deals 1050 damage, although it has the advantage of a cumulative with armor penetration of 420 mm ).

OF 183-mm HE Mk.1

The standard HE Mk.1 high-explosive fragmentation projectile penetrates 92 mm of armor and deals 1750 damage. damage on average, maximum - almost 2200 units. That is, we penetrate almost 100 mm and inflict for one and a half thousand damage, frankly, impressive performance! With such projectiles, I was able to deal 700 tons of damage to E-100-type monsters, and this was when they hit the forehead! In addition, these shells are the cheapest - 1900 units. silver, so I advise you to pay the most attention to them due to their high efficiency and low cost.

OF 183-mm HESH Mk.1

A special type of HE projectile - "HESH Mk.1" corresponds in type to high-explosive fragmentation, but the principle of operation is somewhat different. Without going into details, let's say that, like a cake, when it hits an enemy tank, it spreads over its armor, and then creates cracks and splits in the armor by the force of the explosion, which hit the modules of the tank's crew, including even if not penetrated - with secondary fragments (dross) . At the moment, the mechanics of the action of HE shells has been changed to "more realistic" from the point of view of the developers, but even this does not correspond to the mechanics of the action of the "HESH" type shell. In general, this part of the game needs improvement for two reasons - there are more and more British tanks and many of them use this type of ammunition and "World of Tanks" is the number one game about tanks in the world, albeit not a pure simulator, but only with elements simulator and MMO elements, but the status, so to speak, obliges, and therefore it should be finalized and the sooner the better (a sign of professionalism). The fact is that this type of projectile was distinguished by consistently high performance in terms of causing damage to the tank, but in the game it is sometimes more useless than a conventional landmine, again, not because the projectile for 8 thousand units of silver is bad, but because the damage model is unfinished. Therefore, for example, on the FV4202, when firing with hashes, the damage is simply dull, while the bill for the shells after the battle is “pleasant”.

Therefore, most players only use hashes to shoot TTs in the rear, or to shoot the French, in general, against weakly armored tanks and / or weakly protected areas of armor. For example, if you hit the "Hashes" on the "Maus" in the forehead, then you can inflict 300-400 units of damage (sometimes 500-600), and if from behind, you can "knock out" 1.5 thousand. In general, here it is not much different from land mines, sometimes showing better armor penetration, and sometimes worse. To be honest, ordinary land mines are more trustworthy, even if they rarely knock out more than 700 tons of damage, but the result is stable, and stability is a sign of professionalism. Therefore, after several dozen battles and unfortunate losses due to the volatile nature of the hashes, I generally unloaded them into the hangar and began to use only standard armor-piercing and high-explosive fragmentation ones. Over several dozen battles out of the promised 1750 damage units on average, I observed decent damage less than a dozen times - for example, when it hit the side of the T-54, it caused damage of 1550 units, and left the Soviet ST with almost nothing, and hitting the side “The KV-3 destroyed the tank with one hit. There was also a case with the IS-3, which, although it probably did not receive full damage from the “hash”, nevertheless exploded from the destruction of its own ammunition. However, there were more other cases, for example, several hits on the side of the "Maus" and "E-100" took no more than 500 tons of damage, a similar situation was when the "FV4202" hit the forehead. The question is, why do we need a projectile for 8000 silver, which allegedly deals 1750 damage at a time, if there is an ordinary land mine that deals stably 600-700 damage and costs four times cheaper?

In general, there are more disappointments from "hash shells" than positive moments, but land mines, on the contrary, never disappoint. On the other hand, when everything goes like clockwork, you get something like this (unique) fights:

In terms of the use of HE shells, I especially remember the case when the enemy "Betshat" with full HP tried to sneak past the British, counting either on a miss or on the fact that he would withstand one hit, and during reloading due to the drum, he would disassemble into cogs "FV215b, but it was not there. On a steep turn, he receives one hit with a conventional land mine and goes to the hangar, the result is 1800 hp in one shot, impressive right? Another case - an "E-100" with full hp lit up in an open field - three shots from British anti-aircraft guns, which were in ambush, and the German went to the hangar. In general, the power of land mines is impressive, besides, they often break modules and concuss the crew, although there are some oddities - a direct hit on the forehead of Betshatu took off 80% of his hp, but after hitting him, by some miracle he did not lose his tracks and continued to move (it is not clear how the crew was not shell-shocked from being hit by a ship-caliber projectile), after which he safely dismantled the British during reloading. Of course, this is just a game, and it is clear that in a real battle the tank would simply fly into the air (even the 55-ton Tigers turned over from naval artillery fire, and what can we say about the 28-ton Betshat?), but still I wanted to there would be fewer such curiosities. On the other hand, I recall the battle on the Ensk, when, with the support of only three barely alive, but competent allies, it was possible to hold back the superior enemy and almost bring the battle to victory (alas, the last ally died when only a couple of tanks remained with the enemy, and reloading the gun did not allowed to break the grip). In this battle, skillful maneuvering and alternation of AP and HE shells managed to destroy five enemy tanks, most of which were either almost or not damaged at all. I especially remember the moment when the T57, standing in a circle on the capture, could not react in time and it turned out that the shot hit him exactly in the engine from behind, as a result of which he received damage (by a conventional land mine) by 1100 units, and the rest of the safety margin melted from fire engine, as a result, the American miraculously survived with 3% hp, however, VBR took the victory with these three percent, since he had to spend a shell on the Yankees, although he could have managed to knock down the capture. Well, there's nothing to be done, because you can't give the guys with drums a chance, otherwise they are too lively.

You can go on and on, but think about it:

  • The explosion of the "full" Betshat "from one land mine;
  • A third of the strength of the "E-100" from a land mine hit on the frontal armor;
  • Ammo explosions, fires and other critical damage - sometimes a frontal hit with a landmine or "hash" can not only pierce, but also set fire to the mighty "E-100", and then what about other tanks ?;
  • An explosion or an almost complete exit from the battle (loss of efficiency due to the large number of module and crew crits) of tanks of a lower level (7th, 8th and even 9th);
  • There are no restrictions on the distance - a landmine is effective in any case, even with a decrease in initial speed as it approaches the target

In general, land mines for the FV215b are a kind of self-made tablecloth that allows you to “feed” the tank even if you play in random mode and without a premium account. Armor-piercing, on the other hand, is great when shooting at enemy weak points - sides, lower armor plate, stern or frontal projections of armor with right angles (for example, the "cheeks" of the "Maus" or "E-100"), commander's towers ("T110E5"), " dashboard "(narrow stripes of almost vertically arranged armor plates, under which are machine guns, hatches or viewing slots of the driver, and so on), as in the" KV-4 "or" Tiger P "(although the latter is rare for us, and it breaks through almost always even on the forehead). Armor-piercing ones consistently inflict more than a thousand damage (with rare exceptions) and consistently bring experience and credits to the treasury of the owner of a British tank destroyer. Just don’t get carried away with them when shooting at long distances at heavily armored targets, the chances that you will pierce the E-100 from 500 meters in the forehead are 50 to 50, and sometimes less - it’s better to hit with land mines, although less damage, but it guaranteed.

Overview and communication range

Review

Although we are not deprived in terms of vision - 400 meters, it is important for any tank destroyer to see the target at the greatest possible distance, so we need to either use the Coated Optics module or learn the appropriate skills. In principle, we can almost completely compensate for the “Coated Optics” module due to the skills “Eagle Eye” and “Radio Interception”, and free up space, for example, for the “Rammer”, on the other hand, the combination of these skills plus the module will generally give an excellent overview, which with our land mines promises huge benefits. In any case, this combination will almost always be justified on large maps, but on Himmelsdorf, maneuverability, aiming speed and rate of fire will be more important. So choose your priorities, however, “small maps” are less common than large ones, so there will probably be more benefit from an improved view, and at long distances, aiming speed is not so important, more important is the rate of fire and, in fact, target detection.

For the same reason, I strongly recommend that you fully learn Disguise and The Sixth Sense in order to remain unnoticed for as long as possible and be fully armed if you are discovered. After all, the car is quite large, but if you have not studied disguise, then you will have to fight like a TT, since you will be seen earlier than you are the enemy, again because of the dimensions. To compensate for this shortcoming, we learn "Disguise" and become as invisible as "AMX50F155" without the camouflage skill. If you buy a camouflage, it will be even better, you can also use the "Camouflage Net", although this is already an amateur, since you have to move often, and the network only works when you are completely immobile. Do not listen to those who say that disguise is not important for us, maybe for the JagPzE-100 it is not as important as repairs, since it has armor like a triceratops, but for us it is important - we must know all the targets and to know where to expect a blow from, because we do not have such powerful side armor and we must skillfully expose our foreheads to the blows of enemy guns, or even better, go unnoticed altogether. That is why it is important for us to have the largest possible view of our own and the best possible camouflage.

Radio communication

The SR C45 radio station weighs only 40 kg and allows you to keep in touch for 750 meters around, which allows you to see most of the maps from beginning to end. If you absolutely need to know what is happening on the other side of the Erlenberg, and you are standing on the opposite side, then study the inventor and enjoy almost a kilometer communication range. Otherwise, we don’t have any interesting options for this part, and there’s nothing to describe, except that you can study the repeater and increase the communication range of the allies by 10%, but it’s still unclear what use this is for us in random battles, maybe in the future this the situation will clear up.

Yield

Everyone has long and for certain known that any vehicles of the 10th level are very expensive, and the whole point is not so much in expensive shells, but in very expensive repairs, which sometimes reach 30 thousand per battle. At the same time, on average, without PA, we earn 20 thousand, now add here the cost of shells and the cost of repair kits, fire extinguishers and first aid kits and you will get a round sum. Such costs assume that you have farm machines or, preferably, a premium account, which would mitigate the effect of high costs. If you don’t have either, then after the next battle on the FV215b you will have to go through 1-2 battles on a medium tank of the 5th level (or on something similar) in order to compensate for 10-30 thousand costs in depending on how the battle went on the British and how you fought on the farm middle peasants.

It is most comfortable to play on a premium account - it allows you to smooth out the negative effects of high costs in losing battles or battles where your tank got it and evens out negative financial statistics due to big pluses in won battles. In general, with a PA you can play tank destroyers of the 10th level with zeros and even a small plus, especially if there are good platoons. A good platoon will help keep losses to a minimum and reduce the negative effect of random “deerism”, when your allies mindlessly merge, forcing you to face overwhelming enemy forces.

Yield table

Now let's get acquainted with the profitability table for the "FV215b", although in our case it is more of a "loss table", alas, these are the harsh economic realities of tier 10 tanks.

So, the standard income without Pa was 234646 units of silver, while the amount of expenses turned out to be equal to ∑=119735+71000+160560=351295, that is, more than three hundred thousand. This means that we did not receive a profit, but a loss in the amount of 351295-234646=116649, that is, for ten fights without PA, we spent more than 100 thousand silver. This means, in turn, that in order to offset these costs you will need to leave for about 12-15 fights, again without PA. With a premium account on the same Sherman, you will need one and a half to two times fewer fights. With a premium account, we have earned 351969, minus costs and we get 351969-351295=674, which means that we have reached the breakeven point. In general, for owners of premium tanks of the 8th level and playing on a premium account, in order to overcompensate for expenses, it will be enough for 10 battles on the FV215b to play 4-5 times on the Lion or. If you still think that the costs are high, then assemble a good platoon and reduce the number of losses due to the noobness of random allies to a minimum (although they are noobs, they want to win, and therefore they will help if you succeed). so you can not only go to small minuses playing without PA and even earn a little playing on "FV215b" with a premium account.

In terms of experience, everything is standard - 6043 without PA and 9064 with it, which means that on average we earned 600 and 900 experience points per battle, respectively. In terms of costs, everything is very clear - if you want to get a lot of pleasure from one-shots, critical hits and other joys that the British 183-mm gun brings us, then take care of ensuring the financial stability of your virtual tank economy. Don't torture yourself with hundreds of battles on a level 5 tank destroyer, for the sake of two dozen battles on a level 10 tank destroyer, take a premium account or at least a premium tank of level 7-8. With this approach, your harsh economic realities of the game will become much less strict, and sometimes even positive.

Conclusion

British tier 10 tank destroyer "FV215b" is a contradictory combination of power, uneven armor, rather large size and good dynamics. This machine is able to bring a lot of vivid emotions to its owner, as it allows you to inflict the most damage in the game, only artillery can do more. In fact, the "Fv215b" is mechanized, armored artillery, which is capable of even crushing the armor of the pillars of a line of heavy tanks - the mighty "Maus", "IS-4/7", "E-100" and so on. Even the mighty JagPzE-100 lagged behind us in terms of firepower. Add to this good frontal armor, sufficient speed and maneuverability, and we get a powerful combat unit that can change the course of the battle with just a few well-placed shots. The British PT is capable of deciding the fate of a tank of the 8th level and even the 9th with one shot, and with this property it resembles the French "terminator" - "AMX50F155", which in one series is able to send a brand new "IS-7" to the hangar. It is thanks to these unique properties, as well as a long reload time, these machines are able to bring both a lot of positive emotions and a number of negative ones when you are attacked during reloading. Therefore, this technique needs a “retinue”, in such a company its power doubles - look for a good platoon and your victories and positive emotions from the game will be much less likely to be diluted with disappointments of losses.

Well, you chose your future TOP tank for a long time, compared characteristics, looked at the game and reviews of FV215B (183) owners who already took place and imagined how you would, now on your British, show examples of virtuoso control, tactical skill, patience and a visual aid for the painstaking "straightening of the limbs", and, as a rule, having nevertheless achieved the right to own this vehicle, you encountered small difficulties - yes, this tank is very specific, complex and very capricious, it does not forgive mistakes, any step you take must always be thoughtful and lead to a positive result. Yes, you will make mistakes, but experience is built on mistakes.

I History.

The FV215b(183) self-propelled gun was developed on the basis of the Conqueror heavy tank. The main feature of this machine was a 183 mm caliber gun mounted in a turret at the stern. It was assumed that the purpose of the vehicle would be to fight the heavy tanks of the "probable" enemy (obviously, the IS-3, T-10). However, while design work was underway, cheaper means of countering heavy armored vehicles were created. As a result, a wooden model of a self-propelled gun was built, but the work did not go further than this.


II Game indicators

Now we will analyze everything in order.

  • HP - Not a bad indicator among the top Pt.
  • Weight - 60 tons. It is clearly not enough for such a colossus, although this is not critical for us, because a ram for us is a very rare occurrence.

  • 800 l \ s - The average among all Fri.
  • 32 g/sec - A very decent figure among Fri, so any attempt to spin us will be nullified.
  • Hull armor 152\50\76 - You can forget about armor. It simply does not exist, any top level 10 weapon can easily penetrate it.
  • Turret armor 254\101\76 - In contrast to the hull armor, it can sometimes hold back the impact of the top gun, but still, poor armor angles do not provide adequate protection.
  • Damage by 1 projectile - The best indicator in the game. 1150 average damage simply terrifies the enemy. There are also even more monstrous Hesh-Fugasses available, but about them later.
  • Armor penetration 223-388 - A very worthy indicator among all the top guns.
  • Gun Fire Rate 2 - The best alpha in the game comes with the worst DPM in the game.
  • Turret traverse speed 16g/sec - Very slow, slightly faster than Mouse.
  • 400 meters view - We are not blind, but not very bright either. So that's pretty debatable.
In general, how to read TTX correctly can be found here - FaQ
Consider the data that is not displayed in the performance characteristics. These are base values ​​that can be modified with equipment, gear, and skills.

This gun is the main "highlight" of the tank. As for me, this is the most controversial weapon in the game.
2 types of shells are actively used - AP and Hesh-HE shells. We do not take ordinary land mines into account because they are meaningless.
A regular BB has a higher alpha than RgE100. Also, better penetration.
The impact Hesh blast has a truly monstrous damage of 1750 and penetration of 275. This allows you to one-shot tanks of level 9 and 10. Well, if the opponent remains alive, he will obviously not be able to continue the fight effectively. But, at the same time, there is a huge minus - this is the specifics of the Hesh-mine. Explained in a concise and understandable language, Hesh-mine explodes immediately upon collision with any obstacle. In addition, land mines lack normalization.
The aiming speed and spread itself leave much to be desired, but that's the price of alpha damage and you just have to put up with it.

We also note a couple of Nuances - The tank has a terrible disguise comparable to the YagdE100.
The tower can't make a full rotation, but the Uvn's are just gorgeous.
Well, for self-development, I recommend looking at the caterpillar repair table.

III Crew.

Commander, gunner, driver, 2 gunners.
What skills and abilities to put on our car? Let's take everything in order.
General Skills -

  • Repair - speeds up the repair of tracks and other modules, a must have.
  • Camouflage - A very useful skill that will increase the invisibility of our tank.
  • Fire extinguishing - at the moment it is absolutely useless.
  • Combat Brotherhood - improves all vehicle parameters, must have.
Skills for the Commander -
  • Mentor - In battle, it does not give any sense, it only allows you to quickly pump the rest. I consider it useless.
  • Eagle eye - For Fri 400 m it is quite enough. And it is not advisable to increase the view at all.
  • Jack of All Trades - In the absence of a first-aid kit, increases the work capacity of the dead by 25%. our Fri is very vulnerable to art, there is a sense in this skill.
  • Expert - A very interesting skill, allows you to see what is broken / killed by an enemy or ally. But again, this requires 100% study, and is only suitable for a powerful crew of 5 professions +.
  • Sixth Sense - Allows you to understand when we were in the light, evade artillery and present a clearer picture of the battle. I consider this skill to be paramount.
Skills for the gunner -
  • Smooth turret rotation - A very useful skill, it buffs accuracy, and quite well. I think that it is a paramount skill.
  • Resentful - Allows you to see the enemy for an additional 2 seconds. It will be useful for allied art, but very rare for us.
  • Sniper - Putting this perk for our Fri is outright nonsense.
  • Master gunsmith - Reduces the dispersion of a broken weapon by 25%. Due to art, such cases are possible, so if you do not put BB, then you can put it.
Driver mechanic -
  • Smooth Move - Similar to the gunner, this skill buffs accuracy very well.Must Have.
  • Offroad King - A very useful skill, it increases the dynamics of the tank very decently, so even I refused to repair the Driver in favor of this skill.
  • Cleanliness and order - Reduces the chance of fire if it hits the engine. the engine of our tank is in the forehead, then this skill has the right to life.
  • Virtuoso - A very useful skill, especially for Fri.
  • Ram Master - For our Fri, a frankly useless skill.
Charging-
  • Intuition - Gives a chance to instantly change the projectile. For our Fri, there is a sense, since sometimes I have to use the usual armor-piercing on Hensch Fugas.
  • Non-contact Bk- Useless, as it reduces the chance of bk exploding rather than damaging.
  • Desperate - Useless. If we have 100 hp left, then we obviously won’t be able to live with them for a long time.
Based on all this, we can offer these options -
Accuracy increase -
  • Commander: Combat Brotherhood, Sixth Sense, Repair
  • Gunner: Combat Brotherhood, Smooth turret turn, Repair
  • Mech of the Waters: Battle Brotherhood, Smooth Ride, Off-Road King
  • Loader: Combat Brotherhood, Disguise, Repair
Concealment increase-
  • Commander: Combat Brotherhood, Sixth Sense, Disguise.
  • Gunner: Combat Brotherhood, Camouflage, Repair.
  • Mech of the Waters: Battle Brotherhood, Disguise, Repair.
  • Radio operator: Combat Brotherhood, Camouflage, Repair.
In both cases, you can replace the BB with individual perks to your liking.
If you have your own unique set of skills, write, I will add.

IV Economics.
754,300 research experience (30,172 gold) from Mark.
235,000 experience (9400 gold) research from Tortoise.
The purchase price is 6,100,000 credits.
The cost of shells for guns, their characteristics.

The cost of repairs, when self-destructing ~ 24,000 credits.

V Additional equipment, Consumables.
Here, as such, there is no axiom - you can follow the opinion of the majority (see the survey), or you can offer your own set.
I myself prefer the choice: Rammer, Drives and Ventilation.
From consumables I take with me at random: Rem. kit, first aid kit, fire extinguisher; In the clan vara, I change simple consumables for gold ones.

VI Pluses and minuses.
pros -

  • Excellent Alpha damage with a standard projectile.
  • The presence of the most terrible Hesh Land mines with excellent penetration for them.
  • Gorgeous Ugn
  • Not a bad margin of safety
  • Good dynamics
  • Good maneuverability
Minuses -
  • - Cardboard armor
  • - High critical capacity of the device.
  • - Rear location of the tower
  • - Worst DMP at level 10
  • - Terrible uvn
  • - Poor weapon accuracy.
VII Tactics.

Watch

redshire, an interesting map, despite the fact that many players do not like it, it is understandable ... there is no action, no damage, blood, pain. But this is for the time being, because the main feature of this card is the coordination of the actions of the whole team! Here it will not be possible to “drag” with a platoon, to come and punish everyone alone, only competent actions, pressure from all sides so that the enemy cannot properly distribute in defense will lead to Victory!
And so, All recognizable card:

Red marks the active support positions of the allies and the defense.
-Yellow, more advantageous attack positions (1)-K4, and the position of the passive (when no one but us) defense (2)-F1.
-Colored areas, places of the most probable pressure of the enemy according to the color of the team.
Our role:
I Rep

From the first base, we will bring the greatest benefit to the team from the squares K4 and J6, our task is to support the allies in the squares (G4-5, F4-5). We stand, wait for the light, shoot at the focus, do not hesitate to take shot tanks (every barrel is important on this map). At this time, the situation on the flanks should be determined. If the allies have reached the 1st line, we can move to the side, because pressing in the center with our UVN is a problematic task, and we will light up earlier than we would like (and so only 1 vertical!). When ready, the allies press the center, giving us light along the way, we cover them using the bushes on the 1st vertical, move to the D1 save (this is ideal). In this RUSH, it is worth spending your mighty shells more prudently, not spending on ~400hp tanks, which I can successfully take heavy weights from a shot, but bringing stronger opponents to the same condition. (this does not apply to dangerous tanks such as Bachata, PT10, Heavy, even in agony they can seriously mess up). This is how the game should be played on this map, in concert, from several directions.
-In case your allies abandoned the right side without cover, we occupy Mount F8 and “get high on our own”
Defim, let's shine... many thanks to the Map Designers, an excellent rollback down, negates all attempts by enemy art to get us. Which gives us the right to count on the fact that we will live to see the denouement of the battle and may be the last to die, guided by the rule: Merge-damage!
To go down to the water, this is a crime, we are losing momentum, in such conditions the t50 will scatter us, and put the screenshots on the forum

II Rep.
-The second rep is the most attractive, with an abundance of bushes and stones. This creates the illusion of imbalance - the second rep is created for Def!
Nothing more than natural. We occupy the Mountain, we shoot at the light. We will perform active maneuvers after the Allied breakthrough on J7. Since it is closer and more convenient for us to drive in the center, we do not risk that we will be thrown from the F8 square, Gorodishko will cover us. In which we will save, periodically leaving and damaging.
To summarize:
-Like on most other maps, we play number two!
-The concept of "drag" is a priori absent for us, due to cardboard, low masking coefficient and long cooldown, especially on such a map. (Of course it's possible, but let's be realistic)

Aerodrome

Aerodrome. A difficult map, but quite balanced, both teams are forced to take active actions, one-button ones also have to be smart, because all the action takes place on closed (or not convenient) areas of the map by hills.
On the map:
-Active positions are marked in red, from which we can help the team with almost impunity.
-Yellow marks the waiting positions of the position, more related to the defense.
-In background circles
- Blue marks the "action" zones where the main battles will take place.
-Red is the possible location of "smart art" for the second team
-Green at the first, respectively.

With respawn, we determine the direction. If the enemy has a lot of TTs of the German plan, or other slow tanks, it makes sense to go to the center, downhill, for defense. If the composition is diverse, and it is not possible to assume exact actions even approximately, we go to the D2 F7 points, from which it is convenient for us to shoot at the “action” zones. (And specifically, F7 has a rollback, our friend is at D2 distance)
-Otherwise, we are guided by the minimap, events are developing dynamically on the map, there are many descents, ascents, the enemy can go to the rear (therefore, I do not recommend climbing the “action” zones alone and saving there). Since the UVN does not allow us to roam, on these rises, it is more convenient for us to go along the “take-off”, but there is a nuance with the location of the artillery, it is advisable to pay attention to these zones with your artillery, and after possible success or lack of activity from these positions, you can try go around the enemy.

Murovanka

One of the most profitable cards to play on PT. On both sides there are a lot of positions, marked with bushes, from which you can actively work.
As a rule, the main forces are concentrated in one direction, leaving not a lot of forces for defense (and on this map, tanks in defense can hold back many times superior forces).
Map:
- active support positions are marked in red.
-yellow def, passive support
-solid areas with a spawn outline, active light, isolating the actions of allies.
- especially advantageous positions E8, G3-F3.
-with E8 we have the ability to shoot through the entire horizontal E, with the active light of the allies, we will see the enemy tanks passing sideways, and of course use this.
-G3-F3 give us the ability to shoot through the entire center of the map and partially 8 vertical.
From 1 respawn:

Rarely will you persuade a PT to go tanking with weights on B3-B4. And not every TT knows his place, strives to try himself in the role of a PT, which often leads to an inevitable drain. So this is our fate, to occupy the bushes in the forest, defend the base, and support allies from invis, this is our legal right, due to the performance characteristics.
-occupy E8 and support allies in all available directions. The priority square is H9, from which the enemy will “burn out” our positions in the forest. If your STs settled there without any problems, half the work is done, we can focus on other available directions. It is very undesirable to leave the forest, only in the event of a complete defeat of the enemy. Even if our main forces merge, 3-4 tanks + artillery will easily neutralize this advantage in defense.
-A4 is also a very convenient place for our FV - the shooting distance is close and, accordingly, we hammer with hashes to the fullest, and are completely protected from art. If the enemy becomes impudent and crushes there with a crowd, then do not forget that we also have a bunch of art under which they crawl out and get it, plus from behind, usually, we are covered by one or two allied heavy forces.
In general, the map resembles Malinovka, we stand a lot, we are waiting for the light, the minimum of actions is the maximum benefit

From 2 spawn:

Just like on other maps, our playstyle excludes vanguard actions, we stand behind. If our allies take their time and allow the enemy to move to the 1-2 vertical, this will significantly increase our chances of winning. because the enemy will have to move in the light, in a straight line (art likes this). Standing on a hill, we can cover the allies from the opponents who go around them along the “water pump”, and also keep the center, cover the artillery.
-If your setup is dominated by CTs, they will most likely go to H9. We can hope for their light and support them by moving to the swamp, where we will be perfectly hidden by the bushes. In addition, small slopes allow for rollback, which will increase our chances of surviving longer. The success of your presence there is determined by the work of the ST, LT, which will (if they will) give you light.

The pinnacle of the development of British tank destroyers, one of the most feared vehicles in the game, whose damage per shot is comparable to that of a direct artillery hit. However, the extremely low rate of fire, long mixing and modest ammunition make it necessary to play this self-propelled gun as carefully as possible.

Modules

Compatible hardware

Compatible Gear

FV215b (183) in game

Research and leveling

Tank Destroyer FV215b (183) is being researched at Tortoise for 235,000.

combat effectiveness

FV215b (183) is a very specific machine made up of contradictions. Huge, but at the same time a fast machine that deals incredible damage, does not have at least some acceptable accuracy. Conclusion: this tank destroyer is very command dependent. With the right amount of luck one on one, she will be able to destroy a single-level enemy. But if there are more than one, everything becomes very sad. If the opponents have high dynamics and rate of fire, FV215b (183) even a miracle will not always save.

The main feature of this tank destroyer is the 183 mm L4 gun, capable of delivering astronomical damage by the standards of the game. A high-explosive shell has an average damage indicator of 1750 damage - not every heavy tank of the tenth level can withstand the maximum possible damage. The armor-piercing one does not have such outstanding parameters: only 1150 damage, but armor-piercing is much better: 310 millimeters for armor-piercing and 92 for high-explosive. But at the same time, the “golden” landmine has a penetration of 275 millimeters. When targeting weak points, full damage goes through even top tanks.

But not everything is so "rosy" with the gun. The cooldown lasts 30 seconds. A full kit in the form of a rammer, ventilation and brotherhood in arms reduces this time by 5 seconds. In addition to no accuracy comes slow convergence and large spread. Saves the tower with the angles of rotation of 45 degrees in both directions, due to which it is necessary to reduce again less often compared to conventional tank destroyers. But it is worth mentioning that the tower is located at the back, which gives additional features to the playstyle.

FV215b (183) is quite dynamic. High speed is a huge plus, giving tank destroyers high mobility. It also has the advantage of agility. But still it is not enough to escape from the fast medium tanks that "circle" the FV215b (183).

Large size is another minus of the tank. This results in high visibility. As a result, this tank destroyer will be the first to take shots, especially self-propelled guns. But the lack of serious armor and shields reduces the lifespan of the FV215b (183) to a minimum.

Advantages:

The highest damage among all machines;
- good maneuverability and dynamics;
- aiming angles.

Flaws:

Low accuracy, long aiming and extremely low rate of fire;
— ammunition only 12 shells;
- big sizes.

Equipment, equipment and ammunition

Ammunition FV215b (183) is 12 rounds. However, this is quite enough. With a rate of fire of 2 rounds per minute, continuous firing can be carried out for 6 minutes. With the crew, modules, etc. - about five minutes. But if you take into account all the factors such as taking a position, waiting for a target, information and many other factors, the shells will only last 10 minutes of combat in the worst case. The fight usually ends early.

The choice of ammunition composition depends on the player's preferences, but in general it will be the same: 10 shells of the main and 2 additional ones. If the necessary funds are available, then the main ones will be the “golden” high-explosive fragmentation shells HESH Mk. 1, cost 20/8000, since HE Mk. 1 are ineffective due to low armor penetration and are not suitable as the main type of shells in battle. Armor-piercing AP Mk. 1 do less damage, but guaranteed. Therefore, the choice, again, depends solely on the preferences of the player. Below is a comparative table of FV215b shells (183).

Table of characteristics of shells for the 183 mm L4 gun:

For FV215b (183) required rammer and reinforced aiming drives. The first speeds up reloading by 3 seconds, the second speeds up aiming by 0.35 seconds. Thirdly, you can take improved ventilation: an additional bonus to both recharge and note. An alternative to ventilation can be coated optics, which give a bonus to vision, or a super-heavy anti-fragmentation lining, which will significantly reduce damage from land mines and ramming.

Hello! British tank building is truly strange. If other nations have something of their own in which they are strong, then in Britain, as a rule, it is difficult to discern the strengths with the naked eye. But not in this case, because this very advantage immediately catches the eye, thanks to its caliber. So, let's meet Heavy gun tank No 4 183mm, Conqueror.P base, A215. As the name implies, this project is an attempt to install a 183mm gun on a unified Conqueror tank base, with minor changes to the running gear. In the game, this project is provided by the following machine:

In general, the main historical parameters, including the main one, have been preserved. Let's take a closer look at our experimental subject.
As always, I prefer to first describe the minuses of the machine than the pros, so that you better understand what's what.

Of course, the device attracts attention, first of all, by its size. Our tank is really not one of the smallest. Be prepared for the fact that you will not be able to hide it behind a small stone or inconspicuous terrain. You have a tall silhouette, so you need to know the terrain of the maps well.
Be prepared for the fact that you are a priority target for enemy artillery, and coordinate your actions accordingly.

The car has pretty good documentary performance characteristics of the armor, comparable to the similar TT-10 of the British branch. However, as practice shows, due to the size of the unit, it is much easier to break through it, because there are many more weak points on the tank. Get used to the fact that you are not a warrior alone, and you will not be able to dismantle 3-4 tanks without the support of allies.

We have a rather interesting tool:

Our gun has the largest alpha-strike for both AP and HE among all direct contact guns. It can shoot a classic set of shells - Armor-piercing, HESH, Land mines. However, it's not the Armor Piercing that makes this car interesting. It is because of her HESH that she received such a prosaic nickname. It is thanks to our land mines that we can deal more than 2000 damage in one shot, destroying almost all tanks of the 9th level, and even some tanks of the 10th level with a one-shot. However, do not think that thanks to land mines, you can easily annihilate everything that moves. the fact is that despite the high armor penetration of the projectile, it is implemented as a land mine. This means that all screens, caterpillars, masks, bulwarks will be our main enemies - they will eat, if not all. that's a significant portion of the damage. If at 268 you could easily deliver an E-100 shot to the side for 950 damage, then here we can enjoy a wonderful damage of 500-800 units, and then go on a cooldown of 25 seconds.

Reloading is another drawback of this PT. As I mentioned above, the average reload time is 25-26 seconds. That's enough. In this regard, it is necessary to consider and prioritize the goals in order to bring the greatest benefit to the team. Try to destroy the most dangerous opponents, if possible - destroy an enemy combat unit with one shot. However, I still don't recommend that you finish off targets that have 200-300 HP if there are allies nearby. Your task is to inflict high one-time damage, making high-level enemy tanks incapacitated. It is your shot that can decide the outcome of the battle.

Playing on the PT requires a timely and in-depth analysis of the situation on the battlefield, on the basis of which you should set goals for yourself.

In addition, we have only 12 shells in the ammo rack. Yes, this is not a mistake. This fact puts a big fat point on shooting without information or for good luck. You do not have the opportunity, and the right to make a mistake. It is up to you, in most cases, the victory depends. Before shooting, make sure you hit the target and inflict as much damage as possible on the enemy. Your shells are worth their weight in gold (literally). Therefore, before you start the fight, you need to thoroughly prepare.

While choosing a direction, think about whether there are long-term shelters for you or good firing positions, whether the direction is shot through by artillery, what enemies you will meet there, at what distance the battle will be fought, how much damage you can do, how much benefit you will bring to the team.

Do not forget, you are the main target for the enemy, the most dangerous individual who will try to destroy in the first place.

Remember, the tank is very vulnerable to focused fire. If you miss, then for 25 seconds you will become incapacitated and defenseless, and if you shoot the BC in vain, then turn into a pile of iron, the only task of which will be to shine and take damage. Your successful shot will be a good guarantee of further successful advance along the flank.

It is worth understanding that the tank does not tolerate haste. He, like most Britons, is slow. It moves slowly, swerves slowly, shoots slowly, reloads slowly. -

The motor characteristics of the tank are really not impressive. This PT can be attributed to the class of "one direction" machines. In the event of an emergency, you will not be able to respond adequately and in a timely manner. For example, you will not be able to rip off from their familiar position and fly to shoot down the capture from the base.

The average speed in a straight line is 25-27 km / h, on rough terrain - 18 km / h. This, of course, imposes some restrictions on our activity in battle, but this is permissible for tank destroyers. the tank has a turret capable of turning 45 degrees to each side, which allows us to fire a little more efficiently in open positions.

The tank is clearly not sharpened for sniper combat. The gun does not have the best accuracy. In terms of tactics, the PT holds the direction very well and supports the attack of the allied forces, acting as insurance in case of unforeseen situations.

In conclusion, I can say that it is better to play it with a platoon. Alone, without team interaction, you most likely will not be able to realize the full potential of the tank. The team is the main point of support for FV, but he, in turn, is the hope for the team. If you follow all these rather simple rules, then I have no doubt that you will enjoy playing this wonderful PT. She will take a worthy place in your garage, and will be able to adequately bear the proud nickname - "Mr. Oneshot"

In addition, I will put two videos on a profile topic for clarity:

Hello tankers! Today we will look at the crown of the development of British PTs. The car, to which many of you went long and tedious. A machine that inspires fear in any opponent. A car, the hit of which is to be feared in the same way as the hit of artillery. A car that finally completes the branch of heavily armored anti-tank vehicles that do not drive. Meet FV215b(183):

The price of the car is 6,100,000 credits. But before the purchase, it was necessary to accumulate 235,000 experience points on the previous car, and this is a very impressive number. Well, the stuffing of experience on Tortoise is behind, farming credits too. Now all we have to do is buy the FV215b(183), install additional equipment, camouflage, and retrain the crew and-and that's it!, that's it! This completes the British PT upgrade! We are waiting for art or Chinese PT.

Since the car is level 10, we just need to put more than a good crew on it. Compared to the previous car, we have lost one person - the radio operator. Now his role is played by the commander. Here are the specialties:

  1. Retrain for gold. It will cost 200*5=1,000 credits.
  2. Reset additional skills and retrain for silver. In this way, part of the experience will go to training in the main specialty up to 100%.

I don’t see the point in considering the development branch, because there is nothing else to explore. All modules are both stock and top at the same time. The only thing that can improve performance is additional equipment. However, let's not get ahead of ourselves and look at all our modules in order.

Equipment

Well, what about the gun? You yourself see everything. The gun has huge penetration and damage rates. The incredible damage of land mines with penetration of 275 is especially mesmerizing!!! Artha nervously smokes on the sidelines. Just imagine an IS-7 coming at you, getting a bonus and driving back with 400 remaining HP - a spectacle. You don't even have to punch the enemy. Shot at the T110E4 turret and took down 600 HP with 4 crits and 3 shell shocks)))) Of course, we pay with a huge reload speed - 2 shots per minute.

The engine is good, powerful enough for this car. Of course, we will not fly with him, but we will not crawl like on AT either. In general, a normal engine. We use what was given, because there is no choice))

The ride is pretty good too. 32 degrees per second is a very good indicator. More, I think, we do not need, we will not be able to keep up.

The radio station is also top notch. The most powerful of all British ATs, and not only British ones. Few level 10 PTs have such a radio station.

Well, one more such small detail that I forgot about - the tower. It’s somehow unusual after the AT series ... Well, what can I say about it? Booking on the level, even more than on the level, the turning speed is so-so, but the review is normal. In short, we use what we have.

I will highlight the advantages and disadvantages

pros

  • Great tool
  • Great burst damage
  • The presence of a tower that rotates 45 degrees
  • Better mobility than AT series

Minuses

  • Relatively weak armor, especially compared to the AT series
  • Very low weapon rate of fire
  • High priority for artillery
  • Mobility is average, but no more

Tactics

This is where everything turned 180 degrees. The gun does not shine with accuracy, rate of fire. Failure is very costly. In the forefront, it is contraindicated for us due to the fact that there is not much armor. Artillery also likes to shoot at us. The tank feels best on city maps, but after a shot, what to do for 30 seconds? Another very significant effect on the gameplay is the rear location of the tower. In general, I will say this, a tank for very experienced players. This is not a universal seven (IS-7) for you, which can be played in 10 different ways, at least as ST or PT. The car is very dependent on the team, and the team from it, because it is able to do such things ... but only in competent hands and under cover. I strongly advise you to ride in a platoon, it is such a random random ...

I don't think it's worth talking about balance weight either. We are always in the top and shoot at the same tops as we do =)

Profitability

Everything here is very sad. Many pump this AT for its premium HEs, and they cost a little more than expensive =(Repair is also quite expensive. In any case, the machine will either play zero, or, when firing premium shells, go into terrible minuses and PA will not help here You need a tank to get credits, preferably a premium one.

Optional equipment

  • Rammer- 30 sec. reloading speaks for itself.
  • Reinforced. pickup drives- we also have trouble with mixing =(
  • As before, fan or light. Here already to your taste.

Equipment

Everything is more than standard here.

  • repair kit
  • first aid kit
  • Fire extinguisher

Crew perks

Commander

  1. Sixth Sense
  2. Disguise
  3. Repair

gunner

  • Disguise
  • Sniper
  • Repair

Fur. Driver

  • Disguise
  • Virtuoso
  • Repair

Charging

  • Disguise
  • Desperate
  • Repair

Charging

  • Disguise
  • "Contactless" ammo rack
  • Repair

Fv215b 183 So dear tank lovers, today we will talk about a tank of the tenth level, which is called a babakha and it is not for nothing that it is called that. But more on that below.

First of all, he has an alpha, God forbid everyone, and with one shot, a medium tank of the eighth or ninth level flies into the hangar. First of all, why I want to talk about yes, because it is taken out of the game of pumped tanks. This will happen in the client update 0.9.21, namely on 10/17/2017. And it will not be able to be pumped out in any way, so hurry up to get it for free experience. It is very important.

And so that you understand what kind of tank it is, I will talk about the advantages and disadvantages . Watch the video at the end of the description.

The advantages of this fv215b 183.

  1. This is a wild huge alpha that takes you to the hangar the first time.
  2. Excellent penetration of the hash with a landmine and bb (we penetrate everything that rides on caterpillars).
  3. Pretty comfortable speed.
  4. A strong tower is able to tank damage if you remove the hull.

There are disadvantages and they are written below.

  1. This is a very long mix, perhaps the most important drawback
  2. Reloading like a self-propelled gun without perks and equipment is a long half a minute, and because of this, few shells can be taken with you into battle.
  3. The lower part of the case is cardboard that everyone pierces.
  4. The turret does not rotate 180 degrees.
  5. Hash mines have a feature and if there is any obstacle in front of the tank that you want to break through (a car or a fence), then the projectile will hit it and not hit the tank.
  6. A very large body makes the enemy see you earlier and, based on this, be sure to put a disguise and a perk on it.

Perhaps these are all the main advantages and disadvantages of the tank. Based on this, it is necessary to build a game on it.

How to play fv215b 183?

Firstly, do not go anywhere alone, because due to the long reloading you will be sewn in all directions. Tank with a turret as it is quite strong. Pre-roll and don't shoot until the circle is fully rolled. Since the tank is oblique like a Turkish saber. You must understand that he only tanks with a turret. Play from it, find any holes, crawl in there and shoot at the enemy from there. Maps for this point are preferable with all sorts of buildings because you can go around the corner to give damage and roll back. On open maps, stay close to the hills, as disguise is not important, and the hull is sewn everywhere and you will be shot from afar.

What equipment and perks to download on fv215b 183

The equipment is, of course, a rammer due to its long reload and, of course, camouflage, as well as ventilation in order to add skills to the crew.

Perks to the crew at first, brotherhood to everyone except the commander. The commander first has a lamp, then the brotherhood with the second perk disguise. Then the third in the profile of each crew is their skill.

See below for a screenshot with alternative perks and equipment.

Now about that how to get a this vehicle and everything is very simple if you have free experience, then be sure to spend it on this tank, because it will no longer be in update 0.9.22. It is impossible to get it in the usual way by pumping out a branch of tanks and it will go into promotional ones, that is, it will be issued, possibly for some kind of exploits in the Civil Code or LBZ. And this is due to the fact that, according to the developers, it does not fit into the branch of tortilla-like machines that are present in the branch. Which is very sad, because almost all the equipment is poor and while you pump the cherished top ten, you will spend a lot of nerves and time.

Video guide on how to play the baba