What perks to download on fv215b 183. What perks to download on fv215b. Guide to the British tank destroyer FV215b (183) WoT. Crew Perks

Description

The British anti-tank self-propelled gun FV214b (183) is located on level 10. The cost of the tank is 6,100,000 silver. The tank's crew consists of 5 people, the maximum speed is 34 kilometers per hour, the strength is 2000 units, the visibility of the tank is 400 meters. A distinctive feature of this AT is the presence of a rotating turret. Moreover, this turret has excellent frontal armor of 254 mm.

A little about mobility: the chassis mobility is 32 degrees per second, the turret rotation speed is 16 degrees per second. So, now about the tank's gun. The tank's gun is 183 mm L 4 and deals average damage with an armor-piercing projectile of 1,150 units, and with a high-explosive fragmentation projectile of 1,750 units. However, there is a downside to penetration by an armor-piercing projectile of 310 mm, and by a high-explosive fragmentation projectile of 230 mm. The gun's rate of fire is 2 rounds per minute, taking into account the fact that your crew will be 100 percent trained.

Tactics

So, as already said, the PT has a rotating turret, although the speed is low, it is a huge plus. But alas, the tower only rotates 45 degrees in one direction or the other. When they see you, your opponents begin to nervously fidget in different directions, and it’s clear why, one-time damage.

One on one, you can destroy a single-level enemy tank, but if there is more than one enemy, then problems begin, and if these are medium tanks, then they will nullify all your efforts. There is only one conclusion - this PT is command dependent. That is, you need to follow your allies and leave only when all the enemies have fired a shot, or while they are distracted by your allies. FV also has its disadvantages.

One of them is a huge silhouette, which is very difficult not to notice, which means that a “suitcase” from artillery will definitely arrive. Ammunition is limited to only 12 shells, which will not allow you to make erroneous shots. The vertical declination angles of the gun are very small, and besides, the gun is not the most accurate. To make the game a little more convenient, it is necessary to install a gun rammer, ventilation, reinforced aiming drives, and upgrade the “combat brotherhood” skill for the entire crew.

That's all, good luck on the battlefields.

Well, you spent a long time choosing your future TOP tank, compared the characteristics, looked at the game and reviews of already established owners of the FV215B (183) and imagined how you would, now in your British tank, 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 machine, you are faced with small difficulties - yes, this tank is very specific, complex and very capricious, it does not forgive mistakes, any step you take should always be deliberate 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 vehicle was the 183 mm caliber gun mounted in the turret at the stern. It was assumed that the purpose of the vehicle would be to fight heavy tanks of a “probable” enemy (obviously IS-3, T-10). However, while the 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 let's look at everything in order.

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

  • 800 l\s - Average among all fri.
  • 32 degrees per second - A very decent indicator among fri, so any attempt to spin us will be nullified.
  • Hull armor 152\50\76 - You can forget about armor. It simply doesn’t exist; any top level 10 weapon will easily penetrate it.
  • Turret armor 254\101\76 - Unlike the hull armor, it can sometimes withstand the impact of the top gun, but still poor armor angles do not provide adequate protection.
  • Damage with 1 projectile - The best indicator in the game. 1150 average damage simply terrifies the enemy. There are also even more monstrous Hesh Land mines, but more on them later.
  • Armor penetration 223-388 - A very decent indicator among all top guns.
  • Gun rate of fire 2 - The best alpha in the game comes at the cost of the worst DPM in the game.
  • The turret rotation speed is 16 deg/sec - Very slow, a little faster than Mouse. But the presence of the Excellent UVn compensates for this.
  • 400 meters view - We are not blind, but not particularly keen-eyed either. So it's quite controversial.
In general, how to read technical specifications correctly can be found here - FaQ
Let's look at the data that is not displayed in the performance characteristics. These are basic values ​​that can be changed thanks to equipment, equipment and skills.

This weapon is the main highlight of the tank. In my opinion, this is the most controversial weapon in the game.
Two types of shells are actively used - AP and Hesh HEs. We don’t take ordinary landmines into account because they are meaningless.
A regular BB has a higher alpha than ArdE100. Also, better penetration.
The impact Hesh HE has a truly monstrous damage of 1750 and penetration of 275. This allows you to one-shot tanks of levels 9 and 10. Well, if the opponent remains alive, he clearly will not be able to continue the fight effectively. But, at the same time, there is a huge disadvantage - this is the specificity of the Hesh land mine. Explained briefly and in clear language, the Hesh landmine explodes immediately upon collision with any obstacle. In addition, landmines lack normalization.
The speed of aiming and the spread itself leave much to be desired, but this is the price to pay for alpha damage and you just have to come to terms with it.

We also note a couple of nuances - the tank has the most terrible camouflage, comparable to the YagdE100.
The tower can't make a full rotation, but the Uvn are simply magnificent.
Well, for the development itself, I recommend looking at the track repair table.

III Crew.

Commander, Gunner, driver, 2 loaders.
What skills and abilities should we put on our car? Let's look at 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 stealth of our tank.
  • Fire extinguishing - at the moment it is absolutely useless.
  • Combat Brotherhood - improves all parameters of the vehicle, a must have.
Commander Skills -
  • Mentor - Doesn't help in battle, it only allows you to level up others faster. I think it's useless.
  • Eagle Eye - For Fri, 400 m is quite enough. And increasing the visibility is generally not advisable.
  • Jack of all trades - In the absence of a first aid kit, increases the performance of the killed person by 25%. Our pt is very vulnerable to arty, there is a point in this skill.
  • Expert - A very interesting skill, it 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 profs +.
  • Sixth sense - Allows us 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.
Gunner skills -
  • Smooth turret rotation - A very useful skill, it buffs accuracy, and quite well at that. I think it’s a primary skill.
  • Grudge - Allows you to see the enemy for an additional 2 seconds. It will be useful for allied art, but very rare for us.
  • Sniper - Setting this perk for our pt is outright nonsense.
  • Master Gunsmith - Reduces the spread of a broken weapon by 25%. Because of the art, such cases are possible, so if you don’t install a BB, then you can install it.
Driver mechanic -
  • Smooth Move - Similar to the gunner, this skill buffs accuracy very well. Mast Hev.
  • King of the Off-Road - A very useful skill, it greatly increases the dynamics of the tank, so even I refused to repair the Driver in favor of this skill.
  • Clean and tidy - Reduces the chance of fire if it gets into the engine. Because. the engine of our tank is located in the forehead, then this skill has the right to life.
  • Virtuoso - A very useful skill, especially for Fri.
  • Ram Master - A frankly useless skill for our pt.
Charging-
  • Intuition - Gives you a chance to instantly change the projectile. For our pt it makes sense, since sometimes I have to use an ordinary armor-piercing weapon on a Hensh Land mine.
  • Non-contact Bk - Useless, as it reduces the likelihood of a BK explosion rather than damage.
  • Desperate - No use. Even if we have 100 HP left, we obviously won’t be able to live with them for long.
Based on all this, we can offer these options -
Increased accuracy -
  • Commander: Brotherhood of Battle, Sixth Sense, Repair
  • Gunner: Battle Brotherhood, Smooth turret rotation, Repair
  • Water Mech: Battle Brotherhood, Smooth Ride, King of the Off-Road
  • Loader: Battle Brotherhood, Camouflage, Repair
Increased camouflage -
  • Commander: Battle Brotherhood, Sixth Sense, Camouflage.
  • Gunner: Combat Brotherhood, Camouflage, Repair.
  • Water Mech: Battle Brotherhood, Camouflage, Repair.
  • Radio Operator: Combat Brotherhood, Camouflage, Repair.
In both cases, you can replace the BB with individual perks to suit your taste.
If you have your own unique set of skills, write and I’ll add them.

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

The cost of repairs in case of self-destruction is ~ 24,000 credits.

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

VI Pros and cons.
pros -

  • Excellent Alpha damage with a standard projectile.
  • The presence of the most terrible Hesh Land mines with excellent penetration for them.
  • Magnificent Ugn
  • Not a bad margin of safety
  • Good dynamics
  • Good maneuverability
Minuses -
  • - Cardboard armor
  • - High criticality of the device.
  • - Rear turret location
  • - Worst DMP at level 10
  • - Terrible Uvn
  • - Worst gun accuracy.
VII Tactics.

Look

Redshire, an interesting map, despite the fact that many players don’t like it, that’s understandable... no action, no damage, no blood, no pain. But this is for the time being, because the main feature of this card is the coordination of the actions of the entire team! Here you won’t be able to “drag” a platoon, come and punish everyone alone, only competent actions, pressure from all sides so that the enemy cannot distribute himself correctly in defense will lead to Victory!
And so, a universally recognizable map:

Active positions supporting allies and defense are marked in red.
-Yellow, more advantageous positions for attack (1)-K4, and the position of passive (when no one except us) defense (2)-F1.
-Colored areas, places of most likely enemy pressure based on team color.
Our role:
I Rep

From the first base, we will bring the greatest benefit to the team from squares K4 and J6; our task is to support our allies in 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 be exposed earlier than we would like (and so only 1 vertical!). When ready, the allies press the center, simultaneously giving us light, we cover them using the bushes on the 1st vertical, move to save D1 (this is ideal). In this Rush, you should spend your powerful shells more prudently, not waste on ~400hp tanks, which I can successfully pick up heavy weapons from a shot, but bring stronger opponents to the same condition. (this does not apply to dangerous tanks such as Bachata, PT10, HEVI, even in their death throes they can seriously cause mischief). The game on this map should take place in a similar way, in a coordinated manner, from several directions.
-In case your allies abandoned the right side without cover, we occupy Mount F8 and “get high on our own”
Defim, shine... huge thanks to the map designers, an excellent rollback downwards, negates all attempts by the enemy art to reach us. What gives us the right to count on the fact that we will live to see the end of the battle and perhaps be the last to die, guided by the rule: We merge, damage!
Going into the water is a crime, we are losing momentum, in such conditions the T50 will scatter us and post 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 beyond natural. We occupy the Mountain and shoot at the light. We will carry out active maneuvers after the allies break through to J7. Since it is closer and more convenient for us to drive in the center, we do not risk that they will attack us from square F8, Gorodishko will cover us. In which we will save, periodically going out and doing damage.
Let's summarize:
-Like most other maps, we play with number two!
-The concept of “drag” is absent a priori for us, due to the cardboard nature, low masking coefficient and long CD, especially on such a card. (of course it's possible, but let's be realistic)

Aerodrome

Aerodrome. It’s a complex map, but quite balanced, both teams are forced to take active actions, single-button teams also have to be smart, because all the action takes place on areas of the map that are closed (or inconvenient) by hills.
On the map:
-Active positions are marked in red, from which we can help the team with almost impunity.
-Yellow indicates waiting positions, positions that are more related to def.
-In background circles
-The action zones where the main battles will take place are marked in blue.
-In red is the possible location of the “smart art” for the second team
-Green for the first one, respectively.

From the respawn we decide on the direction. If the enemy has a lot of German tanks 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 points D2 F7. From them it is convenient for us to shoot at the “action” zones. (And specifically F7 has a rollback, the distance at D2 is our friend)
-For the rest, we are guided by the minimap, events develop dynamically on the map, there are many descents and ascents, the enemy can come to the rear (therefore, I do not recommend climbing to the “action” zones alone and saving there). Since the UVN does not allow us to roam around on these climbs, 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 draw the attention of your artillery to these zones, 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 for playing on PT. On both sides there are a lot of positions, marked by bushes, from which you can actively work.
As a rule, the main forces are concentrated in one direction, leaving small forces for defense (and on this map, tanks in defense can hold off forces that are many times superior).
Map:
-Active support positions are marked in red.
-yellow def, passive support
-solid areas with a respawn contour, active light, isolating the actions of allies.
-particularly advantageous positions E8,G3-F3.
-with E8 we have the opportunity to shoot through the entire horizontal E, with the active light of the allies, we will see enemy tanks passing sideways, and of course take advantage of this.
-G3-F3 give us the opportunity to shoot through the entire center of the map and partially the 8th vertical.
From 1st respawn:

It’s rare to persuade a PT to go tank with the heavies on B3-B4. And not every TT knows his place; he strives to try himself in the role of a PT, which often leads to an inevitable loss. So this is our fate, to occupy the bushes in the forest, defend the base, and support allies from invisa, this is our legal right, determined by the technical characteristics.
-we occupy E8 and support the allies in all available directions. The priority is square H9, from which the enemy will “burn out” our positions in the forest. If your STs have settled there without any problems, half the work is done, we can focus on other available directions. It is highly undesirable to leave the forest, only in case of 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 firing distance is close and, accordingly, we hit the hashes to the fullest, and are completely protected from artillery. If the enemy gets impudent and presses there in a crowd, then don’t forget that we also have a bunch of artillery pieces 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, wait for light, minimum actions - maximum benefit

From 2 respawn:

Just like on other maps, our playing style excludes actions in the vanguard, we stand behind. If our allies take their time and allow the enemy to move to 1-2 verticals, this will significantly increase our chances of winning. because the enemy will have to move in the light, in a straight line (art loves this). Standing on the hill, we can cover our allies from enemies driving around them along the “water pump”, and also hold the center and cover artillery.
-If your setup is dominated by STs, most likely they will go to H9. We can rely on their light and support them by moving to a swamp, where we will be well hidden by bushes. In addition, small slopes allow us to roll away, which will increase our chances of holding out longer. The success of your presence there is determined by the work of ST, LT, which will (if any) give you light.

10-03-2017, 11:03

Hello to all fans of big damage numbers, the site is here! Friends, now we will talk about one of the most dangerous vehicles in our favorite game, the British tank destroyer of the tenth level, 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 it has FV 215B (183) World of Tanks and other advantages that you need to know along with the disadvantages if you want to perform decently on the battlefield.

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

TTX FV 215B (183)

We will begin our review with the fact that this device has a safety margin typical by the standards of its peers and a very decent basic viewing radius of 390 meters.

Now I would like to touch on the topic of the British woman’s vitality and, first of all, it is worth noting her gigantic size. FV 215B (183) tank really very large, our silhouette is not only long, but also wide and very high, which is why camouflage suffers greatly and hiding is often very difficult.

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

The forehead of the body FV 215B (183) World of Tanks more vulnerable, but due to the rational tilt of the VLD it has about 260 millimeters of reduced armor, which also often allows you to tank even shots from top-end vehicles. But remember once and for all that our NLD is made of cardboard, its thickness does not exceed 190 millimeters and it always needs to be hidden.

You should never rely on the armor of the sides; nominally in this projection the protection is extremely weak and even when positioned in a diamond shape, 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 gusl.

It is quite expected that with such a shed and the presence of impressive reservations, 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 poor 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 lies in its powerful weapons. There is such a powerful cannon installed on board that no one in their right mind would want to catch your eye.

So, have FV 215B (183) gun has a monstrously powerful alpha strike, the largest by the standards of a tenth level vehicle (not counting artillery). Of course, with such an alpha, the reload time is painfully long and the DPM is low, but it’s worth it.

With the penetration parameters, 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 constrained by silver, it is recommended to charge gold landmines; their penetration is somewhat lower, but the damage is greatly overestimated and even if you do not penetrate the target, you are guaranteed to inflict about 600 units of damage, or even more. As for less protected enemies or getting into vulnerable areas, FV 215B (183) tank is quite capable of sending most level 8-9 opponents to the hangar with one shot, which will bring you a lot of positive emotions.

In addition to the long reload time, for the opportunity to “swanshot” the enemy Tank destroyer FV 215B (183) World of Tanks pays in terms of accuracy. Our gun has the largest spread among the PT-10, it takes a very long time to deploy and its stabilization is disgusting.

The good news is that British tank FV 215B (183) endowed with a movable wheelhouse, which rotates in a total sector of 90 degrees, which completely eliminates problems with horizontal aiming angles. But due to the rear location of the cabin, the trunk bends down very poorly, only 5 degrees, and this often causes problems.

Advantages and disadvantages

Based on everything said above, it is not difficult to draw conclusions and understand where the tank’s strengths are and where there are outright 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) WoT separately.
Pros:
Highest one-time damage among PT-10;
Very scary gold mines;
Excellent penetration parameters;
Strong frontal armor of the turret and VLD;
Partially rotating cabin.
Minuses:
Huge dimensions of the tank and poor camouflage;
Mediocre booking of NLDs and sides;
Weak mobility (maximum speed, dynamics, maneuverability);
Poor accuracy rates;
Very long recharge;
Small ammunition.

Equipment for FV 215B (183)

By choosing the right additional modules, you can improve the initial performance of the tank, increasing 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. – we remember the mediocre mixing speed and now we are trying to improve this indicator.
3. – a closed wheelhouse gives the opportunity to immediately increase all the necessary parameters, making the speed of reloading and aiming a little more comfortable, and also improving the viewing range.

I consider the above three points to be absolutely optimal; replacing them with anything is undesirable, but if someone really wants to improve the camouflage of a vehicle, sacrificing firepower and the comfort of dealing damage, they can install it.

Crew training

I think there is no need to remind you how important it is not to make mistakes in the distribution and selection of skills between crew members. I just want to add that we again need to concentrate 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 we teach in this order:
Commander (radio operator) – , .
Gunner - , .
Driver mechanic - , .
Loader – , .
Loader – , .

Equipment for FV 215B (183)

Consumables are selected according to a 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 it on FV 215B (183) equipment as, . And for those who want to achieve comfort, but are not ready to give 20,000 silver every battle, the last option is replaced by.

Tactics for playing the FV 215B (183)

On the outcome of the battle Tank destroyer FV215b (183) WoT can have a very big impact due to the presence of insanely powerful gold landmines. 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 area or just shoot at a cardboard car, the result will exceed all expectations, but the likelihood of hitting an armored area and doing only 500-600 damage at such a rate of fire can make us useless on the battlefield. In addition, shooting gold landmines British tank FV215b (183) drives its owner into the wildest minus for silver, which is not suitable for everyone.

Precisely because there is a possibility 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 sides, and at the same time the probability of a miss is greatly reduced.

If you don’t want to go into a big minus and are worried that you will do little damage without penetrating 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 cause 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 us to play as an alpha strike. What is meant is that FV215b (183) tank must fire an aimed shot, and after that there is no need to stand under enemy fire (if someone survives), it is much wiser to hide behind the nearest cover and wait until the loaders push another cartridge into the breech.

Otherwise, you must remember that we should never let the enemy get close to us, much less let him on board. This is one of the reasons why World of Tanks FV215b (183) It is considered a very situational machine, it depends not only on the will of the VBR, but also on the team. To play more successfully, keep an eye on the mini-map, fear artillery like fire and luck will follow your path, releasing “one-shots” is really a lot of fun and this can greatly affect the outcome of the battle.

In this article we will talk about one of the most interesting top-end anti-tank units, which has some advantages of a tank, good speed and a powerful weapon, which makes it one of the most interesting vehicles in the game and will force lovers of big numbers when dealing damage to abandon all tanks and stay there for at least a month.

Historical reference

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

In general, we are dealing with a paper prototype, however, in the game the machine 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 two thousand, which corresponds to the health reserve of its predecessor, the Tortoise (which is the strongest tier 9 tank destroyer in the game), and therefore we are one of the strongest self-propelled guns in the game. For example, the Soviet top-end tanks are slightly inferior to us in HP reserves (by 50 and 100 units, respectively), the Frenchman “Foch” is already inferior to us by 150 units, and the American “T110E3” is even superior to us by 50 units in this indicator, but it has a tower molded into the body, that is, static. In general, we are examples of strength among tank destroyers of the 10th level, only the clumsy German is stronger than us - “JagPzE100” with 2200hp, although in terms of maneuverability it is far from us, and our gun is even more powerful (183 mm versus 170 mm ). We only have parity with the T110E4 in terms of safety margin, but we have a much more powerful gun, 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

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

By the way, the M26 Pershing has a similar turning speed - 36 degrees/sec for the stock chassis, 38 degrees/sec for the top chassis, while we have 32 degrees/sec, but we have a heavy top-end tank destroyer of the 10th level and At the same time, we are slightly behind our national counterpart in maneuverability - 32 versus 36 deg/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 surpassed in this area only 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 directly at the joint between the upper and lower armor plate, while the tank burned out almost completely (the crew did not learn the skill “ Firefighting" and "Cleanliness and Order", and you should learn them, just in case) and had to stand behind the house until the end of the battle, since with the margin of safety that remained, there was no point in taking risks again and going 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 5,000 silver, it almost completely justifies itself. For example, in a test race between two “FV215b”, I, using gasoline, overtook my “colleague” by a whole length within 15 seconds after the start. Now imagine what kind of bonus you get when forced marching over long distances, and when meeting the enemy’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 quite enough, but only for ordinary armor-piercing ones. If your brothers in the camp of the 10th level hit you with a cumulative or sub-caliber weapon, then these armor plates are no longer enough, since the armor penetration of cumulative (sub-caliber) guns for level 10 guns is about 400 millimeters, and in this case the chance of non-penetration or the ricochet will depend mainly on quick “maneuvers” of the body (to increase the risk of ricochet) or on the FBR, which periodically throws up such “gifts”.

Tower

The turret's armor is impressive - 254 mm, although there are no such rational angles of inclination of the armor as in the front part, however, for conventional armor-piercing weapons this thickness of armor is quite enough to withstand fire from level 10 guns. And again, if you are hit with cumulative shells, then the chances of holding back the blow are significantly less, however, only the JagPz-E100 can withstand these uber-shells, and even then not always, and most often penetrates either the lower armor plate or the front armor plate of the wheelhouse. In general, if a player with a fat virtual wallet is shooting 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 discovered 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 into the game, through stubborn many hours of gaming, can earn himself a few hours of “play for fun” on top-end equipment with gold shells in addition.

A unique property of the FV215b turret is that it rotates, unlike most other tank destroyers, although only 45 degrees from the sides, and the same T110E4 can rotate the turret 90 degrees, that is, almost a right angle - you can shoot at enemies and stand sideways. We can do this in half the radius, however, even such angles allow us to catch particularly agile enemy STs and even light vehicles using both the turret’s ability to turn and its maneuverable chassis. In addition, when playing in the classic TD style - standing in the bushes and shooting at targets passing by, 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 are using a camouflage net, the effectiveness of which directly depends on your immobility. It is also important to remember that our turret rotation speed is only 16 degrees/sec, so 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 rotate the hull ahead of the enemy’s line of movement and only then do fine-tuning the target with the help of the turret, rather than having almost reached the target and repeating everything again, turning the body, since the target has moved out of your firing radius (which gives the rotation of the turret). That is, if you see that a fast enemy tank is trying to go around you in a large radius, then you should deliberately turn your body with a reserve, 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 calculated relative to the median, which in our case is the gun barrel. 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 body rotation, not forgetting to expose the strong frontal armor to attack and take care of the vulnerable flank part.

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

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

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

gun

Mixing speed

The “183-mm L4” gun is just a song, no, it’s a hymn to all particularly powerful guns - this gun is not just powerful, it’s simply incredibly powerful, and for this we pay with a dismal rate of fire - only two rounds per minute. At the same time, we also have a number of disadvantages - the gun takes a very long time to aim, and with the slightest rotation of the turret, the aiming circle again takes up half the screen. This is a big hindrance when aiming at long distances, especially since we do not have the opportunity to tank with the sides and expose ourselves to attack while aiming at a target, like the E-100, so the problem of aiming at a target is very relevant for us. For these purposes, we need to pay special attention to special skills - “Smooth movement” and “Smooth rotation of the turret”, and at a minimum, we need to use the “Reinforced aiming 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, this skill will be especially useful for our large crew. One skill that definitely needs to be learned is “Smooth turret rotation”, we simply need it - 7.5% to the dispersion when turning the turret and in combination with “Reinforced aiming drives” this will allow us to significantly reduce the dispersion, and if we have learned military 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 dispersion 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. 183 mm L4 gun

Rate of fire

Only two shots per minute is a big disadvantage of this weapon, but given the fact that we inflict more than a thousand damage with armor-piercing weapons, and 500-700 units with landmines 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 push out any other vehicles from the battle, which would certainly upset the balance and would not contribute to positive reviews from other players who like other classes. Then we would have the same situation that now happens with artillery at the 9th-10th level of battles, when everyone stands behind cover and, in fact, plays a turn-based game. In general, with such values, most players are tempted to increase this value and install, for example, a rammer or ventilation. With the rammer we will get a rate of fire of 2.2 rounds per minute, this is a small increase, but it will be noticeable, especially on urban 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-described problem with the speed of targeting. The fact is that with our rate of fire, any miss is a chance for the enemy, and any hit with a 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 for an extra couple of seconds, but a miss is a minus, and it also hurts the wallet, especially when we shoot with “hashes” (a special type of HE projectile with high armor penetration), which cost no less - 8,000 silver apiece. In any case, the choice is up to you, I can only add that the long aiming speed is not so critical only if we have a fully learned camouflage, in this case we have an advantage - we have a reserve of time until the enemy discovers us, and we can afford to aim at 1 .5-2 seconds longer.

Accuracy

Our accuracy is average - 0.4 spread, 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 greater concern. This is a lot, even very much, but what do you want - our gun weighs 5.4 tons, and the caliber is 183 mm, and such a giant tends 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 converged, then most of the shells will fly to the target and even any hit on the track will, at a minimum, 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 destructive power, which is why only 12 of them fit even into 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 consistently 1000-1200 damage (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 speaking, are impressive, even “Big Hans” could not keep up with the British in these indicators (“The JagPzE-100 penetrates 299 mm of armor with a conventional AP and deals 1050 damage, although it has the advantage of cumulative armor penetration at 420 mm ).

HE 183-mm HE Mk.1

The standard HE Mk.1 high-explosive fragmentation projectile penetrates 92 mm armor and deals 1750 damage. Damage on average, maximum - almost 2200 units. That is, we penetrate almost 100 mm and inflict damage for one and a half thousand, frankly speaking, impressive figures! With such projectiles I was able to inflict 700 units of damage on monsters of the E-100 type, and that’s when hitting them in 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.

HESH Mk.1 HESH Mk.1

A special type of HE projectile – “HESH Mk.1” – is similar in type to a high-explosive fragmentation projectile, but the operating principle is somewhat different. Without going into details, let’s say that when it hits an enemy tank, like a cake, it spreads across its armor, and then the force of the explosion creates cracks and splits in the armor, which affect the modules and crew of the tank, including even if not penetrated - with secondary fragments (scale) . At the moment, the mechanics of the action of HE shells have been changed to “more realistic” from the point of view of the developers, but even this does not correspond to the mechanics of the HESH type projectile. 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, although 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 consistently highly effective in causing damage to a tank, but in the game it is sometimes more useless than a regular landmine, again not because the projectile for 8 thousand units of silver is bad, but because the damage model is flawed. Therefore, for example, on the FV4202, when firing with hashes, the damage is simply dull, while the score for shells after the battle is “pleasant”.

Therefore, most players use “hashes” only for shooting at tanks in the rear or for shooting the French, in general against weakly armored tanks and/or weakly protected areas of armor. For example, if you hit the Mouse with “hashes” in the forehead, you can inflict 300-400 units of damage (sometimes 500-600), and if you hit it 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 inspire more confidence, although they rarely knock out more than 700 units of damage, but the result is stable, and stability is a sign of professionalism. Therefore, after several dozen battles and annoying losses due to the changeable nature of the “hashes,” I completely 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 units of damage on average, I observed decent damage less than a dozen times - for example, when hit on the side of the T-54, it caused damage of 1550 units, and left the Soviet ST with almost nothing, and being hit on the side “The KV-3 destroyed the tank with one hit. There was also the case of the IS-3, which, although it probably did not receive full damage from the hash, still exploded due to the destruction of its own ammunition. However, there were more other cases, for example, several hits on the side of the “Mausu” and “E-100” took no more than 500 units of damage, a similar situation occurred when the “FV4202” was hit in the forehead. The question is, why do you need a shell for 8000 silver, which supposedly deals 1750 damage at a time, if there is an ordinary landmine that consistently deals 600-700 units of damage and costs four times less?

In general, there are more disappointments from “hash shells” than positive aspects, but landmines, on the contrary, never disappoint. On the other hand, when everything goes like clockwork, you get something like this (unique) battles:

Regarding the use of HE shells, I especially remember the case when an enemy “Betshat” with full HP tried to sneak past the British, counting either on a miss, or on the fact that it would withstand one hit, and during the reloading time, due to the drum, it would disassemble the “FV215b, but it was not there. On a sharp turn, he gets one hit with a regular landmine and is sent to the hangar, the result is 1800 hp per shot, impressive right? Another case - an E-100 with full hp lit up in an open field - three shots of landmines from British anti-tank vehicles lying in ambush and the German went to the hangar. In general, the power of land mines is impressive, moreover, they often break modules and concuss the crew, although there are also oddities - a direct hit in the forehead of the Betshat took off 80% of its hp, but after the hit it miraculously did not lose its tracks and continued moving (how the crew was not shell-shocked from being hit by a ship-caliber shell is unclear), after which he successfully dismantled the Briton 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 I wish there were fewer such oddities. On the other hand, I remember the battle on Ensk, when, with the support of only three barely alive, but competent allies, it was possible to hold back a 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 was not possible 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, standing in a circle on the T57 grapple, he was unable to react in time and it turned out that the shot hit him directly at the engine from behind, as a result of which he received 1100 units of damage (with a regular landmine), and the remainder of the safety margin melted due to fire engine, in the end the American miraculously remained alive with 3% hp, however, the FBR with these three percent took the victory, since he had to spend a shell on the Yankees, although he could have managed to knock down the capture. Well, nothing can be done, because you can’t give the guys with the drums a chance, otherwise they are too lively.

I could go on for a long time, but think about it:

  • Explosion of a “full Betshat” from one landmine;
  • A third of the strength of the E-100 is from being hit by a landmine on the frontal armor;
  • Ammunition explosions, fires and other critical damage - sometimes a frontal hit with a landmine or hash can not only penetrate, but also set fire to the mighty E-100, and then what can we say about other tanks?;
  • Explosion or almost complete withdrawal from the battle (loss of effectiveness due to the large number of critical hits of modules and crew) of lower level tanks (7th, 8th and even 9th);
  • There are no distance restrictions - a landmine is effective in any case, even with a decrease in initial speed as it approaches the target

In general, landmines for the FV215b are a kind of self-assembled tablecloth that allows you to “feed” the tank even if you play randomly and without a premium account. Armor-piercing is excellent when shooting at weak points of the enemy - the sides, lower armor plate, rear or frontal projections of armor with right angles (for example, the “cheeks” of the Mouse or E-100), commander turrets (“T110E5”), “ instrument panels" (narrow strips of almost vertically located armor plates, under which there are forward-facing machine guns, hatches or viewing slots for the mechanical drive, and so on), like the KV-4 or Tiger P (although we rarely see the latter, and it almost penetrates always even in the forehead). Armor-piercing units consistently inflict more than a thousand damage (with rare exceptions) and consistently bring experience and credits to 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 penetrate the E-100 from 500 meters head-on are 50 to 50, and sometimes less - it’s better to hit with landmines, although it will do less damage, but it guaranteed.

View and communication range

Review

Although we are not deprived in terms of visibility - 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 corresponding skills. In principle, we can almost completely compensate for the “Coated Optics” module at the expense of the skills “Eagle Eye” and “Radio Interception”, and make room, for example, for “Rammer”; on the other hand, the combination of these skills plus the module will give a generally excellent overview, which promises huge benefits with our landmines. 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, probably, there will be more benefit from improved visibility, and at long distances, the aiming speed is not so important, the rate of fire and, in fact, target detection are more important.

For the same reason, I strongly recommend that you fully learn “Disguise” and “Sixth Sense” in order to remain undetected 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 camouflage, then you will have to fight like a TT, since you will be seen before the enemy, again due to its size. To compensate for this shortcoming, we learn “Disguise” and become as invisible as “AMX50F155” without the camouflage skill. If you buy camouflage, it will be even better, you can also use the “Camouflage Network”, although this is not an acquired taste, since you have to move often, and the network only works when completely motionless. Don’t listen to those who say that camouflage is not important for us, maybe for the JagPzE-100 it is not as important as repairs, since its armor is like that of a Triceratops, but for us it is important - we must know all the targets and know where to expect a blow, because we do not have such powerful side armor and we must skillfully expose our foreheads to the blows of enemy guns, and even better, remain completely unnoticed. That is why it is important for us to have as much visibility as possible and the highest possible camouflage.

Radio communication

The SR C45 radio weighs only 40 kg and allows you to communicate over 750 meters around, which allows you to see most of the maps from start to finish. If you absolutely need to know what’s going on on the other side of the Erlenberg, but you’re standing on the opposite side, then study the inventor and enjoy the almost kilometer-long communication range. Otherwise, in this regard, we don’t have any interesting options, and there’s nothing to describe, except that you can study the repeater and increase the communication range of your allies by 10%, but it’s still unclear what good this will do for us in random battles, maybe in the future this the situation will become clearer.

Profitability

Everyone has known for a long time and for certain that any level 10 vehicles are very expensive, and the whole point is not so much in expensive shells, but in very expensive repairs, which sometimes reaches up to 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 require that you have farming machines or, preferably, a premium account, which would smooth out the effect of high costs. If you have neither one nor the other, then after the next battle on the FV215b you will have to go through 1-2 battles on a tier 5 medium tank (or something similar) to compensate for 10-30 thousand costs in depending on how the battle went on the British and how you conducted the battles on the farm middle peasants.

It’s 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 large advantages in won battles. In general, with a PA you can play on a level 10 tank destroyer with zero and even a slight plus, especially if you have good platoon leaders. A good platoon will help keep the number of losses to a minimum and reduce the negative effect of random “deerism”, when your allies mindlessly merge, forcing you to confront superior enemy forces.

Yield table

Now let’s take a look at the profitability table for the “FV215b”, although in our case it’s more of a “loss table”, alas, these are the harsh economic realities of tier 10 tanks.

So, the standard income without Pa amounted to 234646 units of silver, while the amount of costs turned out to be equal to ∑=119735+71000+160560=351295, that is, more than three hundred thousand. This means that we received not a profit, but a loss in the amount of 351295-234646=116649, that is, in ten battles without PA we spent more than 100 thousand silver. This means, in turn, that in order to compensate for these costs you will need to go to 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 battles. With a premium account we earned 351969, minus costs and we get 351969-351295=674, which means that we have reached the break-even point. In general, for owners of premium tanks of the 8th level and playing on a premium account, to overcompensate the costs, it will be enough to play 4-5 times on the Lion for 10 battles on the FV215b or. If you still think that the costs are high, then assemble a good platoon and reduce the number of losses due to the noobishness of random allies to a minimum (even though they are noobs, they want to win, and therefore at least they will help if you have success). this way you can not only get small disadvantages by playing without a PA and even earn a little money 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 units per battle, respectively. Regarding the costs, everything is very clear - if you want to get a lot of pleasure from the “one-shot”, 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, 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 harsh, and sometimes even positive.

Conclusion

The British tier 10 tank destroyer "FV215b" is a contradictory combination of power, uneven armor, fairly large size and good dynamics. This machine is capable of bringing a lot of bright emotions to its owner, as it allows you to inflict the greatest damage in the game; only artillery can inflict more. In fact, the “Fv215b” is mechanized artillery, covered with armor, which is even capable of 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 was behind us in terms of firepower. Add to this good frontal armor, sufficient speed and maneuverability, and we get a powerful support combat unit that can change the course of the battle with just a few successful shots. The British AT 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 capable of sending a brand new IS-7 to the hangar. It is thanks to these Due to their unique properties, as well as a long reload time, these machines can bring both a lot of positive emotions and a number of negative ones when you are attacked while reloading. That’s why this technique needs an “entourage”; in such 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 by the disappointments of losses.

The pinnacle of development of British tank destroyers, one of the most terrible vehicles in the game, whose damage per shot is comparable to damage from a direct hit from artillery. However, the extremely low rate of fire, long aiming times and modest ammunition load force us to play this self-propelled gun as carefully as possible.

Modules

Compatible Equipment

Compatible equipment

FV215b (183) in game

Research and leveling

Tank destroyer FV215b (183) can be researched at Tortoise for 235,000.

Combat effectiveness

The FV215b (183) is a very specific machine, made up of contradictions. A huge, but fast machine that deals incredible damage does not have any 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 an enemy of the same level. But if there is more than one, things get very sad. If the opponents have high dynamics and rate of fire, FV215b (183) even a miracle will not always save you.

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

But not everything is so rosy with the weapon. Cooldown lasts 30 seconds. A complete kit in the form of a rammer, ventilation and combat brotherhood reduces this time by 5 seconds. In addition to no accuracy, there is slow convergence and large scatter. The saving grace is the turret with rotation angles of 45 degrees in both directions, thanks to which it is necessary to re-arrange somewhat less frequently than conventional tank destroyers. But it is worth mentioning that the tower is located at the back, which adds additional features to the style of play.

FV215b (183) is quite dynamic. High speed is a huge plus, giving tank destroyers high mobility. Agility is also an advantage. But it’s still not enough to escape from the fast medium tanks that are “circling” the FV215b (183).

The large size is another disadvantage 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 screens reduces the life expectancy of the FV215b (183) to a minimum.

Advantages:

Highest damage among all vehicles;
- good maneuverability and dynamics;
- aiming angles.

Flaws:

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

Equipment, equipment and ammunition

The FV215b (183) ammunition load is 12 rounds. However, this is quite enough. With a rate of fire of 2 rounds per minute, continuous shooting can be carried out for 6 minutes. With the crew, modules, etc. - about five minutes. But if you take into account all the factors like taking a position, waiting for a target, aiming and many other factors, in the worst case, the shells will only last for 10 minutes of battle. Usually the fight ends sooner.

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

Table of characteristics of 183 mm L4 gun shells:

For FV215b (183) required rammer and reinforced aiming drives. The first speeds up reload time by 3 seconds, the second speeds up the aiming speed by 0.35 seconds. Third, you can take improved ventilation: an additional bonus for both recharging and information. An alternative to ventilation can be coated optics, which give a bonus to visibility, or an extra-heavy anti-fragmentation lining, which will significantly reduce damage from landmines and rams.

Hello tankers! Today we will look at the crown of development of British PT. The car that many of you walked long and tediously to get to. A machine that inspires fear in any opponent. A vehicle whose hit is just as feared as an artillery hit. A car that finally ends the line of heavily armored anti-tank vehicles that don’t move. Meet FV215b(183):

The price of the car is 6,100,000 credits. But before purchasing, you had to accumulate 235,000 experience points on the previous car, and this is a very impressive number. Well, gaining experience on Tortoise is over, farming credits too. Now all we have to do is buy the FV215b(183), supply additional equipment, camouflage and retrain the crew, and that’s it!, that’s it! This completes the upgrade of British tanks! We are waiting for art or Chinese PT.

Since the car is level 10, we just need to put a more than 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 towards training in the main specialty up to 100%.

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

Equipment

Well, what can I say about the weapon? You see everything for yourself. The weapon has enormous penetration and damage rates. The incredible damage from landmines with a penetration of 275 is especially fascinating!!! - Arta nervously smokes on the sidelines. Just imagine an IS-7 driving towards you, receiving a bonus and driving back with 400 remaining HP - a spectacle. It's not even necessary to punch through the enemy. I shot at the T110E4 turret and destroyed 600 HP with 4 crits and 3 concussions)))) 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 won’t fly with it, but we won’t crawl like on an AT either. Overall a good engine. We use what we were given, because there is no choice))

The chassis is also quite good. 32 degrees per second is a very good indicator. I don’t think we need any more, we won’t have time to get together.

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

Well, and one more small detail that I forgot about - the tower. It’s somehow unusual after the AT series... Well, what can I say about it? The armor is at the level, even better than the level, the turning speed is so-so, but the visibility is normal. In short, we use what we were given.

I will highlight the following advantages and disadvantages

pros

  • Great weapon
  • Excellent one-time damage
  • The presence of a tower that rotates 45 degrees
  • Better mobility compared to AT series

Minuses

  • Relatively weak armor, especially compared to the AT series
  • Very low rate of fire of the gun
  • 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 or rate of fire. A miss is very expensive. It is contraindicated for us to be in the front rows due to the fact that there is not much armor. The artillery also likes to shoot at us. The tank feels best on city maps, but after firing what should you do for 30 seconds? The rear location of the tower also has a very significant effect on the gameplay. In general, I will say this, a tank for very experienced players. This is not a universal seven (IS-7) on which you can play 10 different ways, even as ST or PT. The machine is very dependent on the team, and the team is on it, because it is capable of doing such things... but only in competent hands and under cover. I highly recommend riding in a platoon, it’s so random...

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

Profitability

Everything is very sad here. Many people upgrade this tank for the sake of its premium high explosives, but they cost a little more than expensive = (Repairs are also quite expensive. In any case, the vehicle will either play at zero, or, when firing premium shells, go into terrible minuses and the PA will not help here You need a tank to get credits, preferably a premium one.

Optional equipment

  • Rammer- 30 sec. reloading seems to speak for itself.
  • Reinforced. aiming drives- we also have problems with mixing =(
  • As before, fan or light. It's up to your taste.

Equipment

Everything here is more than standard

  • 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
  • "Non-contact" ammunition rack
  • Repair

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

Firstly, 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 he is being taken out of the game of pumped up tanks. This will happen in the client update 0.9.21, namely on October 17, 2017. And it will not be possible to pump it out in any way, so hurry up and purchase it with free experience. It is very important.

And so that you understand what kind of tank this is, I’ll tell you about the advantages and disadvantages . Watch the video at the end of the description.

The advantages of this fw215b 183.

  1. This is a wild, huge alpha that takes you to the hangar the first time.
  2. Excellent penetration of hash with a land mine and bb (we penetrate everything that rides on tracks).
  3. Quite a comfortable speed.
  4. A strong tower is capable of tanking damage if you remove the hull.

There are disadvantages and they are written below.

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

Perhaps these are all the most important advantages and disadvantages of the tank. Based on this, you need to build a game on it.

How to play fv215b 183?

First of all, don’t go anywhere alone, because due to the long reload time you will be shot in all directions. Tank with the turret as it is quite strong. Close in advance and do not shoot until the circle is completely closed. Since the tank is oblique like a Turkish saber. You must understand that he only tanks with his turret. Play from there, find any holes, crawl into them 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, give damage and roll back. On open maps, stay close to the hills because camouflage is not important, and the body 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 time and, of course, camouflage, as well as ventilation in order to add skills to the crew.

Perks for the crew are first brotherhood to everyone except the commander. To the commander, first the lamp, then the brotherhood, the second perk is camouflage. Then the third according to the profile of each crew has its own skill.

See a screenshot with alternative perks and equipment below.

Now about that how to get this car and everything is very simple here: if you have free experience, be sure to spend it on this tank because already in update 0.9.22 it will no longer be available. It is impossible to get it in the usual way by pumping out a branch of tanks and it will go into promotional form, that is, it will be issued possibly for some kind of feats on the Main Corps 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 upgrade the coveted top ten you will spend a lot of nerves and time.

Video guide on how to play the broad

    Learn how to shoot the most powerful gun in the game. What to do if such a gun is aimed at you? In what way did the tank destroyer from the new British branch - FV 4005 - break Mouse's record? The answer is in our review of two level 10 PTs at once. You will learn about the differences between the FV 4005 and the FV 215b (183). You will see how to survive in battle without camouflage or armor and how to play against an enemy who has almost no chance of being shot. Watch the video and rush into battle!

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    All guns can fire, but only some can one-shot. This is exactly the gun found on the British Tier 10 tank destroyers FV4005 and FV215b (183). It can destroy a tank in one shot. Unfortunately, along with fantastic damage comes many complications and disadvantages, as well as dependence on an immeasurable parameter - luck.

    At first glance, it is clear that the British top tank destroyers are different vehicles. FV215b is slow, with an armored forehead. 4005 is somewhat more mobile, but not to the extent that it can move from flank to flank. She also has a huge, vulnerable turret with very thin armor.

    This vehicle is more vulnerable than the Waffentrager. In combat, the FV4005 and FV215b operate differently. But they have one role - to inflict a colossal amount of damage. The main thing our heroes have is one-time damage.

    For a land mine this value is comparable to that of an artillery one - 1750 units. Due to the armor penetration of the HESH shell, they can destroy a high-level medium tank and even some heavy vehicles with one shot. In fact, the full damage does not always occur. To do this, the landmine needs to penetrate the armor.

    A hit to a screen or external module, such as a track, causes the projectile to fire prematurely, the effect of which on the main armor weakens with distance. Getting into a vulnerable spot is difficult - it will require patience and even luck, because the gun has low accuracy and a long aiming time. This is one of the reasons why these tanks are difficult to fight with. HESH land mines can cause full damage 3-4 times in a row, and then explode on external modules for a long time without causing much harm.

    Since the gun's spread is rather large, when shooting at long distances using HESH ammunition you have to rely on luck. The aiming speed and accuracy of the gun on the FV4005 and FV215b are slightly different. The 4005 mixes faster than the FV215b. Three seconds instead of 3.4.

    This difference is very noticeable in urban environments. The faster we converge, the faster we’ll deal damage and get out of the line of fire, which means there’s less risk of getting hit by an enemy shell. The difference in accuracy is also in favor of the FV4005. The gun spread is 0.38 versus 0.40.

    It's a small thing, but nice. No matter how slow the aiming and low accuracy, when you come across a car with such a gun, it becomes scary. After all, there is still a chance that you will be hit. If you encounter a 183mm gun, you have the power to minimize the damage from the HESH shell.

    On some tanks it is more profitable to drive almost sideways into the shot, rather than try to become a diamond. With their accuracy, there is a high probability that the projectile will hit the track. Of course, this advice will not help French tanks much, but even they have a chance. Even at close range, it is very effective to “dance” with the body.

    It will be more difficult for the AT to aim, and the aiming circle will constantly get lost, especially if the AT starts to turn its body further. In a duel with these PTs, standing still with a stake is the worst solution. We need to move. The owner of an FV4005 or FV215b has a choice of what to load into the gun - armor-piercing or HESH.

    A high-explosive projectile inflicts enormous damage. It's very nice to hit the enemy with two thousand. But HASHes are expensive, and it is difficult to inflict full damage with them. The fight turns into waiting for a miracle.

    The FV arsenal has cheaper and more predictable armor-piercing shells with a decent penetration of 310 millimeters. This is enough to cause damage in most situations. Especially when the enemy is standing sideways and you can simply shoot at the outline. Intuition and planning will help you decide which projectile to use.

    Calculate who you will shoot at. If it is Mouse or E100, it is difficult to break through them with a HASH. But medium tanks or anti-tank tanks will burst from it. The high one-time damage of the FV4005 and FV215b comes at the price of fire rate.

    It is 2 batshat per minute. With ventilation and crew reinforcements, we can reduce the reload time from the base 30 seconds to around 25, which is still very long. This is the biggest challenge of playing FV. Often these tanks take one shot and die - they simply do not have time to reload.

    And if the shot has not yet destroyed the enemy, then things are very bad. To reduce vulnerability due to AC, there are two methods - either shoot from a distance and hide, or don't be alone. Very often these vehicles are saved by the enemy team's fear of them. Surely everyone has encountered a situation where, at the end of a battle, several tanks are afraid to go out and destroy some FV4005 around the corner.

    But it’s enough for one tanker to take damage, the rest will easily gnaw on the PT - and victory is in your pocket. If such a car is not alone around the corner, but behind the backs of your comrades, then driving out in most situations will be stupid. We'll have to tinker. One solution is to outflank the enemy.

    Let's just say, open a second front. The enemy will not be able to effectively defend from two directions, and it will be much easier for you to destroy the dangerous anti-tank gun. The second option is to go on the defensive. This is less risky, since it will be more difficult for the AT to shoot back.

    But here you need to take into account the composition of your team. It is clear that STs will not be able to protect themselves from heavy vehicles. The tactics for using the FV4005 and FV215b in close combat are different. The FV215b has a strong turret with a thickness of 250 mm, its cheeks are at good angles and have the potential to contain a projectile.

    Therefore, with this machine you need to hide in embrasures or behind shelters. It won't be able to tank, but in situations where you need to get out - close down for a long time and take a shot - a strong turret gives you a chance that you won't be penetrated. FV215b is more suitable for holding or pushing direction. The situation with the FV4005 is completely different.

    She has a huge, thin tower. Any tank can penetrate it with a high-explosive shell, and it cannot hide even behind Mouse. Therefore, we can assume that the car is not protected in any way. Compared to the FV215b, it has better dynamics.

    Not at the level of a medium tank, but the car accelerates and spins noticeably more vigorously. The FV4005's tactics are to quickly get out, fire a shot, and quickly leave to reload. At the same time, it is advisable to move further away, so that if the enemy goes on an attack, you can help your allies from afar. 215b cannot allow this.

    The turret of both PTs rotates, but only 90 degrees. This limits their actions. You can’t roll out around the corner and shoot right away; you have to turn your body. It will not be difficult for the enemy to spin them or simply get used to the side.

    The rotation speed of the FV4005 turret is 12 degrees per second. This is 4 degrees slower than Mouse. A record that stood for so many years has been broken. To start aiming, it is sometimes easier for her to simply turn her body.

    In general, playing on British PTs is a real challenge: not only for the enemy, but also for yourself. You have one 183mm quality that is respected and feared. Stand behind cover in a key direction and calculate how long it takes for the enemies to dare to come at you. On the other hand, after the shot you become an easy target, and here everything depends on your experience, luck and the help of your allies.

    If you are playing against these PTs, take advantage of the numerical and tactical advantage. Come from the flank, spin the enemy, avoiding a fatal hit, and then the formidable lion will seem like a harmless kitten. To learn more about Her Majesty's main caliber, go to the special website: fv4005. ru.

    Good luck on the battlefields!

10-03-2017, 11:03

Hello to all fans of big damage numbers, the site is here! Friends, now we will talk about one of the most dangerous vehicles in our favorite game, the British tank destroyer of the tenth level, 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 it has FV 215B (183) World of Tanks and other advantages that you need to know along with the disadvantages if you want to perform decently on the battlefield.

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

TTX FV 215B (183)

We will begin our review with the fact that this device has a safety margin typical by the standards of its peers and a very decent basic viewing radius of 390 meters.

Now I would like to touch on the topic of the British woman’s vitality and, first of all, it is worth noting her gigantic size. FV 215B (183) tank really very large, our silhouette is not only long, but also wide and very high, which is why camouflage suffers greatly and hiding is often very difficult.

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

The forehead of the body FV 215B (183) World of Tanks more vulnerable, but due to the rational tilt of the VLD it has about 260 millimeters of reduced armor, which also often allows you to tank even shots from top-end vehicles. But remember once and for all that our NLD is made of cardboard, its thickness does not exceed 190 millimeters and it always needs to be hidden.

You should never rely on the armor of the sides; nominally in this projection the protection is extremely weak and even when positioned in a diamond shape, 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 gusl.

It is quite expected that with such a shed and the presence of impressive reservations, 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 poor 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 lies in its powerful weapons. There is such a powerful cannon installed on board that no one in their right mind would want to catch your eye.

So, have FV 215B (183) gun has a monstrously powerful alpha strike, the largest by the standards of a tenth level vehicle (not counting artillery). Of course, with such an alpha, the reload time is painfully long and the DPM is low, but it’s worth it.

With the penetration parameters, 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 constrained by silver, it is recommended to charge gold landmines; their penetration is somewhat lower, but the damage is greatly overestimated and even if you do not penetrate the target, you are guaranteed to inflict about 600 units of damage, or even more. As for less protected enemies or getting into vulnerable areas, FV 215B (183) tank is quite capable of sending most level 8-9 opponents to the hangar with one shot, which will bring you a lot of positive emotions.

In addition to the long reload time, for the opportunity to “swanshot” the enemy Tank destroyer FV 215B (183) World of Tanks pays in terms of accuracy. Our gun has the largest spread among the PT-10, it takes a very long time to deploy and its stabilization is disgusting.

The good news is that British tank FV 215B (183) endowed with a movable wheelhouse, which rotates in a total sector of 90 degrees, which completely eliminates problems with horizontal aiming angles. But due to the rear location of the cabin, the trunk bends down very poorly, only 5 degrees, and this often causes problems.

Advantages and disadvantages

Based on everything said above, it is not difficult to draw conclusions and understand where the tank’s strengths are and where there are outright 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) WoT separately.
Pros:
Highest one-time damage among PT-10;
Very scary gold mines;
Excellent penetration parameters;
Strong frontal armor of the turret and VLD;
Partially rotating cabin.
Minuses:
Huge dimensions of the tank and poor camouflage;
Mediocre booking of NLDs and sides;
Weak mobility (maximum speed, dynamics, maneuverability);
Poor accuracy rates;
Very long recharge;
Small ammunition.

Equipment for FV 215B (183)

By choosing the right additional modules, you can improve the initial performance of the tank, increasing 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. – we remember the mediocre mixing speed and now we are trying to improve this indicator.
3. – a closed wheelhouse gives the opportunity to immediately increase all the necessary parameters, making the speed of reloading and aiming a little more comfortable, and also improving the viewing range.

I consider the above three points to be absolutely optimal; replacing them with anything is undesirable, but if someone really wants to improve the camouflage of a vehicle, sacrificing firepower and the comfort of dealing damage, they can install it.

Crew training

I think there is no need to remind you how important it is not to make mistakes in the distribution and selection of skills between crew members. I just want to add that we again need to concentrate 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 we teach in this order:
Commander (radio operator) – , .
Gunner - , .
Driver mechanic - , .
Loader – , .
Loader – , .

Equipment for FV 215B (183)

Consumables are selected according to a 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 it on FV 215B (183) equipment as, . And for those who want to achieve comfort, but are not ready to give 20,000 silver every battle, the last option is replaced by.

Tactics for playing the FV 215B (183)

On the outcome of the battle Tank destroyer FV215b (183) WoT can have a very big impact due to the presence of insanely powerful gold landmines. 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 area or just shoot at a cardboard car, the result will exceed all expectations, but the likelihood of hitting an armored area and doing only 500-600 damage at such a rate of fire can make us useless on the battlefield. In addition, shooting gold landmines British tank FV215b (183) drives its owner into the wildest minus for silver, which is not suitable for everyone.

Precisely because there is a possibility 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 sides, and at the same time the probability of a miss is greatly reduced.

If you don’t want to go into a big minus and are worried that you will do little damage without penetrating 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 cause 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 us to play as an alpha strike. What is meant is that FV215b (183) tank must fire an aimed shot, and after that there is no need to stand under enemy fire (if someone survives), it is much wiser to hide behind the nearest cover and wait until the loaders push another cartridge into the breech.

Otherwise, you must remember that we should never let the enemy get close to us, much less let him on board. This is one of the reasons why World of Tanks FV215b (183) It is considered a very situational machine, it depends not only on the will of the VBR, but also on the team. To play more successfully, keep an eye on the mini-map, fear artillery like fire and luck will follow your path, releasing “one-shots” is really a lot of fun and this can greatly affect the outcome of the battle.

In this article we will talk about one of the most interesting top-end anti-tank units, which has some advantages of a tank, good speed and a powerful weapon, which makes it one of the most interesting vehicles in the game and will force lovers of big numbers when dealing damage to abandon all tanks and stay there for at least a month.

Historical reference

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

In general, we are dealing with a paper prototype, however, in the game the machine 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 two thousand, which corresponds to the health reserve of its predecessor, the Tortoise (which is the strongest tier 9 tank destroyer in the game), and therefore we are one of the strongest self-propelled guns in the game. For example, the Soviet top-end tanks are slightly inferior to us in HP reserves (by 50 and 100 units, respectively), the Frenchman “Foch” is already inferior to us by 150 units, and the American “T110E3” is even superior to us by 50 units in this indicator, but it has a tower molded into the body, that is, static. In general, we are examples of strength among tank destroyers of the 10th level, only the clumsy German is stronger than us - “JagPzE100” with 2200hp, although in terms of maneuverability it is far from us, and our gun is even more powerful (183 mm versus 170 mm ). We only have parity with the T110E4 in terms of safety margin, but we have a much more powerful gun, 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

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

By the way, the M26 Pershing has a similar turning speed - 36 degrees/sec for the stock chassis, 38 degrees/sec for the top chassis, while we have 32 degrees/sec, but we have a heavy top-end tank destroyer of the 10th level and At the same time, we are slightly behind our national counterpart in maneuverability - 32 versus 36 deg/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 surpassed in this area only 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 directly at the joint between the upper and lower armor plate, while the tank burned out almost completely (the crew did not learn the skill “ Firefighting" and "Cleanliness and Order", and you should learn them, just in case) and had to stand behind the house until the end of the battle, since with the margin of safety that remained, there was no point in taking risks again and going 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 5,000 silver, it almost completely justifies itself. For example, in a test race between two “FV215b”, I, using gasoline, overtook my “colleague” by a whole length within 15 seconds after the start. Now imagine what kind of bonus you get when forced marching over long distances, and when meeting the enemy’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 quite enough, but only for ordinary armor-piercing ones. If your brothers in the camp of the 10th level hit you with a cumulative or sub-caliber weapon, then these armor plates are no longer enough, since the armor penetration of cumulative (sub-caliber) guns for level 10 guns is about 400 millimeters, and in this case the chance of non-penetration or the ricochet will depend mainly on quick “maneuvers” of the body (to increase the risk of ricochet) or on the FBR, which periodically throws up such “gifts”.

Tower

The turret's armor is impressive - 254 mm, although there are no such rational angles of inclination of the armor as in the front part, however, for conventional armor-piercing weapons this thickness of armor is quite enough to withstand fire from level 10 guns. And again, if you are hit with cumulative shells, then the chances of holding back the blow are significantly less, however, only the JagPz-E100 can withstand these uber-shells, and even then not always, and most often penetrates either the lower armor plate or the front armor plate of the wheelhouse. In general, if a player with a fat virtual wallet is shooting 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 discovered 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 into the game, through stubborn many hours of gaming, can earn himself a few hours of “play for fun” on top-end equipment with gold shells in addition.

A unique property of the FV215b turret is that it rotates, unlike most other tank destroyers, although only 45 degrees from the sides, and the same T110E4 can rotate the turret 90 degrees, that is, almost a right angle - you can shoot at enemies and stand sideways. We can do this in half the radius, however, even such angles allow us to catch particularly agile enemy STs and even light vehicles using both the turret’s ability to turn and its maneuverable chassis. In addition, when playing in the classic TD style - standing in the bushes and shooting at targets passing by, 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 are using a camouflage net, the effectiveness of which directly depends on your immobility. It is also important to remember that our turret rotation speed is only 16 degrees/sec, so 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 rotate the hull ahead of the enemy’s line of movement and only then do fine-tuning the target with the help of the turret, rather than having almost reached the target and repeating everything again, turning the body, since the target has moved out of your firing radius (which gives the rotation of the turret). That is, if you see that a fast enemy tank is trying to go around you in a large radius, then you should deliberately turn your body with a reserve, 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 calculated relative to the median, which in our case is the gun barrel. 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 body rotation, not forgetting to expose the strong frontal armor to attack and take care of the vulnerable flank part.

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

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

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

gun

Mixing speed

The “183-mm L4” gun is just a song, no, it’s a hymn to all particularly powerful guns - this gun is not just powerful, it’s simply incredibly powerful, and for this we pay with a dismal rate of fire - only two rounds per minute. At the same time, we also have a number of disadvantages - the gun takes a very long time to aim, and with the slightest rotation of the turret, the aiming circle again takes up half the screen. This is a big hindrance when aiming at long distances, especially since we do not have the opportunity to tank with the sides and expose ourselves to attack while aiming at a target, like the E-100, so the problem of aiming at a target is very relevant for us. For these purposes, we need to pay special attention to special skills - “Smooth movement” and “Smooth rotation of the turret”, and at a minimum, we need to use the “Reinforced aiming 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, this skill will be especially useful for our large crew. One skill that definitely needs to be learned is “Smooth turret rotation”, we simply need it - 7.5% to the dispersion when turning the turret and in combination with “Reinforced aiming drives” this will allow us to significantly reduce the dispersion, and if we have learned military 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 dispersion 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. 183 mm L4 gun

Rate of fire

Only two shots per minute is a big disadvantage of this weapon, but given the fact that we inflict more than a thousand damage with armor-piercing weapons, and 500-700 units with landmines 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 push out any other vehicles from the battle, which would certainly upset the balance and would not contribute to positive reviews from other players who like other classes. Then we would have the same situation that now happens with artillery at the 9th-10th level of battles, when everyone stands behind cover and, in fact, plays a turn-based game. In general, with such values, most players are tempted to increase this value and install, for example, a rammer or ventilation. With the rammer we will get a rate of fire of 2.2 rounds per minute, this is a small increase, but it will be noticeable, especially on urban 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-described problem with the speed of targeting. The fact is that with our rate of fire, any miss is a chance for the enemy, and any hit with a 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 for an extra couple of seconds, but a miss is a minus, and it also hurts the wallet, especially when we shoot with “hashes” (a special type of HE projectile with high armor penetration), which cost no less - 8,000 silver apiece. In any case, the choice is up to you, I can only add that the long aiming speed is not so critical only if we have a fully learned camouflage, in this case we have an advantage - we have a reserve of time until the enemy discovers us, and we can afford to aim at 1 .5-2 seconds longer.

Accuracy

Our accuracy is average - 0.4 spread, 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 greater concern. This is a lot, even very much, but what do you want - our gun weighs 5.4 tons, and the caliber is 183 mm, and such a giant tends 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 converged, then most of the shells will fly to the target and even any hit on the track will, at a minimum, 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 destructive power, which is why only 12 of them fit even into 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 consistently 1000-1200 damage (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 speaking, are impressive, even “Big Hans” could not keep up with the British in these indicators (“The JagPzE-100 penetrates 299 mm of armor with a conventional AP and deals 1050 damage, although it has the advantage of cumulative armor penetration at 420 mm ).

HE 183-mm HE Mk.1

The standard HE Mk.1 high-explosive fragmentation projectile penetrates 92 mm armor and deals 1750 damage. Damage on average, maximum - almost 2200 units. That is, we penetrate almost 100 mm and inflict damage for one and a half thousand, frankly speaking, impressive figures! With such projectiles I was able to inflict 700 units of damage on monsters of the E-100 type, and that’s when hitting them in 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.

HESH Mk.1 HESH Mk.1

A special type of HE projectile – “HESH Mk.1” – is similar in type to a high-explosive fragmentation projectile, but the operating principle is somewhat different. Without going into details, let’s say that when it hits an enemy tank, like a cake, it spreads across its armor, and then the force of the explosion creates cracks and splits in the armor, which affect the modules and crew of the tank, including even if not penetrated - with secondary fragments (scale) . At the moment, the mechanics of the action of HE shells have been changed to “more realistic” from the point of view of the developers, but even this does not correspond to the mechanics of the HESH type projectile. 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, although 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 consistently highly effective in causing damage to a tank, but in the game it is sometimes more useless than a regular landmine, again not because the projectile for 8 thousand units of silver is bad, but because the damage model is flawed. Therefore, for example, on the FV4202, when firing with hashes, the damage is simply dull, while the score for shells after the battle is “pleasant”.

Therefore, most players use “hashes” only for shooting at tanks in the rear or for shooting the French, in general against weakly armored tanks and/or weakly protected areas of armor. For example, if you hit the Mouse with “hashes” in the forehead, you can inflict 300-400 units of damage (sometimes 500-600), and if you hit it 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 inspire more confidence, although they rarely knock out more than 700 units of damage, but the result is stable, and stability is a sign of professionalism. Therefore, after several dozen battles and annoying losses due to the changeable nature of the “hashes,” I completely 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 units of damage on average, I observed decent damage less than a dozen times - for example, when hit on the side of the T-54, it caused damage of 1550 units, and left the Soviet ST with almost nothing, and being hit on the side “The KV-3 destroyed the tank with one hit. There was also the case of the IS-3, which, although it probably did not receive full damage from the hash, still exploded due to the destruction of its own ammunition. However, there were more other cases, for example, several hits on the side of the “Mausu” and “E-100” took no more than 500 units of damage, a similar situation occurred when the “FV4202” was hit in the forehead. The question is, why do you need a shell for 8000 silver, which supposedly deals 1750 damage at a time, if there is an ordinary landmine that consistently deals 600-700 units of damage and costs four times less?

In general, there are more disappointments from “hash shells” than positive aspects, but landmines, on the contrary, never disappoint. On the other hand, when everything goes like clockwork, you get something like this (unique) battles:

Regarding the use of HE shells, I especially remember the case when an enemy “Betshat” with full HP tried to sneak past the British, counting either on a miss, or on the fact that it would withstand one hit, and during the reloading time, due to the drum, it would disassemble the “FV215b, but it was not there. On a sharp turn, he gets one hit with a regular landmine and is sent to the hangar, the result is 1800 hp per shot, impressive right? Another case - an E-100 with full hp lit up in an open field - three shots of landmines from British anti-tank vehicles lying in ambush and the German went to the hangar. In general, the power of land mines is impressive, moreover, they often break modules and concuss the crew, although there are also oddities - a direct hit in the forehead of the Betshat took off 80% of its hp, but after the hit it miraculously did not lose its tracks and continued moving (how the crew was not shell-shocked from being hit by a ship-caliber shell is unclear), after which he successfully dismantled the Briton 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 I wish there were fewer such oddities. On the other hand, I remember the battle on Ensk, when, with the support of only three barely alive, but competent allies, it was possible to hold back a 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 was not possible 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, standing in a circle on the T57 grapple, he was unable to react in time and it turned out that the shot hit him directly at the engine from behind, as a result of which he received 1100 units of damage (with a regular landmine), and the remainder of the safety margin melted due to fire engine, in the end the American miraculously remained alive with 3% hp, however, the FBR with these three percent took the victory, since he had to spend a shell on the Yankees, although he could have managed to knock down the capture. Well, nothing can be done, because you can’t give the guys with the drums a chance, otherwise they are too lively.

I could go on for a long time, but think about it:

  • Explosion of a “full Betshat” from one landmine;
  • A third of the strength of the E-100 is from being hit by a landmine on the frontal armor;
  • Ammunition explosions, fires and other critical damage - sometimes a frontal hit with a landmine or hash can not only penetrate, but also set fire to the mighty E-100, and then what can we say about other tanks?;
  • Explosion or almost complete withdrawal from the battle (loss of effectiveness due to the large number of critical hits of modules and crew) of lower level tanks (7th, 8th and even 9th);
  • There are no distance restrictions - a landmine is effective in any case, even with a decrease in initial speed as it approaches the target

In general, landmines for the FV215b are a kind of self-assembled tablecloth that allows you to “feed” the tank even if you play randomly and without a premium account. Armor-piercing is excellent when shooting at weak points of the enemy - the sides, lower armor plate, rear or frontal projections of armor with right angles (for example, the “cheeks” of the Mouse or E-100), commander turrets (“T110E5”), “ instrument panels" (narrow strips of almost vertically located armor plates, under which there are forward-facing machine guns, hatches or viewing slots for the mechanical drive, and so on), like the KV-4 or Tiger P (although we rarely see the latter, and it almost penetrates always even in the forehead). Armor-piercing units consistently inflict more than a thousand damage (with rare exceptions) and consistently bring experience and credits to 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 penetrate the E-100 from 500 meters head-on are 50 to 50, and sometimes less - it’s better to hit with landmines, although it will do less damage, but it guaranteed.

View and communication range

Review

Although we are not deprived in terms of visibility - 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 corresponding skills. In principle, we can almost completely compensate for the “Coated Optics” module at the expense of the skills “Eagle Eye” and “Radio Interception”, and make room, for example, for “Rammer”; on the other hand, the combination of these skills plus the module will give a generally excellent overview, which promises huge benefits with our landmines. 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, probably, there will be more benefit from improved visibility, and at long distances, the aiming speed is not so important, the rate of fire and, in fact, target detection are more important.

For the same reason, I strongly recommend that you fully learn “Disguise” and “Sixth Sense” in order to remain undetected 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 camouflage, then you will have to fight like a TT, since you will be seen before the enemy, again due to its size. To compensate for this shortcoming, we learn “Disguise” and become as invisible as “AMX50F155” without the camouflage skill. If you buy camouflage, it will be even better, you can also use the “Camouflage Network”, although this is not an acquired taste, since you have to move often, and the network only works when completely motionless. Don’t listen to those who say that camouflage is not important for us, maybe for the JagPzE-100 it is not as important as repairs, since its armor is like that of a Triceratops, but for us it is important - we must know all the targets and know where to expect a blow, because we do not have such powerful side armor and we must skillfully expose our foreheads to the blows of enemy guns, and even better, remain completely unnoticed. That is why it is important for us to have as much visibility as possible and the highest possible camouflage.

Radio communication

The SR C45 radio weighs only 40 kg and allows you to communicate over 750 meters around, which allows you to see most of the maps from start to finish. If you absolutely need to know what’s going on on the other side of the Erlenberg, but you’re standing on the opposite side, then study the inventor and enjoy the almost kilometer-long communication range. Otherwise, in this regard, we don’t have any interesting options, and there’s nothing to describe, except that you can study the repeater and increase the communication range of your allies by 10%, but it’s still unclear what good this will do for us in random battles, maybe in the future this the situation will become clearer.

Profitability

Everyone has known for a long time and for certain that any level 10 vehicles are very expensive, and the whole point is not so much in expensive shells, but in very expensive repairs, which sometimes reaches up to 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 require that you have farming machines or, preferably, a premium account, which would smooth out the effect of high costs. If you have neither one nor the other, then after the next battle on the FV215b you will have to go through 1-2 battles on a tier 5 medium tank (or something similar) to compensate for 10-30 thousand costs in depending on how the battle went on the British and how you conducted the battles on the farm middle peasants.

It’s 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 large advantages in won battles. In general, with a PA you can play on a level 10 tank destroyer with zero and even a slight plus, especially if you have good platoon leaders. A good platoon will help keep the number of losses to a minimum and reduce the negative effect of random “deerism”, when your allies mindlessly merge, forcing you to confront superior enemy forces.

Yield table

Now let’s take a look at the profitability table for the “FV215b”, although in our case it’s more of a “loss table”, alas, these are the harsh economic realities of tier 10 tanks.

So, the standard income without Pa amounted to 234646 units of silver, while the amount of costs turned out to be equal to ∑=119735+71000+160560=351295, that is, more than three hundred thousand. This means that we received not a profit, but a loss in the amount of 351295-234646=116649, that is, in ten battles without PA we spent more than 100 thousand silver. This means, in turn, that in order to compensate for these costs you will need to go to 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 battles. With a premium account we earned 351969, minus costs and we get 351969-351295=674, which means that we have reached the break-even point. In general, for owners of premium tanks of the 8th level and playing on a premium account, to overcompensate the costs, it will be enough to play 4-5 times on the Lion for 10 battles on the FV215b or. If you still think that the costs are high, then assemble a good platoon and reduce the number of losses due to the noobishness of random allies to a minimum (even though they are noobs, they want to win, and therefore at least they will help if you have success). this way you can not only get small disadvantages by playing without a PA and even earn a little money 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 units per battle, respectively. Regarding the costs, everything is very clear - if you want to get a lot of pleasure from the “one-shot”, 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, 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 harsh, and sometimes even positive.

Conclusion

The British tier 10 tank destroyer "FV215b" is a contradictory combination of power, uneven armor, fairly large size and good dynamics. This machine is capable of bringing a lot of bright emotions to its owner, as it allows you to inflict the greatest damage in the game; only artillery can inflict more. In fact, the “Fv215b” is mechanized artillery, covered with armor, which is even capable of 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 was behind us in terms of firepower. Add to this good frontal armor, sufficient speed and maneuverability, and we get a powerful support combat unit that can change the course of the battle with just a few successful shots. The British AT 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 capable of sending a brand new IS-7 to the hangar. It is thanks to these Due to their unique properties, as well as a long reload time, these machines can bring both a lot of positive emotions and a number of negative ones when you are attacked while reloading. That’s why this technique needs an “entourage”; in such 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 by the disappointments of losses.

Well, you spent a long time choosing your future TOP tank, compared the characteristics, looked at the game and reviews of already established owners of the FV215B (183) and imagined how you would, now in your British tank, 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 machine, you are faced with small difficulties - yes, this tank is very specific, complex and very capricious, it does not forgive mistakes, any step you take should always be deliberate 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 vehicle was the 183 mm caliber gun mounted in the turret at the stern. It was assumed that the purpose of the vehicle would be to fight heavy tanks of a “probable” enemy (obviously IS-3, T-10). However, while the 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 let's look at everything in order.

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

  • 800 l\s - Average among all fri.
  • 32 degrees per second - A very decent indicator among fri, so any attempt to spin us will be nullified.
  • Hull armor 152\50\76 - You can forget about armor. It simply doesn’t exist; any top level 10 weapon will easily penetrate it.
  • Turret armor 254\101\76 - Unlike the hull armor, it can sometimes withstand the impact of the top gun, but still poor armor angles do not provide adequate protection.
  • Damage with 1 projectile - The best indicator in the game. 1150 average damage simply terrifies the enemy. There are also even more monstrous Hesh Land mines, but more on them later.
  • Armor penetration 223-388 - A very decent indicator among all top guns.
  • Gun rate of fire 2 - The best alpha in the game comes at the cost of the worst DPM in the game.
  • The turret rotation speed is 16 deg/sec - Very slow, a little faster than Mouse. But the presence of the Excellent UVn compensates for this.
  • 400 meters view - We are not blind, but not particularly keen-eyed either. So it's quite controversial.
In general, how to read technical specifications correctly can be found here - FaQ
Let's look at the data that is not displayed in the performance characteristics. These are basic values ​​that can be changed thanks to equipment, equipment and skills.

This weapon is the main highlight of the tank. In my opinion, this is the most controversial weapon in the game.
Two types of shells are actively used - AP and Hesh HEs. We don’t take ordinary landmines into account because they are meaningless.
A regular BB has a higher alpha than ArdE100. Also, better penetration.
The impact Hesh HE has a truly monstrous damage of 1750 and penetration of 275. This allows you to one-shot tanks of levels 9 and 10. Well, if the opponent remains alive, he clearly will not be able to continue the fight effectively. But, at the same time, there is a huge disadvantage - this is the specificity of the Hesh land mine. Explained briefly and in clear language, the Hesh landmine explodes immediately upon collision with any obstacle. In addition, landmines lack normalization.
The speed of aiming and the spread itself leave much to be desired, but this is the price to pay for alpha damage and you just have to come to terms with it.

We also note a couple of nuances - the tank has the most terrible camouflage, comparable to the YagdE100.
The tower can't make a full rotation, but the Uvn are simply magnificent.
Well, for the development itself, I recommend looking at the track repair table.

III Crew.

Commander, Gunner, driver, 2 loaders.
What skills and abilities should we put on our car? Let's look at 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 stealth of our tank.
  • Fire extinguishing - at the moment it is absolutely useless.
  • Combat Brotherhood - improves all parameters of the vehicle, a must have.
Commander Skills -
  • Mentor - Doesn't help in battle, it only allows you to level up others faster. I think it's useless.
  • Eagle Eye - For Fri, 400 m is quite enough. And increasing the visibility is generally not advisable.
  • Jack of all trades - In the absence of a first aid kit, increases the performance of the killed person by 25%. Our pt is very vulnerable to arty, there is a point in this skill.
  • Expert - A very interesting skill, it 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 profs +.
  • Sixth sense - Allows us 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.
Gunner skills -
  • Smooth turret rotation - A very useful skill, it buffs accuracy, and quite well at that. I think it’s a primary skill.
  • Grudge - Allows you to see the enemy for an additional 2 seconds. It will be useful for allied art, but very rare for us.
  • Sniper - Setting this perk for our pt is outright nonsense.
  • Master Gunsmith - Reduces the spread of a broken weapon by 25%. Because of the art, such cases are possible, so if you don’t install a BB, then you can install it.
Driver mechanic -
  • Smooth Move - Similar to the gunner, this skill buffs accuracy very well. Mast Hev.
  • King of the Off-Road - A very useful skill, it greatly increases the dynamics of the tank, so even I refused to repair the Driver in favor of this skill.
  • Clean and tidy - Reduces the chance of fire if it gets into the engine. Because. the engine of our tank is located in the forehead, then this skill has the right to life.
  • Virtuoso - A very useful skill, especially for Fri.
  • Ram Master - A frankly useless skill for our pt.
Charging-
  • Intuition - Gives you a chance to instantly change the projectile. For our pt it makes sense, since sometimes I have to use an ordinary armor-piercing weapon on a Hensh Land mine.
  • Non-contact Bk - Useless, as it reduces the likelihood of a BK explosion rather than damage.
  • Desperate - No use. Even if we have 100 HP left, we obviously won’t be able to live with them for long.
Based on all this, we can offer these options -
Increased accuracy -
  • Commander: Brotherhood of Battle, Sixth Sense, Repair
  • Gunner: Battle Brotherhood, Smooth turret rotation, Repair
  • Water Mech: Battle Brotherhood, Smooth Ride, King of the Off-Road
  • Loader: Battle Brotherhood, Camouflage, Repair
Increased camouflage -
  • Commander: Battle Brotherhood, Sixth Sense, Camouflage.
  • Gunner: Combat Brotherhood, Camouflage, Repair.
  • Water Mech: Battle Brotherhood, Camouflage, Repair.
  • Radio Operator: Combat Brotherhood, Camouflage, Repair.
In both cases, you can replace the BB with individual perks to suit your taste.
If you have your own unique set of skills, write and I’ll add them.

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

The cost of repairs in case of self-destruction is ~ 24,000 credits.

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

VI Pros and cons.
pros -

  • Excellent Alpha damage with a standard projectile.
  • The presence of the most terrible Hesh Land mines with excellent penetration for them.
  • Magnificent Ugn
  • Not a bad margin of safety
  • Good dynamics
  • Good maneuverability
Minuses -
  • - Cardboard armor
  • - High criticality of the device.
  • - Rear turret location
  • - Worst DMP at level 10
  • - Terrible Uvn
  • - Worst gun accuracy.
VII Tactics.

Look

Redshire, an interesting map, despite the fact that many players don’t like it, that’s understandable... no action, no damage, no blood, no pain. But this is for the time being, because the main feature of this card is the coordination of the actions of the entire team! Here you won’t be able to “drag” a platoon, come and punish everyone alone, only competent actions, pressure from all sides so that the enemy cannot distribute himself correctly in defense will lead to Victory!
And so, a universally recognizable map:

Active positions supporting allies and defense are marked in red.
-Yellow, more advantageous positions for attack (1)-K4, and the position of passive (when no one except us) defense (2)-F1.
-Colored areas, places of most likely enemy pressure based on team color.
Our role:
I Rep

From the first base, we will bring the greatest benefit to the team from squares K4 and J6; our task is to support our allies in 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 be exposed earlier than we would like (and so only 1 vertical!). When ready, the allies press the center, simultaneously giving us light, we cover them using the bushes on the 1st vertical, move to save D1 (this is ideal). In this Rush, you should spend your powerful shells more prudently, not waste on ~400hp tanks, which I can successfully pick up heavy weapons from a shot, but bring stronger opponents to the same condition. (this does not apply to dangerous tanks such as Bachata, PT10, HEVI, even in their death throes they can seriously cause mischief). The game on this map should take place in a similar way, in a coordinated manner, from several directions.
-In case your allies abandoned the right side without cover, we occupy Mount F8 and “get high on our own”
Defim, shine... huge thanks to the map designers, an excellent rollback downwards, negates all attempts by the enemy art to reach us. What gives us the right to count on the fact that we will live to see the end of the battle and perhaps be the last to die, guided by the rule: We merge, damage!
Going into the water is a crime, we are losing momentum, in such conditions the T50 will scatter us and post 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 beyond natural. We occupy the Mountain and shoot at the light. We will carry out active maneuvers after the allies break through to J7. Since it is closer and more convenient for us to drive in the center, we do not risk that they will attack us from square F8, Gorodishko will cover us. In which we will save, periodically going out and doing damage.
Let's summarize:
-Like most other maps, we play with number two!
-The concept of “drag” is absent a priori for us, due to the cardboard nature, low masking coefficient and long CD, especially on such a card. (of course it's possible, but let's be realistic)

Aerodrome

Aerodrome. It’s a complex map, but quite balanced, both teams are forced to take active actions, single-button teams also have to be smart, because all the action takes place on areas of the map that are closed (or inconvenient) by hills.
On the map:
-Active positions are marked in red, from which we can help the team with almost impunity.
-Yellow indicates waiting positions, positions that are more related to def.
-In background circles
-The action zones where the main battles will take place are marked in blue.
-In red is the possible location of the “smart art” for the second team
-Green for the first one, respectively.

From the respawn we decide on the direction. If the enemy has a lot of German tanks 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 points D2 F7. From them it is convenient for us to shoot at the “action” zones. (And specifically F7 has a rollback, the distance at D2 is our friend)
-For the rest, we are guided by the minimap, events develop dynamically on the map, there are many descents and ascents, the enemy can come to the rear (therefore, I do not recommend climbing to the “action” zones alone and saving there). Since the UVN does not allow us to roam around on these climbs, 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 draw the attention of your artillery to these zones, 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 for playing on PT. On both sides there are a lot of positions, marked by bushes, from which you can actively work.
As a rule, the main forces are concentrated in one direction, leaving small forces for defense (and on this map, tanks in defense can hold off forces that are many times superior).
Map:
-Active support positions are marked in red.
-yellow def, passive support
-solid areas with a respawn contour, active light, isolating the actions of allies.
-particularly advantageous positions E8,G3-F3.
-with E8 we have the opportunity to shoot through the entire horizontal E, with the active light of the allies, we will see enemy tanks passing sideways, and of course take advantage of this.
-G3-F3 give us the opportunity to shoot through the entire center of the map and partially the 8th vertical.
From 1st respawn:

It’s rare to persuade a PT to go tank with the heavies on B3-B4. And not every TT knows his place; he strives to try himself in the role of a PT, which often leads to an inevitable loss. So this is our fate, to occupy the bushes in the forest, defend the base, and support allies from invisa, this is our legal right, determined by the technical characteristics.
-we occupy E8 and support the allies in all available directions. The priority is square H9, from which the enemy will “burn out” our positions in the forest. If your STs have settled there without any problems, half the work is done, we can focus on other available directions. It is highly undesirable to leave the forest, only in case of 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 firing distance is close and, accordingly, we hit the hashes to the fullest, and are completely protected from artillery. If the enemy gets impudent and presses there in a crowd, then don’t forget that we also have a bunch of artillery pieces 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, wait for light, minimum actions - maximum benefit

From 2 respawn:

Just like on other maps, our playing style excludes actions in the vanguard, we stand behind. If our allies take their time and allow the enemy to move to 1-2 verticals, this will significantly increase our chances of winning. because the enemy will have to move in the light, in a straight line (art loves this). Standing on the hill, we can cover our allies from enemies driving around them along the “water pump”, and also hold the center and cover artillery.
-If your setup is dominated by STs, most likely they will go to H9. We can rely on their light and support them by moving to a swamp, where we will be well hidden by bushes. In addition, small slopes allow us to roll away, which will increase our chances of holding out longer. The success of your presence there is determined by the work of ST, LT, which will (if any) give you light.

The pinnacle of development of British tank destroyers, one of the most terrible vehicles in the game, whose damage per shot is comparable to damage from a direct hit from artillery. However, the extremely low rate of fire, long aiming times and modest ammunition load force us to play this self-propelled gun as carefully as possible.

Modules

Compatible Equipment

Compatible equipment

FV215b (183) in game

Research and leveling

Tank destroyer FV215b (183) can be researched at Tortoise for 235,000.

Combat effectiveness

The FV215b (183) is a very specific machine, made up of contradictions. A huge, but fast machine that deals incredible damage does not have any 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 an enemy of the same level. But if there is more than one, things get very sad. If the opponents have high dynamics and rate of fire, FV215b (183) even a miracle will not always save you.

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

But not everything is so rosy with the weapon. Cooldown lasts 30 seconds. A complete kit in the form of a rammer, ventilation and combat brotherhood reduces this time by 5 seconds. In addition to no accuracy, there is slow convergence and large scatter. The saving grace is the turret with rotation angles of 45 degrees in both directions, thanks to which it is necessary to re-arrange somewhat less frequently than conventional tank destroyers. But it is worth mentioning that the tower is located at the back, which adds additional features to the style of play.

FV215b (183) is quite dynamic. High speed is a huge plus, giving tank destroyers high mobility. Agility is also an advantage. But it’s still not enough to escape from the fast medium tanks that are “circling” the FV215b (183).

The large size is another disadvantage 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 screens reduces the life expectancy of the FV215b (183) to a minimum.

Advantages:

Highest damage among all vehicles;
- good maneuverability and dynamics;
- aiming angles.

Flaws:

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

Equipment, equipment and ammunition

The FV215b (183) ammunition load is 12 rounds. However, this is quite enough. With a rate of fire of 2 rounds per minute, continuous shooting can be carried out for 6 minutes. With the crew, modules, etc. - about five minutes. But if you take into account all the factors like taking a position, waiting for a target, aiming and many other factors, in the worst case, the shells will only last for 10 minutes of battle. Usually the fight ends sooner.

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

Table of characteristics of 183 mm L4 gun shells:

For FV215b (183) required rammer and reinforced aiming drives. The first speeds up reload time by 3 seconds, the second speeds up the aiming speed by 0.35 seconds. Third, you can take improved ventilation: an additional bonus for both recharging and information. An alternative to ventilation can be coated optics, which give a bonus to visibility, or an extra-heavy anti-fragmentation lining, which will significantly reduce damage from landmines and rams.