SuperComrade

The Complete Guide to Winning (or Not Failing So Badly) In Tank Assault Arcade

1.79 has brought extensive changes to Assault Mode, and I will be updating this guide as more information comes in when I play

In Patch 1.67, Gaijin introduced the Assault PvE mode for Ground Forces. While rather unpolished, I find this mode to be a rather fun practice mode for me that happens to give some rewards a viable mode for grinding tanks if you can win consistently.

Think of this mode as an MMO raid: if you and everyone on the team doesn't understand what's going on and aren't using the right stuff, it can seem extremely difficult; once you get together with a few players and you understand how this mode works and use the right tactics and equipment (vehicles/ammo choices), it becomes quite easy, and even farmable:

O9j9Pge.jpg


Nevertheless, this mode can be rather frustrating to players who are not familiar with the mechanics of the mode. I have played quite a few battles in this mode and won a fair amount of times, so I would like to at least help you increase your odds of winning, and to explain the mechanics that Gaijin has, in their characteristic way, chosen to keep as opaque as possible.


As with this game in general, a little bit of teamwork can go a long way. Unfortunately, random being what it is, you should generally not expect too much from your team. Just do your best to minimise the amount of stuff the less capable ones have to deal with, and the wins will eventually start coming in.
 

Before I start explaining the mechanics, it's very important to accept that you're probably going to get killed by the bots at some point, possibly multiple times, in the most BS of ways at times. You have unlimited respawns, however (as I will explain later), and unless you die and respawn in an expensive tank a lot, you will easily make back the spawn cost if you win. Try not to get frustrated.

ALSO, this is War Thunder. Don't expect your teammates to do anything. Squad up with someone competent if you want to win more.

 

Lesson 1: Basic Mechanics

In Tank Assault mode, when enemy AI tanks enter the square area surrounding your base on the minimap, you will start losing points. The more AI tanks are in the square, the faster you lose points. Once your points reach zero, you lose the game, like in PvP. This means that you should strive to delay any waves of AI tanks for as long as possible from entering the square, and any AI tanks in the square should be Priority One for destruction.

In the meantime, several enemy attack aircraft will spawn, attacking player tanks with rockets and bombs (or guns for the Ju 87 G-1). It is not necessary (but highly recommended) to destroy the aircraft in order to win the mode.

There are five (5) maps in Tank Assault: Mozdok, Kursk, Sinai, Japan, Maginot Line, and Ardennes, where you will fight the Germans, Soviets, British, Japanese, French, and Americans, respectively. At 8.3+, there is also the Fulda map, where you will face combined NATO forces.

Combat mechanics are otherwise the same as in normal Tank Arcade battles, with two important exceptions:

1) Unlimited Respawns
You can respawn in any tank for approximately 40% of its Arcade Battles repair cost (20% for BR 8.0+ vehicles). There is no more timed lock on destroyed vehicles as of 30/9/2017, so bring as many as you like (or can afford to spawn).

2) Bomb Fuses
Unlike in PvP, bombs from both player-controlled and AI planes will detonate immediately upon impact.

 

3) Ammunition

Ammunition is automatically resupplied FREE OF CHARGE after every Assault battle, so you can spam as much of that 1,000+ SL HEAT-FS as you like.

HOWEVER, occasionally, the ammo does not get refilled when doing multiple tank assault matches in a row due to a bug. To fix this, enter a test drive, and it should refill your ammunition for free after you exit the test drive.

 

4) Helicopters (only for 8.3+)

As of 1.93.1.37, you may now spawn in your own helicopter, but only in the top BR bracket, instead of calling in a random helicopter like in normal arcade battles.

The usefulness of helicopters is questionable, however, and I would not recommend spawning in one unless your team can make do without you and/or you are a good helicopter pilot. There are a few reasons for this:

  • The AI tanks have aimbot accuracy with roof-mounted MGs, and usually a helicopter doing a rocket or bomb run will not last very long.
  • The AI now have SPAA, so you will need to kill those with your helicopter before they shoot you down.
  • ATGMs take way too long to fly and are inefficient at killing top tier MBTs quickly.

If you do want to use your helicopters, I recommend you bring ones with rocket pods, since they are quite efficient at disabling/slowing down the AI tanks. You may also want a few long range ATGMs (Hellfire/Vikhr) to destroy the AI SPAAs.



The red counter with a star on the bottom of your screen tells you how many waves there are left:

 

MMbIuA3.png

 

You can refill ammunition in the white circle in your base, just like in PvP, but (A) that makes you a sitting duck for the AI tanks and planes since you must stand still, and (B) you refill ammunition so slowly with most tanks that it's easier to just respawn if you run out.

 

Winning Tank Assault gives you about 25,000 SL and 5,000 RP (with premium account) for the 2.7–3.7 bracket (which is, in my opinion, the easiest one to win), varying a little depending on your number of kills and your score/place on the team. This reward scales with the BR bracket, going up to about 8,000 RP and 50,000 SL for 6.7+ if you win. The first match of the day will also give you a 300% SL or RP booster if you win. The booster will be significantly worse if you lose.
 

Lesson 2: The Enemy
In each wave, three (3) groups of AI tanks will randomly spawn at predetermined spawn locations on the map. These groups will then make a beeline towards the square that you must defend, following a preset route and stopping at its edge. This means that it is quite possible to setup ambushes and flanking routes beforehand to destroy them relatively quickly. Of course, you only have five (5) seconds between waves to prepare, and the spawns are unknown until the wave actually starts, so you will have to act quickly.

 

It is very important to note that the number of AI tanks spawned per wave scales with the number of players. Do NOT be a troll and bring fail platoons into this mode. It makes the mode much harder than necessary.


The AI tanks may, of course, use their turrets and shoot at players while moving towards the square. Being AI, and due to the way accuracy and aiming mechanics work in War Thunder, they are far, far more accurate than any human player could ever hope to be in this game while firing on the move without a stabiliser. The AI will generally prioritise the closest threat to them, but you should absolutely not be surprised at getting killed by the AI moving at full speed from 1 km or more.


The AI does not intentionally target weakspots, but will sometimes get lucky and hit them at longer ranges. It will also not deliberately angle its armour towards players, so flanking is definitely a very viable option to deal with the AIs in heavy tanks.

 

The bots now do use the fire extinguisher, but no longer repair nearly instantaneously. Hitting the engine and tracks will delay them considerably, so tracking them is a good option to delay them if you cannot penetrate them frontally. The bots also do not use the crew replenishment consumable, so it is enough to knock out all but one of the crew to kill a tank.


The AI will use the tank's AA machine guns to target player aircraft, but not ground vehicles.

All AI vehicles are fully upgraded, not including add-on armour if available for that vehicle.

 

As of 1.93.1.37, the AI also has SPAA located off the map that can only be engaged by player helicopters.

 

Lesson 3: The Maps

 

There are currently seven maps in Assault Mode. Here I will attempt to give you a summary of where the AI spawns and how it moves, as well as some places to go.

 

You can, of course, just camp in the base if you want, but you will only have yourself to blame when (not if) you get sniped by the AI.

 

Ardennes

 

image.thumb.png.26abf2648bd0755d477affe9

 

Ardennes has a lot of options and cover, and is arguably one of the easiest maps.

  • Location 1 is hands-down my favourite spot on this map. It provides good hull-down cover and is close enough to base to flex where needed.
  • Location 2 is for countering the eastern B waves.
  • Locations 3 and 4 counter the A northern waves, but are more difficult to get to and flex from.
  • Location 5 is good against the western waves, but you can be caught in crossfire from the southeast.
  • Location 6 is only recommended if you have strong turret armour in order to take advantage of the the hull-down position.

 

Spoiler

My preferred spots: https://imgur.com/a/5aadN

 

Kursk

 

MFe9ZyX.png

 

Kursk is unique in that the AI only comes in a 180° arc, instead of from all directions. There is very little cover outside of the base, so most of the locations are just particularly good base camping locations.

  • Location 1 lets you go hull down and will counter A, B, and C.
  • Location 5 is mostly there if you want to flank the F wave.

The other locations are mostly just common defensive locations. Don't be afraid to charge out at the AI once they approach the base if you cannot penetrate them frontally.

 

Spoiler

My preferred spots: https://imgur.com/a/fn8cH

 

Mozdok

 

7dYhq1H.png

 

Mozdok has a lot of good locations, but you can and should move about depending on where the waves spawn, as there is a lot of cover.

  • Location 1 can single-handedly shut down the North, countering A, B, and G.
  • Location 2 is the most versatile location. It will counter C and D, and allows you to shoot at Waves A, B, and G when they enter the square.
  • Locations 3, 4, and 5 are situational depending on where the AI spawns. They are very exposed in some directions and should only be used as needed. 5 in particular is useful for countering D, E, and F.
  • Location 6 is for countering E and F if you can't get a shot from the North and need to move quickly.
  • Location 7 is for getting better shots on A and/or G, but can be shot by AI spawning at B or C if you are not careful.

 

Spoiler

My preferred spots: https://imgur.com/a/Vi5EF

 

Sinai

 

rfA7nWh.png

 

Sinai is easily the hardest map in Assault Mode. Pick whether you want to go North or South and hope that the people can take care of the other side. Flex if you have to. My preferred locations are 5, 6, and 7, since they can cover the most possible waves. You will want to spawn as soon as possible at the start of the match because you barely have enough time to get to those places in the 30 s before the first wave, and if you are caught in the open you will most likely be sniped by the bots.

If you prefer to play safer (like me), go to my other preferred place, 1. The only problem with that spot is that the rocks in the base can block your shots, and it can only take 2 or 3 people max.

 

2, 3, and 4 are very situational spots, and I don't recommend camping the whole game at those places as you can get killed very easily if the waves spawn at the wrong places.


Recently, the map has been changed to provide more rocks as cover in the base, so it is more viable to camp there. However, it is still possible to get caught in a crossfire depending on the spawns. The passage at 1 has also been closed off, so you cannot peek at the North-East-spawning bots from there any more.

 

Spoiler

My preferred spot (1): https://imgur.com/a/lYZza

 

Japan (a.k.a. Emperor's Garden)

 

nG6l0xh.png)

 

Combat ranges in Japan tend to be on the longer end of the spectrum. This map is nowhere near as bad as Sinai, and the Japanese tanks are generally not very well armoured. The western waves (A) are quite easy to deal with, by having people at 1, 2, and 3. 2 and 3 can also effectively shut down the north-eastern waves (B). The south-eastern wave (C) cannot be adequately dealt with from any of those locations, although 3 can engage some of the tanks depending on how tall your tank and the enemy tanks are. 4 is the best place to deal with them, if you are not willing to subject yourself to the mercy of the sometimes blitheringly stupid and oblivious teammates you can get. You should also prioritise that wave for air strikes. The eastern flank is a lot more open, so there is no real location that can adequately handle all the waves on that side.

 

Spoiler

My preferred spots: https://imgur.com/a/MCvue

 

Maginot Line

 

image.thumb.png.d6432704b2a1d46e5ecfc2b5

 

 

  • 99% of the time, the A wave is the wave that will cause you to lose on this map. This wave is effectively countered from Location 1. This place also gives you cover and allows you to go hull down against all the other waves, but you need to be good at 1+ km shots in order to make the best use of this place against waves D, E, F, and G.
  • 2 and 3 are pretty hard to get to, but provide decent cover with buildings. They are really good for countering B and C.
  • 4 is the northern counterpart of 1. It is a very good ambush location and can cover all the waves EXCEPT A.
  • 5 is some sort of channel dug in between some mounds, and it provide excellent hard cover. It is reasonably close to the base for slow tanks. However, you must watch out for G as they can sometimes shoot you in the back.
  • 6 is the bunker within the cap circle. It is a good place to camp if you have an autoloader so you can refill your ammo. However, you will have to change your position around the bunker according to the waves.

 

Fulda

 

image.thumb.png.fd2813b22b0b394bbc437b60

 

  • The A point provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line on this map. However, you will need to hope the rest of the team can cover the waves coming from the south/southeast.
  • The base is located at B. It has some decent cover, but you will need a powerful gun if you are going to penetrate the Leopard 2 and M1A2 Abrams' frontal armour.
  • C lies directly underneath the flightpath of the sky cancer F-84s with Tiny Tims. It is the ideal location for an SPAA, especially the OTOMATIC. Also excellent for countering south waves.

 

Lesson 4: Battle Ratings and Waves
Assault mode is divided into several Battle Rating (BR) brackets depending on the highest BR of the vehicles in your line-up:


1.0–2.3
2.7–3.7
4.0–5.0
5.3–6.3
6.7–8.0

8.3+


The AI tanks are NOT restricted by this, and some waves may contain vehicles with BRs higher than what the players can bring.


Ideally, if you intend to win this mode, you should bring a vehicle with a good to decent rate-of-fire, and a high one-shot one-kill capability. This automatically disadvantages the British with their solid shot, but you can still do well if you are very good at targeting components and weakspots.


Armour is helpful, but do not rely too much on it. Speed is also helpful for flexing, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional; you only need enough to get through flanks.


These are the vehicles you will encounter in the BR brackets. The asterisk (*) indicates a "heavy" tank which will spawn in the most difficult waves, i.e., every three (3) waves and the final wave. This means when the counter is at 9, 6, 3, and 1.

 

One ground attack/bomber aircraft will spawn per wave, except for at BR 6.7+, where two or three aircraft will spawn per wave instead.


1) 1.0–2.3
 

Spoiler

Mozdok


PzKpfw III Ausf. E
PzKpfw III Ausf. F
PzKpfw III Ausf. J1*
PzKpfw IV Ausf. E


Ju 87 G-1

 


Kursk


T-26
BT-7
T-28*
T-70


Yak-2 KABB


Ardennes


M22 Locust
75 mm HMC M8

M5A1
M3 Lee*


A-20G

 

Sinai

 

A13 Mk II
Crusader Mk II
Crusader Mk III
Valentine Mk II*

 

Beaufort Mk VIII

 

Japan

 

Chi-Ha Kai

Ho-I

Ro-Go*

Chi-He

 

Ki-45 tei

 

2) 2.7–3.7
 

Spoiler

Mozdok


PzKpfw III Ausf. J1
PzKpfw III Ausf. L
PzKpfw III Ausf. M
KpfPz Churchill (e)*


Bf 109 F-2


Kursk


T-28E
T-50
T-34 (1942)
KV-1 (L-11)*


Il-2M (1943)


Ardennes


M24 Chaffee
M10 GMC
M4 Medium Tank
Ram II (M4A5)*


P-38G-1

 

Sinai

 

Cromwell Mk V
Cromwell Mk I

Sherman Mk II
Churchill Mk III*

 

Hudson Mk V

 

Japan

 

M24 Chaffee (JGSDF)

Chi-He

Chi-Nu II*

Chi-Nu

 

D4Y2 Suisei

 

3) 4.0–5.0
 

Spoiler

Mozdok


PzKpfw IV Ausf. F2
PzKpfw IV Ausf. G
PzKpfw IV Ausf. H
PzKpfw VI Ausf. H1 Tiger*


Fw 190 F-8

 


Kursk


T-34 (1942)
T-34E STZ
KV-1S
KV-85*


Il-10


Ardennes


M18 Hellcat
M4A2
M4A1(76)
M6A1*


P-47D

 

Sinai

 

Sherman VC Firefly
Sherman II

Churchill Mk III

Churchill Mk VII*

 

Firebrand TF Mk I

 

Japan

 

Chi-To

Chi-Ri

Heavy Tank No. 6*

M4A3 (76) W HVSS (JGSDF)

 

J2M3 Raiden

 

4) 5.3–6.3
 

Spoiler

Mozdok


Waffentraeger

PzKpfw V Panther Ausf. D
PzKpfw VI Ausf. H1 Tiger
PzKpfw VI Ausf. B Tiger II (P)*

 

Fw 190 F-8

 

Kursk


PT-76B

T-34-85 1944

IS-1

IS-2 1944*

 

Su-6


Ardennes


M41A1 Walker Bulldog
M4A3(76)W HVSS
M26 Pershing
T26E1-1 Super Pershing*

 

AD-2

 

Sinai

 

Charioteer

Comet

Centurion Mk I

Black Prince*

 

Sea Fury

 

Japan

 

M41 Walker Bulldog (JGSDF)

ST-A1

Heavy Tank No. 6*

ST-A2

 

Kikka

 

5) 6.7–8.0


I do not recommend playing this bracket and above unless you are in a squad and know what you are doing if you want to win consistently.

Also important: TWO (2) AI aircraft will spawn per wave.
 

Spoiler

Mozdok

 

Ru 251
M48A2 G A2
Leopard 1
PzKpfw VI Ausf. B Tiger II*

 

Me 262 A-1a


Kursk

Object 120
T-44-100
IS-3*

T-54 1947


Su-6 M-71

 

Ardennes


T92
M46
M47 Patton
T32*


F-86F-25

 

Sinai

 

Centurion Mk 3

Caernarvon

Chieftain Mk 3*

Conqueror Mk 2

 

Attacker FB Mk. 1

 

Japan

 

M41 (JGSDF)

Type 61

Type 74*

STB-1

 

F-86F-30 (JASDF)

 

 

6) 8.3 and above

 

IMPORTANT: THREE (3) aircraft will spawn per wave. SPAA highly recommended. "Heavy" tanks also spawn more often.
 

Spoiler

 

Mozdok

 

Leopard 1A1A1

KPz 70

Leopard 2A4

Leopard 2A5*

 

MiG-15bis (DDR)

 

Kursk

 

T-62M-1

T-64B

T-80U*

T-72A

 

MiG-17

 

Ardennes

 

T95E1

M1 IP Abrams

M1A1 Abrams*

M60A1 RISE (Passive)

 

F-84B-26

 

Sinai

 

Chieftain Mk. 5

Challenger 1 Mk. 3

Challenger 2*

Chieftain Mk. 10

 

Venom FB Mk. 4
 

Japan

 

M41 (JGSDF)

Type 61

Type 74*

STB-1

 

F-86F-30 (JASDF)

 

Fulda

 

M551

Challenger 1 Mk. 3

Leopard 2A5*

M1A1 Abrams

 

F-84B-26

 

A combination of F-84s with Tiny Tims and very tough MBTs for maximum cancer. The most annoying map in this BR by far.

 

Lesson 5: What NOT to do

These are miscellaneous things that you should avoid doing to prevent yourself from being a nuisance or a hindrance to the team.

 

1) Smoke Grenades & Smoke Shells

DO NOT shoot smoke shells at or use smoke grenades around bots inside the square. It prevents other people from killing them and can also cause people with not-so-good systems (like me) to lag. If you have to use the smoke grenade to cover yourself, try to back out of other people's lines of fire first. If you can't, don't use the grenades. You have unlimited respawns!

 

2) Fighters and Attackers

Just because that button with the plane on it lights up doesn't mean that you have to use it right away! AI aircraft are generally not as dangerous as the AI tanks, but if you don't have an SPAA on your team and the aircraft are starting to become a nuisance, DO NOT spawn in a fighter during a "heavy" wave (marked with a * in the previous section). You are just wasting the team's time, especially for someone else who may have the points to spawn in a heavy bomber. Wait for an easier wave.


Attack aircraft are also generally less useful than heavy bombers (rockets and guns are much harder to kill tanks with than bombs). It is better to save the points instead.


Vehicles I Have Used

The following is a list of vehicles that I have used so far in Tank Assault, with varying degrees of success.

Vehicles are sorted by BR bracket, nation, and colour-coded as follows:
SUPERB

EXCELLENT

GOOD

MEDIOCRE

GARBAGE


BR 1.0–2.3

Spoiler

 GERMANY

Spoiler

PzKpfw IV Ausf. C, E, and F1
Hands down the best tank to use in the bracket. Good gun depression, fantastic gun with lethal APHE and 80/100-mm-penetration HEAT along with a fast rate-of-fire, decently mobile. Armour is not very good, but smart use of terrain will easily compensate for it.

 

StuG III Ausf. A
For all intents and purposes a turretless Panzer IV. Lower profile allows it to hide better, but gun depression is worse and the limited traverse can be bothersome. It is a bit faster than the Panzer IVs.

 

PzKpfw II Ausf. C and F
Fast with significant firepower using PzGr 40 APCR ammunition. Ausf. F has good armour too.

 

Flakpanzer I and Gepard

Probably the best AA vehicles at this BR in terms of ability to take on ground targets.

 

PzKpfw III Ausf. F and J
Decent mobility and powerful 5 cm gun, but handicapped by the abysmal manual turret traverse.

 

PzKpfw 35(t) and PzKpfw 38(t) Ausf. A and F
Good alternatives to the early Panzer IIIs, with better guns. The Panzer 38(t) Ausf. F has relatively heavy frontal armour as well.

 

Panzerjaeger I
Decent mobility with a pretty good gun.

 

PzKpfw III Ausf. B and E
Decent mobility but handicapped by the abysmal manual turret traverse and low penetration.

 

USSR

Spoiler

T-28 and T-28E
Second only to the PzKpfw IV, the T-28s are faster and have large crews, making them less likely to get one-shot by AI tanks. They also have an absolutely lethal 76 mm with APHE or shrapnel rounds if the target is vulnerable to it. However, they lacks gun depression and are pretty hard to hide behind cover due to their size.

 

BT-5 and BT-7
The BTs are fast with very good guns using APHE. However, they are very fragile. The BT-5 in particular has good gun depression, and has no spawn cost since it is a reserve.

 

SU-57
Excellent gun on a very mobile but fragile chassis.

 

72-K GAZ MM

Good SPAA with enough penetration to deal with most of the bot tanks.

 

SU-5-1

Very good gun, but needs to respawn a lot due to low ammo capacity.

 

T-70M and T-80

Good gun, decent armour and mobility.

 

T-26 and T-26-4

Good guns, very fragile and not particularly fast though.

 

T-60

Lacks penetration to be competitive.

 

DShK GAZ AA
Can harm some vehicles, but the gun can only fire over the front or sides of the vehicle, as the gunner is blocked from shooting to the rear by the ammo boxes; a serious disadvantage for any AA vehicle.


4M GAZ AA
Can kill planes and only planes. It's more viable here than in PvP at least. May have some difficulty shooting down Il-2s on Kursk.

 

USA

Spoiler

75 mm GMC M3
Fantastic mobility with a powerful punch, but fragile and has slow gun traverse. Can reverse at 20 km/h for peeking at bots.

 

75 mm HMC M8

Similar to the StuG III Ausf. A, but lacks APHE. Has a (very slow) turret and is quite fast, but the poor ballistics make it an difficult sniper.

 

M3, M3A1, M3A3, and M5A1 Stuart
The Stuarts are very fast and decently armoured, with good penetration. The spalling from the solid shot is quite decent.


M2 Medium
Slower M3 Stuart with a worse gun, but still acceptable.


M13 and M16 MGMCs
Decent AA vehicles, but lack the penetration to harm most of the AI waves except at very close ranges.

 

UK

Spoiler

Crusader II

Good mobility and a fast-firing gun with good penetration but anaemic post-penetration. Decent-ish armour with an extra crewman in the auxiliary turret for added survivability.

 

Cruisers III and IV, Tetrarch, and Daimler AC II

All of these vehicles have good mobility and share the same gun with the Crusader. They are all also quite fragile, though.

 

T17E2
Decent AA vehicle, but lacks the penetration to harm most of the AI waves except at very close ranges.

 

FRANCE

Spoiler

AMD 35

Excellent mobility, and the 25 mm is good at disabling tanks with its reatively high penetration and rate-of-fire

 

B1 bis

Well armoured tank with two quite decent guns. A little slow, though.

 

S 35

Well-rounded tank, good gun, decent armour, good mobility.

 

AMC 35

More mobile alternative to the S 35 with weaker armour.

 

SAu 40

Punchy gun, but huge silhouette and turret makes it hard to hide behind cover.

 

AMR 35 ZT3

Same gun as the AMD 35, but on a turretless platform, making it less flexible.

 

H 39 and R 35

Decent armour, but the gun lacks post-penetration damage with solid-shot and the penetration is quite mediocre.

 

H 35, FCM 36, and AMC 34

Some of the worst tanks in the game, and it is no different in this mode.

 

JAPAN

Spoiler

Ho Ni I and III

Outstanding gun on decent platforms.

 

Ho-I

Excellent penetration with HEAT, good armour and mobility.

 

Chi-Ha Kai and Chi-He

Excellent 47 mm gun with good mobility, and even good armour on the Chi-He.

 

Chi-Ha and I-Go Otsu

Decent penetration with HEAT.

 

Type 94 and Ta-Se

Decent SPAAs with enough penetration to deal with some of the bot tanks.

 

Ke-Ni and Ka-Mi

Good mobility, though the gun lacks penetration to be competitive. Ka-Mi is somewhat slower.

 

Ha-Go

Faster but has even lower penetration than the Ke-Ni.

 

Ho-Ro

Reload is too long to be useful.

 

ITALY

Spoiler

AB.43

Great gun on a fast but fragile platform.

 

M.15/42

Same great gun on a decently armoured but slower vehicle.

 

Semovente da 75/34 M.42

Excellent penetration even with the stock APHE, decent mobility, and access to a high penetration HEAT shell.

 

Semovente da 75/18 M.41

High penetration once HEAT is unlocked and has a fast rate-of-fire. Top speed is rather low, however, and the shell velocity is also quite slow.

 

Semovente da 75/32 M.41

Good penetration even with the stock APHE shell, but fires slower than the other Semoventes for some reason.

 

AS.42 Sahariana

Fast and has access to German 20 mm APCR in a larger belt than the other Italian 20 mm vehicles that also reloads faster.

 

AB.41 and L.6/40

Good penetration with APCR and decent mobility, but long reload and small clip size.

 

M.14/41 and M.13/40

Weaker guns and armour than the M.15/42, but still decent.

 

L.3/33

Very mobile and surprisingly effective with the 20 mm APHE, but does not get APCR, so only viable on certain maps with flanking opportunities and weak-side armour tanks like Mozdok.

 

M.11/39

All the drawbacks of a tank destroyer, except armed with an even worse gun than the reserve M.13/40s.

 

SWEDEN

Spoiler

Ikv 72

Very fragile platform armed with good 75 mm gun. Superb gun depression and a fast reverse speed allows it to abuse terrain like few other tanks can.

 

Strv m/40L and Strv m/41 S-II

Good frontal armour and great APDS penetration on that fast firing gun make them excellent at disabling tanks quickly at long range.

 

Strv m/38 and Strv m/31

Same gun as the previous tanks, but much more thinly armoured. At least they can respawn for free.

 

Sav m/43

Good frontal armour, but 75 mm gun is weaker than the Ikv 72's. Also considerably less mobile.

 

Pvlvv fm/42

Bad penetration so it's a terrible tank destroyer, cannot elevate the gun enough to work as an AA gun, and also carries very little ammunition. Completely unviable.

  


BR 2.7–3.7

Spoiler

GERMANY

Spoiler

PzKpfw IV Ausf. F2
The God of this mode, with easily the best gun available on a very acceptable platform combined with good gun depression. It can obliterate AI heavy tanks at long range with its high penetration, very lethal PzGr 39 APHE.

 

StuG III Ausf. F
This tank is to the Panzer IV Ausf. F2 what the StuG III Ausf. A is to the Panzer IV Ausf. F1. Overall, excellent, but inferior to the Panzer IV due to the lack of turret.

 

Marder III and Marder III Ausf. H
Packing some of the most powerful guns in this range, but extremely fragile.

 

PzKpfw III Ausf. J1, L, and M

Great firepower with the fast-firing, high penetration 5 cm gun, good mobility. Relatively thin armour on the J1.

 

SdKfz 234/2
Glass cannon version of the PzKpfw III Ausf. J1, arguably better. Fast reverse speed is a nice asset.

 

Wirbelwind

Best SPAA in this bracket, has access to APCR that can penetrate most tanks from the side.

 

StuH 42 Ausf. G
Fairly well-armoured on the front, the howitzer has a great APHE round that will one-shot most tanks with a flank shot. HEAT is available for higher penetration, but the APHE is more lethal.

 

USSR

Spoiler

T-34 Models 1941 and 1942
The T-34s do not have as much penetration as the Panzer IV Ausf. F2, but compensate for this with better mobility and sloped armour. The F-34 has enough penetration to pierce heavy tank flanks at medium ranges, and the BR-350B APHE round is without par in lethality.

 

29-K
One of the best guns available at this BR, with a wide traverse arc. The platform itself is completely unarmoured, making it very vulnerable to planes, but ironically very durable against AI tanks thanks to a large crew

 

ZiS-30
Excellent gun, but the platform wobbles a lot when the gun is fired.

 

94-KM ZiS-12
A great SPAA with fairly good penetration against most tanks.

 

T-34 Model 1940 and T-34 Prototype
The L-11 gun lacks penetration but the T-34s are mobile enough to flank in order to make the gun work.

 

SU-76M
Tank destroyer with effectively the gun of the T-34s, but fragile, has poor gun depression and a low top speed.

 

KV-1 L-11
A good meatshield, the L-11 gun lacks penetration and will struggle against AI heavy tanks. Particularly recommended for Kursk, as very few of the waves can harm it if angled properly.


SU-122
Restricted to only HEAT, which has iffy lethality. Slow reload and poor gun depression and ballistics make it very uncompetitive.

 

USA

Spoiler

3-inch GMC M10

A highly lethal tank destroyer with a (very slow) turret. Has access to APHE and a .50 cal machine gun to shoot at planes, decent mobility, and sloped armour that can ricochet shells from time to time.

 

M4A1 and M4 Medium Tanks
The M4A1 and M4 excel at hull-down, where they are fairly well-protected from the front. They have a good M61 APHE round and a .50 cal for shooting down the AI attack aircraft.

 

M24 Chaffee

A faster, lighter M4A1, with excellent reverse speed.

 

M3 Medium Tank
The 75 mm gun will struggle against KV-1s, but is otherwise quite capable of destroying AI tanks with flank shots. The 37 mm has enough penetration to damage the KV-1 at close ranges, but fires solid shot. Also mobile enough to take flanking positions.

 

M15A1 CGMC
Relatively slow-firing gun and somewhat low penetration relegate it mostly to the AA role.

 

UK

Spoiler

Archer
The Archer's 17-pdr is one of the most powerful guns available in this bracket in terms of penetration. It can easily snipe the heaviest AI tanks with impunity, though its unusual layout may not be to everyone's tastes.

 

Cromwell I
Fast, nimble, with good gun depression and good penetration, but handicapped by abysmal reverse speed.

 

Sherman II
Identical to the American M4A1.


Crusader III
Decently fast, with good gun penetration. It lacks gun depression and is rather fragile, however.


Cromwell V
Worse gun than the Mk. I and slower to boot, but still very good.

 

Churchill Gun Carrier
Formidable armour on the front and sides, with an good gun. Gun depression is good, though the gun is mounted low in the tank. It is slow, but can neutral steer for fast turning. Handicapped by narrow gun traverse arc, but is a good meatshield, especially on Kursk.


Valentine IX and XI
Decently armoured, particularly when angled. Guns are good, though excellent gun depression and slow speed make the Valentines more defensive tanks.

 

AEC AA and Crusader AA II
Great against aircraft, but nothing else.


Valentine I and Matilda
Low penetration guns and poor mobility make them relatively useless in this bracket.

 

FRANCE

Spoiler

M10
Identical to the American version.

 

M4A1
Identical to the American version.

 

AMX 13 FL11

The AMX effectively has the same gun as the M4A1, but with a slower reload and poor gun depression in exchange for a much more agile platform. It is one of the few French tanks with APHE.

 

CCKW 353

The Bofors 40 mm gun on this truck is fairly effective against most tanks at this BR. It is a decent weapon for de-tracking tanks as well.

 

JAPAN

Spoiler

Na-To
Excellent gun on a decently mobile platform.

 

M24 Chaffee

Identical to the American version.

 

Chi-Nu
Great gun, good mobility, better armoured than the Na-To.

 

ITALY

Spoiler

Semovente da 90/53

 

A very powerful gun on a fragile chassis. Will need to respawn a lot due to the very small ammunition capacity.

 

Semovente da 105/25

Roughly equal to the German StuH 42, but has a slightly better HEAT shell and better armour and gun depression.

 

P.40

Poor gun, forced to rely on HEAT to penetrate heavier vehicles. Good rate-of-fire, and the APHE is effective if it can penetrate.

 

Semovente da 75/34 M.43

Effectively the same gun as the P.40, but worse than the P.40 in every way possible.

 

SWEDEN

Spoiler

Sav m/43 (1946)

Completely useless until you get HEAT, then it will become the Finger of God.

 

Pvkv II

One of the best guns at this tier, but has an uncomfortably long reload.

 

Strv m/42 EH

Lacks the penetration to be really competitive. Can work on most maps if setup for flank shots using APHE and has a fast reload.

 


4.0–5.0

Spoiler

 GERMANY

Spoiler

8,8 cm FlaK 37 Sfl.
A very lethal SPAA gun that will have no problems destroying any of the AI tanks from the front except for the Churchill VII. It is slow, and its layout is rather awkward, however.

 

PzKpfw IV Ausf. H

Take the 3.7 PzKpfw IV Ausf. F2, slap on 30 mm of extra hull armour and a slightly better gun, and you have the Ausf. H. Turret is weak, though the skirts can absorb some shrapnel from aircraft rockets. The gun is still competitive here, but is not powerful enough for Churchill VIIs frontally on Sinai.

 

StuG III Ausf. G

Take the StuG III Ausf. F, slap on 30 mm of extra armour and a slightly better gun, and you have the Ausf. G. The armour is nothing to write home about in this bracket, although it can bounce when angled. The gun is still competitive here, but is not powerful enough for Churchill VIIs on Sinai.

 

Jagdpanzer 38 and Jagdpanzer IV

Better armoured StuG IIIs, although noticeably more sluggish.

 

 USSR

Spoiler

SU-85
Powerful gun on a good platform, it should have no problems dealing anything but the Churchill VII.

 

ASU-57

Extremely vulnerable to everything, but the stock solid shot APBC will cut through pretty much anything at this BR, and is surprisingly lethal.

 

T-34-57
Sufficient penetration to deal with most tanks while having a good rate-of-fire.

 

ZSU-37

Once it gets the APCR belt, it is quite capable of dealing with enemy tanks at close ranges. It performs decently in the AA role as well.

 

KV-1 ZiS-5
Slow, but relatively heavily armoured, and the gun is lethal if it penetrates. The penetration itself is lacking against the vehicles it will face here, so it works best in locations where it can shoot into AI flanks, if you can get there in time.

 

SU-152 and ISU-152

Reloads too slowly to really be viable in this mode, but can be usable in a squad backed up by a cleaner tank with a high rate-of-fire.


ZiS-43
Mediocre SPAA. Lacks penetration with no access to APCR, unlike the ZSU-37. Wobbles a lot when moving.

 

 USA

Spoiler

M18 Hellcat
Outstanding mobility combined with a powerful, fast-firing gun and a fast turret make for a very flexible vehicle. It is, however, extremely vulnerable to planes.

 

M6A1

Okay armour, excellent gun, and good mobility for a heavy. The secondary 37 mm is not that useful at this BR, though it can be used to track or kill lighter enemies.

 

 UK

Spoiler

Sherman VC Firefly

The 17-pdr gun is very lethal in its tier, and it is capable of frontally penetrating anything it will encounter. Lacks gun depression, however.

 

Avenger

A faster alternative to the Firefly. Extremely poor reverse speed, however.

 

Comet

Very competitive once the powerful APDS round is unlocked and has a decently armoured turret with good gun depression. Extremely poor reverse speed, however.

 

Churchill III
Very slow, but quite durable when angled, and has a decent gun.

 

Crusader AA I
Decent penetration, but less effective against aircraft than the earlier Crusader AA II due to the lower rate-of-fire.

 

Churchill VII

Very heavy armour, but the gun is too weak to be very useful in this bracket.

 

 FRANCE

Spoiler

M4A4 SA50

The SA50 performs on par with the 17-pdr on the Firefly, and the M4A4 SA50 retains the excellent gun depression that the Firefly sacrifices. It does have a longer reload, however.

 

AMX 13 DCA 40

The AMX 13 DCA 40 is very lethal if it can set up in a good flanking position. It is highly effective against aircraft as well thanks to the doubled rate-of-fire on the modified Bofors. It has the long-barreled version with great penetration for a 40 mm gun.

 

 JAPAN

Spoiler

Chi-To

Decent mobility, mediocre armour, the gun is good but suffers from using uncapped AP, and thus tends to ricochet against sloped armour. It will also struggle to kill Churchill VIIs from the front.

 

Chi-Ri II

The Chi-Ri is more or less similar to the Chi-To, except it is bigger-sized and has a 3-round clip for a fast burst that can be useful if  the need to kill multiple tanks quickly arises.

 

 ITALY

Spoiler

M.4 Tipo IC

Identical to the British Firefly.

 

 SWEDEN

Spoiler

Delat Torn

Similar to the Chi-Ri, but better shells, better mobility, and a much smaller target.

 


5.3–6.3

Spoiler

GERMANY

Spoiler

Tiger II (P)
Outstanding gun, good armour (shame about the turret face), and decent mobility for a heavy tank make for a formidable weapon in Assault. One of the heavy hitters in this bracket.

 

Panther Ausf. D, A, G, and F

Combination of decent frontal armour, good gun, and good mobility for its weight make any of the Panthers a top contender in this BR.

 

Nashorn

Very few tanks can resist the Nashorn's gun frontally, and it has an insane rate-of-fire for its gun. Very vulnerable to air strikes, however.

 

PzKpfw VI Tiger Ausf. H1 and E

The Tiger has a very lethal and fast-firing gun, with enough penetration to deal with all but the most heavily armoured vehicles. With proper angling, it is also quite resilient to fire.

 

Sturer Emil

The most powerful gun in this bracket, mounted on a slow, fragile platform. It also has a rather long reload, but anything it penetrates is guaranteed to be a one-shot kill.

 

Waffentrager

Powerful gun on a very slow, vulnerable platform. Only good for camping certain locations, it cannot flex due to the low speed.

 

USSR

Spoiler

T-44
One of the best tanks to bring in this bracket. Powerful 85 mm gun, superb mobility, and decent armour for a well-balanced vehicle capable of handling anything.


T-34-85E
A good alternative to the T-44, but lacks the good APCBC shell and usually needs to get to the flanks to penetrate, though its mobility is more than good enough for that.

 

ASU-85
Outstanding gun on a pretty mediocre platform. Would be great if it could reload faster.

 

IS-1

Slower, fatter T-34-85 with better armour. Also has a fast reverse speed for backing off easily.

 

IS-2 Models 1943 and 1944

Decent armour, good reverse speeds, but the reload is too long to be truly competitive.

 

T-44-122

Excruciatingly long reload, not worth it.

 

PT-76B

Fragile, long reload, low damage with the HEAT-FS round, low penetration with APHE. Not worth it.

 

USA

Spoiler

T25

Good mobility, good gun depression, and a lethal 90 mm gun make the T25 an excellent choice. The armour is not very good, but it matters little with good use of cover.

 

M41 Walker Bulldog

Very mobile and able to deal with anything once the APDS is unlocked.

 

M26 Pershing

The Pershing is generally inferior to the T25. It lacks the stabilizer, reverse speed, neutral steering, and has a ready rack, unlike the T25. It is still a decent option, though.

 

90 mm GMC M36

Fragile, but much cheaper to spawn than the other 90 mm gun tanks.

 

 

UK

Spoiler

Cruiser Tank Challenger

Quite a good vehicle in this mode thanks to its blistering rate-of-fire (~5 s), high mobility, and one of the best guns of its calibre range. With APDS it can cut through the heaviest armour it might encounter, although the APCBC has better post-penetration effects and fragmentation. The only real downsides are that abysmal Cromwell chassis reverse speed and relatively low ammunition capacity.

 

Charioteer

Similar to the Challenger, but with an even better gun. Runs out of ammo often.

 

FRANCE

Spoiler

ARL 44

Excellent frontal armour with a powerful, high-penetration 90 mm gun, but the reload is rather long.

 

AMX M4

Decent frontal armour, same gun as the ARL 44 but coupled with an autoloader. Dependent on cap circle and/or ammo pick ups to maintain rate-of-fire, but can be useful in killing multiple AI tanks quickly

 

CA Lorraine

Outstanding gun, but the reload is uncomfortably long.

 


6.7–8.0

Spoiler

 USSR

Spoiler

ZSU-57-2

Easily the best vehicle to use to kill a whole group of enemy tanks quickly, and it is one of my favourite vehicles to use in this mode. It is also acceptable at shooting down planes, although the low rate-of-fire hurts. Unlike the ZSU-23-4, it has a pretty reasonable spawn cost, which is a good thing because it only has 15 mm max of armour, expect to die more than a few times.

 

T-54 Model 1951
Trades armour of the 1947 model for better ammunition and rate-of-fire. Has HEAT-FS for particularly difficult targets.


T-54 Model 1947
Good hull and turret armour, with just enough gun depression to work most of the time. Powerful gun with a decent reload.

 

T-44-100
A decent vehicle for this bracket, although the 100 mm gun's reload speed is relatively slow compared to alternatives. It will usually kill whatever it penetrates, however. It lacks gun depression and will struggle on hilly terrain.

 

ZSU-23-4
Has radar, and shoots down planes pretty well. That's about it. It can track stuff, but it will not penetrate anything but the lightest armour. Expensive to respawn, and the ZSU-57-2 is way cheaper and more versatile.

 

T-34-100
A more fragile version of the T-44-100. Slower reload too.


IS-6
Very tough armour, but the AI will occasionally hit the turret ring weakspot. The gun is lethal, but lacking in penetration and reloads slowly. It is mobile enough to be a flanker, but can tank hits if needed. Also has an AA machine gun to retaliate against AI planes.

 

 USA

Spoiler

M48 Patton
Good gun depression, decent APHE shell, with HEAT-FS as backup against heavy tanks, and decent mobility are a powerful combination.

 

T29
Armour is good, and the APHE usually one-shots, but the reload is a too slow for my tastes. Gun is also a bit lacking in penetration with APHE.

 

 UK

Spoiler

Vickers MBT 1

Fastest-firing 105 mm L7 tank, high-penetration APDS rounds, and good mobility make for a powerful option. HESH is available as a backup that can cripple most tanks or kill if presented with a good angle.

 

Centurion 10

More heavily armoured with a somewhat longer reload alternative to the VMBT.

 

Falcon

The Falcon needs the Rank IV APDS belt to be truly competitive, but it is very lethal in a good flanking position, especially on Japan. It's biggest weakness is the relatively low ammunition capacity and very long reload.

 

Strv 81

The 20-pdr is quite effective, even with the regular APCBC. It has enough penetration and a really nice reload. I prefer the Strv 81 to the FV4202 due to the better mobility and reverse speed. The SS.11 missiles are a novelty, but they are a useful supplement to the 20-pdr.

 

FV4202

Slower Centurion Mk. 3 with much better turret armour.

 

Caernarvon

Fatter, slower Centurion with stronger hull armour.

 

Conqueror
A pathetic piece of trash that is only good for absorbing hits. Poor mobility and a 120 mm gun with a 15 s reload forced to rely on APDS that cannot reliably one-shot vehicles. Highly not recommended.

 

FRANCE

Spoiler

AMX 30
Highly mobile with a powerful HEAT shell and fast rate-of-fire, the AMX 30 is quite capable in this mode.


AMX 13 SS.11
Mobile with a decent gun, backed up by four powerful SS.11 missiles. Hampered by autoloader reload time and over-bouncy suspension.

 

AMX 50
The gun is good and the autoloader's fast reload make it ideal for quickly killing tanks that get into the base. However, the small autoloader magazine dramatically limits its flexibility.

  

 

 

8.3+

Spoiler

 USSR

Spoiler

T-64B
Blessed with a 7.1 s reload thanks to the autoloader while at the same time having an effective APFSDS round, although it is outclassed by the new top tier MBTs.

 

T-64A
Basically similar to the T-64A, but with worse armour.

 

T-62

Generally lacks the armour, rate-of-fire, and penetration to be truly competitive.

 

IS-7

Completely unviable after Gaijin's signature Double Nerf Combo(tm) of BR increase and huge repair cost.

 



 

Overall, it's not that hard to win, especially at the lower BRs with the right tanks. Just gotta play a little smarter...

wqpboliy7bbz.jpg

 

 

Edited by SuperComrade
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I also have had decent luck with the M4's with the 76mm.  5.0 BR and they can OHKO the bots reliably.  Most of the times I've won have been with them. 

 

I might try it with just one PzIV F2 and see how that works.

 

But thanks for the tips. 

Edited by TheXinTX
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Thank you for this. I got my first and only win at BR2.3 by limiting myself to PzKpfw IV Ausf. C/F1 and StuG III Ausf. A. I tried heading to some of the positions you've marked on the maps but with everyone else camping the base I wonder whether I'm helping or not by doing so.

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You're definitely helping because you should always strive to eliminate enemy tanks as early as possible, not wait for them to enter the base or come within range. If everyone does that, it's almost a surefire way to lose. Let them camp the base and be your meatshield, because at least they're contributing that way,

Edited by SuperComrade
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Very good guide; an impressive level of information.

 

Regarding the Japanese, I would not expect a map versing them any time soon - aside from the lend lease Tiger (Heavy No6), nothing they possess would pose any real challenge in killing.

 

Also: if you're playing on PC, I would highly recommend installing _Gilard_'s user-made test range 

http://live.warthunder.com/post/291945/en/

 

This has proven invaluable in determining what tanks, shells and ranges work against certain vehicles you're going to face. 

You may also use it for science... 

Spoiler

 

 

 

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I don't have many PvE battles, but these are my observations.

 

RUSSIA:

 

Anything with the 122mm gun is not really suitable. Reload is too slow. Gun depression also a problem.

T-34-76 and T-34-85 are both excellent but fragile to losing all turret crew in one hit.

 

GERMANY:

 

Jagdtiger is great, but only when you cover the flanks. Best played when squadded with at least 2 mediums and a high level crew.

 

Leopard is EXCELLENT. Just charge. Start by driving away from where the AI tanks are pointing, that means that even with Arcade physics most tanks can't rotate their turrets fast enough to catch you once you achieve top speed. Wrecking enemy transmissions makes it a lot easier for your team mates to kill them. Max crew + free Ace qualification = sub 7.0 second reload time. 

 

Tiger II H also excellent. Flanks vulnerable, keep covered.

 

 

 

 

 

 

 

 

 

 

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Great compilation and advice!

 

One correction, I think under point 4) it should read 5.3 - 6.3.

 

Anyways, I've been playing assault a lot lately to grind worthless tanks like ST-A1 and such. One rather extreme tactic was to take only the FV 4005 into battle. I left the vehicle after every shot to avoid reload time (it is still a long wait after each death). Got 40 kills and 48 deaths ^^ Wouldn't recommend this though, as I spend more than 100000 SL for respawns.

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Another thing I'll recommend is to maybe avoid playing on weekends. The level of ineptitude during this period is simply staggering. One has to wonder how some of these people even managed to attain a tier 5 vehicle.

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18 hours ago, Quacki said:

Great compilation and advice!

 

One correction, I think under point 4) it should read 5.3 - 6.3.

 

Anyways, I've been playing assault a lot lately to grind worthless tanks like ST-A1 and such. One rather extreme tactic was to take only the FV 4005 into battle. I left the vehicle after every shot to avoid reload time (it is still a long wait after each death). Got 40 kills and 48 deaths ^^ Wouldn't recommend this though, as I spend more than 100000 SL for respawns.


Thank you, I have corrected the mistake.

It's a good mode for grinding modules, honestly, especially if SL cost is not an issue. You get to respawn and try again and again after dying, instead of getting one-shot in Arcade and having to go back to garage, pay the repair bill or wait to play again.

Edited by SuperComrade
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"The God of this mode, with easily the best gun available on a very acceptable platform combined with good gun depression. It can obliterate AI heavy tanks at long range with its high penetration, very lethal PzGr 39 APHE."

 

I can confirm that.

Pve3.thumb.jpg.715b05a32ba9eb65d7e3b2d99

victory....thumb.jpg.41156d56b4256035ca7

Edited by RolandRoman
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Considering they now allow 8-man squads for use in squadron battles, I only hope they allow creation of said squads for use in Assault Mode.

 

Is it wrong to want to make a full team of trusted people to play this mode and actually do well in it? No randumbs ruining it by sitting on base and not covering a flank?

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16 hours ago, TheKingHomer said:

I am using mostly the KT P on 6.3. No uptier but yet the long 88 kills everything easily.

The tiers in PvE are fixed. The KT P is in the 5.3 - 6.3 bracket, so unless you bring another higher ranked vehicle, you will get the same opponents every time.

 

6 hours ago, MH4UAstragon said:

Are there any squadrons that play Assault regularly in 4-man squads?

4 mans are pretty rare to see, especially given this modes relative unpopularity, but myself and SuperComrade usually play together when we're on at the same time, (when time zones aren't making it a pain :rolleyes:). If you're fine with relative irregularity and the odd break here and there - feel free to add me (won't speak for Super on adding - best to ask him directly). 

 

In any case, good luck!

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This has helped me carry teams to victory on Sinai using all-stock tanks through repeated waves of Churchells, I feel more confident in my tanking abilities now, thank you.

 

Just wish the maploads carried some simple tips for players, such as:

- You do not need to stay within the tiny circle that is marked on the ground

- You do not need to stay within the blue box

- It is ok to take damage and even die. it's a game

- When the cursor is green it indicates the best place to shoot, aim at different spots and angles to find it, and if it doesn't turn green even when in close range then simply fire when yellow

- If an enemy enters the blue box tickets start to go down, they will often park just inside the box, so you have move a little to shoot them

:facepalm:

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On 10.9.2017 at 4:48 AM, XarKavier said:

The tiers in PvE are fixed. The KT P is in the 5.3 - 6.3 bracket, so unless you bring another higher ranked vehicle, you will get the same opponents every time.

I am aware of that. I merely wanted to point out the KT P is an excellent tank for PvE since it is the top of 6.3 and can OHK most opponents with ease.

 

However maybe someone can explain the XP differences in this mode?

In the attached image I was playing on Kursk in a 6.7+ match. My game was sure only mediocre but nonetheless, the first place makes no sense. While the numbers do not differ much from the rest of us, 4798 compared to 2603 on the second place?

2017-09-19 11_13_21-War Thunder.png

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12 hours ago, TheKingHomer said:

I am aware of that. I merely wanted to point out the KT P is an excellent tank for PvE since it is the top of 6.3 and can OHK most opponents with ease.

 

However maybe someone can explain the XP differences in this mode?

In the attached image I was playing on Kursk in a 6.7+ match. My game was sure only mediocre but nonetheless, the first place makes no sense. While the numbers do not differ much from the rest of us, 4798 compared to 2603 on the second place?

 

The points system is a bit of a mystery, but from what I've noticed you get substantially more points for destroying ground vehicles in planes and I believe more the closer you are to the targets. Seeing as everyone gets the same rewards regardless of performance, I all but ignore the scoreboard, save for seeing who's in what and how many have quit.

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As a new player i would like to thank you very much for this more than useful guide! It was this guide that brought my attention to the mode and the tipps given here helped me to not suck very much. Now if only everyone who plays this mode would give reading this a try, the level of stupidness that could be observed in this more than simple mode is overwhelming.

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Thanks for the guide! When I first played this mode in Ground Forces, I "naturally" searched for flanking positions far away from the camp. But since this led the bots to fire at me first (the M24 I used back then could not bounce any shot at all) and I saw no one else doing it, I gave up on the idea and camped in base along with the rest of the team. Good to know that leaving the base actually does work. I will try your proposed positions in the next matches.

 

Even with the whole team basecamping it is easy to win BR 6.7+ games, when most players bring 8.x tanks. If they bring 6.7 and 7.0 ones, there is not the slightest chance of winning, though.

 

If anyone is interested to squad for BR 6.7+ Assault matches, feel free to add me to your contact list.

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