Guide to the German tank destroyer Dicker Max WoT. Review of the premium German tank destroyer Dicker Max Digger max review from Jova

Health 10.08.2019
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Today we will talk about premium German tank destroyer 6 levels. We will learn the history of its creation, compare it with other premium Tier 6 tank destroyers, and also give some tips on how to play this vehicle.

History reference

When conquering France, the German army needed a weapon to destroy enemy pillboxes from such a distance and not receive retaliatory damage.

It was for this that the development of this tank was started back in 1939. After the capture of France, it was decided to use the Dicker Max as a heavy anti-tank gun. The construction of two prototypes was completed already in 1941. The production of the tank was promised on a serial scale if it successfully passed field tests.

Comparison of Dicker Max with other Tier 6 premium tank destroyers

Characteristics

Dicker Max (Germany)

SU-100Y (USSR)

Strength

Engine power (hp)

272 HP

890 HP

Maximum speed (km/h)

Turning speed (deg/sec)

30 °/s

Hull armor (forehead / sides / stern in mm)

Basic projectile damage

Armor penetration by the base projectile (mm)

Gun rate of fire (rounds/min)

6.45 min -1

3.75 min -1

Communication range (m)

Pros:

  • Excellent viewing range
  • High accuracy and speed of gun aiming
  • Large gun depression

Minuses:

  • Open felling
  • Low tank acceleration dynamics
  • Weak booking

Tank booking model

The tank has very poor armor, so we won't dwell on it for a long time. Note that in the forehead of the tank, the thickness of the armor is 50 mm. In general, most of the tank is protected by 20 mm armor, which is very easy to penetrate.

game tactics

Today we will traditionally consider two fights. In the first one, we will be at the top of the list, and in the second one, too, but from the bottom.

Our first map will be Murovanka.

Due to not very fast dynamics, we cannot quickly occupy distant, advantageous positions, so always look around and analyze the area before the start of the battle. Find positions where you can move quickly and fire as many projectiles at your enemies as possible.

A striking example is the H9 square, with a characteristic hillock. Thanks to this hill, we will be able to calmly shoot enemies without being exposed, being safe. In general, it’s worth saying that it’s better not to get into the light, because we have few lives and we are 2 shots at any level 8, and the art is not dormant. Our gun leans just fine, so stand quietly behind a bush and shine your enemies, since the view allows.

After a successful shooting of opponents, we can either go to the enemy's base through the forest, or go to the defense of another direction.

We consider the second battle at the end of the list, on the Monastery map.

It is worth saying that although our tank is premium, it often balances us to 8 levels, so it is necessary to carry gold with you.

In principle, the tactics are similar to those with the battle at the top of the list, because we have no armor, and in any case we feel uncomfortable, which is against 6 levels, which is against 8. The difference is only in the number of shells that we will withstand before destruction.

So, back to the fight. The J5 square is perfect for us to play this tank against tier 8. In no case do you need to go to the ear or gut, because they will definitely light you up there, and then you can count the time of bringing enemy artillery on you.

Crew skills

  1. To the entire crew, the first thing is disguise, but
    Commander - Sixth Sense
  2. Second skill - repair
  3. The third skill is individual for each crew member
    Commander - Disguise
    Gunner - Grudgeable
    Mech-Water - Virtuoso
    Radio operator - Radio interception
    Loader - Desperate
  4. Fourth skill - Combat Brotherhood

Consumables and modules

Modules: rammer, stabilizer vertical aiming and optics.

Equipment: small repair kit, first aid kit and fire extinguisher, for German.

Yield

I played a couple of dozen fights, because I really liked the tank. In general, I went to plus at least 25 thousand. Even with a full drain, this is when I was lit up light tank and I got shot by artillery, I got 25 thousand for highlighting 11 enemy tanks (there was a rush) The profitability of the tank is very good and it farms not bad. After all, to farm you need to deal damage, and our tank does it perfectly.

Dicker Max World of Tanks is the first Tier 6 premium vehicle, plus it's a . The main task of any premium tank is to knock out loans. To begin with, consider the "paper" indicators of this machine. The most important thing for a PT is a tool. D.Max in this indicator is not bad at all, it has quite sufficient penetration for its level (170mm), a large “alpha” (300 HP) and a quite acceptable rate of fire (6.45 rds / min), with an average rammer we shoot every 8 seconds. Consider the main "pros" and "cons" of this

pros

  • Excellent view - 400 m
  • Very strong weapon
  • Excellent UVN
  • Crew 5 people
  • Communication range
  • Pharm loans

Why did I put the crew in the "pros"? All because on a premium car, we can download the "main" crew.

Dicker Max, whose profitability is quite good (on average 30k per battle), has its drawbacks

  • Frontal armor plates are located almost at a "right" angle
  • Low dynamics
  • Open cabin perfectly "catches" land mines
  • Small UGN angles, you have to constantly spin
  • Very poor camouflage due to large size
  • Shells are very expensive, which reduces
  • Small ammunition

Crew and additional skills

Having 5 crew members, you can completely upgrade the "main" crews with and , the rest of the PTs will not allow you to upgrade all crew members. But 5 people is not bad at all. Let's consider which perks on D.Max will be most useful.

  • Commander: Maksik has a passion for catching suitcases, that is, Arta loves us. Therefore, we are the first to pump the light bulb in order to see when we are in the “light”. With the second perk, we pump disguise, do not forget that we are on Fri. Approaching the study of the third specialty, we master the “eagle eye”, thereby bringing our review closer to the maximum

For all other crew members, we are the first to pump disguise, so we will only consider the second and third perks further

  • Gunner: Sniper is the primary perk for . Next, you can pump the "Resentful", thereby we will continue to see the enemy for 2 seconds more.
  • Driver: Here we should at least somehow increase our dynamics, pumping "Virtuoso" and "King of off-road"
  • Loader: There is not much choice here, Desperate and Repair. Repair is always useful, and "desperate" will be useful when at the beginning of the battle they throw artillery at us, and we drive the whole battle with less than 10% HP
  • Radio operator: Be sure to upgrade the "radio interception", thus our review will be almost 472 meters, which is quite good even for high levels

Additional modules Dicker Max

Dicker Max World of Tanks has an excellent gun and vision, so it is these qualities that should be improved. The rammer, I think he does not require an explanation. Pickup drives, having small horizontal pickup angles, we often turn around, therefore knocking down the mix. The aiming drives compensate us for this "minus" and we will be able to conduct aimed fire more often. The last module is Optics. A stereo tube is less suitable for this PT, firstly, as I said above, we are spinning and the stereo tube will not work all the time, and secondly, having a view of 400 m initially, increasing it to 440 m with Optics, for level 6 this is excellent.

Dicker Max penetration zones

Remember, the D.Max penetration zones are everywhere, the forehead armor is only 50 mm and is located at a right angle, so the "rhombus" setting does not even save. The only “plus” can be considered our gun, which bends down, just like the “Americans”, therefore, firing from behind a mound, the enemy will only see the “gun mask” and the roof of the cabin (the cabin has a small slope in front). We use this, the roof ricochets perfectly. We never turn our backs to the enemy, our cabin is open, and therefore any land mine passes into it with full damage. The sides also do not save us from land mines of high-level equipment.

Pz.Sfl. IVa Dicker Max

Main characteristics

Briefly

in detail

4.3 / 4.3 / 4.7 BR

5 people Crew

Mobility

22.0 tons Weight

6 forward
1 ago checkpoint

Armament

26 shells ammo

15° / 10° UVN

8° / 8° UGN

Economy

Description

Panzer Selbsfahrlafette IVa "Dicker Max" is a self-propelled artillery mount, originally intended for shelling fortifications on the Maginot Line (France). For the first time, the German command thought about the need for heavy self-propelled artillery with powerful weapons to destroy enemy fortifications in 1938. After all the requirements for the new self-propelled guns were approved, the order was issued to Krupp, and after the project was demonstrated in 1939 and the command made changes to it, the first samples were to be tested as early as May-June 1940, but due to the constant intervention of the military command with new requirements for the designed machine, the first two prototypes were built only at the beginning of 1941, when the war with France had already ended.

After the self-propelled gun was demonstrated to Adolf Hitler, it became obvious that the original goals of the self-propelled gun were no longer relevant, so it was decided to retrain it into self-propelled anti-tank artillery. The end result was a lightly armored self-propelled gun with bulletproof armor on the chassis of a medium tank Pz.Kpfw. IV, in the rear part of the hull of which was installed an open-top cabin with a 105-mm K18 gun.

Entering the front in 1941 to undergo field tests, the self-propelled guns were used exclusively on the Eastern Front against the troops of the Red Army. The baptism of fire "Dicker Max" (translated from German as "Fat Max", the car received such a nickname in the Wehrmacht) was received on June 23, 1941. In the summer of the same year, ammunition exploded in one of the prototypes as a result of a fire, the crew managed to leave the car on time. The remaining self-propelled guns were used to combat enemy armored vehicles, infantry, as well as to suppress enemy firing points, artillery positions and pillboxes, which they successfully coped with.

In October 1941, having exhausted its combat life, "Dicker Max" was sent back to Germany for overhaul and modernization. According to field test reports, the military command decided that the Pz.Sfl. IVa is not suitable for mass production due to the low reliability of the undercarriage, as well as a number of shortcomings that make it difficult to use it in combat conditions. The remaining copy of the self-propelled guns, after a major overhaul, returned to the front in the summer of 1942, where it participated in the Wehrmacht's summer offensive against Stalingrad, where it was destroyed in the fall of that year. There is no reliable information, but most likely the last Pz.Sfl. IVa "Dicker Max" was blown up by his crew during the retreat from the counterattack of the Red Army in November 1942.

Main characteristics

Armor protection and survivability

Ammunition is extremely vulnerable when enemy shells hit the side of the vehicle

For its combat rating, "Dicker Max" has extremely weak armor protection: only 20 mm in the sides and stern and 30-50 mm in the forehead? absolutely all opponents can hit the car, including self-propelled anti-aircraft guns (ZSU) and heavy machine guns. The most dangerous type of shells for self-propelled guns are high explosives, they are designed for unarmored or weak armored vehicles, such as "Dicker Max", so if they hit any part of the car, they will explode, showering the interior with fragments.

The location of the crew and modules inside has a positive effect on the survivability of vehicles - they are located at a considerable distance from each other, so the destruction of self-propelled guns with one hit by an armor-piercing projectile is very rare. An open cabin has a negative effect on the survivability of vehicles - any aircraft with forward weapons or missiles can cause serious damage to the crew by attacking the vehicle from above. The disadvantage of the machine is the location of the ammunition in the rear of the hull, immediately behind the side armor, during flank attacks, a direct hit of a projectile or shrapnel in the ammunition can lead to the instant destruction of the Dicker Max. Artillery strikes and bombs should also be feared, with close explosions of shells and bombs, the armor of the self-propelled guns will still protect against fragments.

Mobility

Mobility "Dicker Max" is quite low, the maximum speed is not high and gains slowly. Nevertheless, despite the low mobility and maneuverability of the ACS while moving at altitude, in most cases it is possible to turn in the right direction in time. From a standstill, the car turns very slowly, so for faster maneuvering from a standstill, you must turn on at least first gear. Reverse speed is very low - only 5 km / h, so when playing "Dicker Max", it is always worth remembering this in order to start a retreat maneuver in time. The car's cross-country ability is good - it easily overcomes steep slopes, water obstacles and other landscape obstacles, but at the same time, speed is sensitively lost, so when overcoming obstacles, you should always look around so as not to become an easy target for opponents.

Armament

main gun

The Dicker Max is armed with a 105 mm K.18 gun with 26 rounds of ammunition. The gun has amazing armor penetration for its BR and no less remarkable armor action. Thanks to all this, the self-propelled guns can destroy almost all opponents with just one accurate hit. An equally important advantage is the vertical aiming angles (UVN) of the gun, thanks to which it is possible to fire from behind shelters by almost completely hiding the self-propelled guns behind the shelter and sticking out only the gun and part of the cabin. Obviously insufficient are the horizontal guidance angles (UGN), which is why, often, it will be necessary to turn the body to the target in order to aim at it. The reload speed is not high, so after the shot it is better to roll behind cover to reload. The ammunition load is small, but given the speed of reloading, it will be enough for the entire battle.

Three types of shells are available for the gun:

  • PzGr- armor-piercing sharp-headed chamber projectile. Standard projectile, has good armor penetration and armor action. Effective against all encountered opponents.
  • Gr.19- high-explosive fragmentation projectile. It has the lowest penetration of all the presented shells. Effective against unarmored or weakly armored targets such as lightly armored self-propelled guns or SPAAGs, against other opponents the effectiveness is reduced.
  • Pzgr.rot- an armor-piercing projectile with an armor-piercing tip and a ballistic cap. It has the highest armor penetration of all the presented shells. Recommended as the main projectile for this machine. Effective against all enemies encountered. It is more effective when firing at long and especially long distances compared to the PzGr, as it loses less armor penetration at a distance.

Use in combat

Thanks to their excellent UV to us"Dicker Max" can fire from behind the hills, showing the enemy the minimum of his hull

"Dicker Max", due to its low speed and mobility, as well as a long reload time, is absolutely not intended for offensive operations in battle, weak armor protection will not allow the vehicle to be at the forefront of attacks. Due to its slowness and weak armor, the self-propelled guns are not designed to capture and hold points. Due to the lack of a turret and low UGN "Dicker Max" is not designed to defend points where he will not be able to respond in time to enemies suddenly appearing from the flanks or rear. Due to the high flatness and armor penetration of the 105 mm gun, the Dicker Max is best used in combat for sniping and shooting enemies with long distance, this is also facilitated by UVN self-propelled guns, thanks to which it is possible to fire from the folds of the terrain, sticking out the minimum part of the equipment from behind the shelter. No less effective will be the tactics of shooting opponents from behind shelters near the points. When choosing such a tactic, it is necessary to choose cover not far from the point, behind which you can easily completely cover the car from enemy fire, the shelter should be located at a distance from the point to prevent flank bypassing the car. Despite the low maximum speed, the self-propelled guns can be used to support the main advancing forces of the team, keeping behind them at a short distance from them and covering them with their own fire. Very dangerous for "Dicker Max" are air attacks and artillery strikes, so you always need to monitor the movement of enemy aircraft, and in case of an artillery strike or a close drop of enemy bombs, you must immediately leave the dangerous area and change position or return to the previously occupied position when the artillery strike run out or the bombs explode.

Advantages and disadvantages

Good armor space and location of crew members give a chance to continue the battle even after receiving damage, high armor penetration and flatness of shells, but insufficient armor, low driving performance, the combination of these qualities does not give a universal game in most game situations, it is always better to try to use the advantages of technology, since the shortcomings are large enough and can lead to fatal consequences.

Advantages:

  • High flatness
  • High armor penetration
  • Excellent armor action
  • Elevation angles
  • Crew location

Flaws:

  • Weak armor protection
  • Open felling
  • Horizontal guidance angles
  • low mobility
  • Lack of machine gun weapons

History reference

A German officer poses in front of Dicker Max. Eastern Front, 1942

When planning a future French campaign, the German command came to the conclusion that in order to storm the Maginot Line - a chain of powerful French fortifications on the border with Germany, the German army needed heavy self-propelled artillery mounts with powerful weapons to suppress the fire of the Maginot Line and punch holes in the French defense. In 1938, a meeting of the German military command was held to approve the requirements for a new project, after which, having chosen Krupp from the manufacturers, the order was placed in 1939. The main problem when designing, it was the placement of such powerful weapons on the compact chassis of a medium tank. On April 25, 1939, Krupp submitted two designs, mostly differing in location. power plant- W1298 - a project with an aft location of the fighting compartment and a power plant under the fighting compartment and W1299 - a project with the location of the fighting compartment in the center of the hull and the location of the power plant in the stern of the vehicle. Each of the presented projects had a number of advantages and disadvantages, and after lengthy discussions and comparisons, the final choice was made in favor of the W1298, mainly because with the location of the gun in the rear of the hull, the gun barrel did not protrude beyond the hull of the machine. Soon, they finally decided on the choice of a gun for the future self-propelled guns - it became a 105-mm gun 10.5cm K18. Throughout the design period, the military command constantly introduced new requirements, which significantly extended the time to start building the machine in metal and passing the tests. After the demonstration of the first prototype, an order was issued for the construction of two hulls at the end of May and the end of April 1940, and fully finished prototypes of self-propelled guns should be ready by May and June of the same year, respectively. The project was named Pz.Sfl.IVa.

The final version was a converted hull from a medium tank Pz.Kpfw.IV with a chassis from Pz.Kpfw.IV Ausf.E with a conning tower installed in the rear of the hull, two box-shaped cabins with viewing slots were installed in the front of the hull - one (left) for the driver, the second (right) was false. The frontal armor was 30-50 mm thick, the armor of the sides of the hull and wheelhouse was 20 mm, the rear armor was 20 mm, and the bottom was 10 mm. The self-propelled guns were armed with a 105-mm 10.5cm K18 gun, which was highly effective not only against fortifications, but also against enemy armored vehicles, the ammunition load was 26 rounds. The gun used a separate loading system, which was an advantage because. the gun could be infected from any angle. The vertical guidance of the gun ranged from -15 to +10 degrees, horizontal from -8 to +8 degrees. Anti-personnel weapons were not provided for. Pz.Sfl.IVa was supposed to fire at enemy fortifications from closed firing positions, without engaging in confrontation with enemy infantry. The power part of the machine consisted of a VK 9.02 transmission installed in front of the equipment and a Maybach HL-66P engine with an HP 188-200 power. located in the middle of the body. The crew of the self-propelled unit consisted of five people.

In the event of successful tests, it was planned to build 100 units of this self-propelled guns, however, constantly being made changes in the design caused the first two pre-production prototypes to not be built on time and the war with France came to an end. Krupp only reported two prototypes built on February 5, 1941. After demonstrating the finished prototypes to A. Hitler on March 21, 1941, it became obvious that the Pz.Sfl.IVa had lost its original purpose - the destruction of enemy fortifications, so it was decided to reclassify this vehicle into the category of anti-tank self-propelled guns. For this reason, on August 13, 1941, the self-propelled guns received a new name - 10.5 cm K (gp.Sfl.), And in the Wehrmacht, where the car soon entered the field tests, the soldiers nicknamed it "Dicker Max" which means "Fat Max" in German ".

Replacing worn out rollers with Dicker Max in the field

For field testing, before the invasion of the USSR, both prototypes were transferred to 521 Panzerjager-Abteilung (Sfl.), in which they acted in conjunction with Panzerjager I self-propelled guns armed with 47-mm Czech anti-tank guns. Both Max received their baptism of fire on June 23, 1941, operating east of Kobrin, self-propelled guns fired at high-explosive fragmentation projectiles accumulation Soviet infantry and calculations of anti-tank guns. After an unsuccessful counterattack by the Soviet 14th mechanized corps, he went into retreat, the Germans, cutting off the retreat Soviet troops, involved both prototypes for shelling the artillery positions of the retreating units of the Red Army. The next battle with the participation of Pz.Sfl.IVa took place on June 30, 1941 near the Berezina River, the armored train was driven away by the fire of the Fat Maxes, but it was not possible to destroy it due to the breakdown of one of the self-propelled guns, which could no longer fire at the armored train. On the way to Slutsk, in one of the Pz.Sfl.IVa, for reasons not fully clarified, a fire started, the crew managed to leave the car, after which the ammunition exploded in it, completely destroying the self-propelled gun, most likely the cause of the fire was the heat and the worker on the march , non-stop engine. The remaining Dicker Max took an active part in the fighting on the Eastern Front against Soviet tanks, as well as supporting Wehrmacht infantry attacks, it was often used to suppress enemy firing points. Having exhausted its combat resource, in October 1941, Dicker Max was returned to the Krupp plant for major repairs and modernization.

According to reports made during the passage of tests in combat conditions on the Eastern Front, the high effectiveness of the self-propelled guns against all enemy tanks, which the "Dicker Max" hit without difficulty, is indicated. The effective range of fire was 4000 m, direct fire with an armor-piercing projectile up to 3400 m, high-explosive fragmentation up to 2400 m, effective fire from closed firing positions up to 10500 m. firepower and efficiency not only in the destruction of enemy armored vehicles, but also infantry, artillery crews, pillboxes and machine gun nests, but despite this, it showed low technical reliability and a number of design flaws that make operation in combat conditions not very convenient. According to the test results, the military command decided to abandon the mass production of this self-propelled gun, however, the gun that survived the battles underwent a major overhaul and was sent back to the Eastern Front in the 521st tank destroyer battalion. Returning to service June 1, 1942, "Dicker Max" took part in the summer offensive German troops and reached Stalingrad, where the battalion was completely destroyed in the autumn-winter of 1942-1943. The fate of the remaining copy is unknown, apparently it was blown up by the crew, because. at the end of November 1942, in the military report, he was no longer listed as part of the battalion, but there is no information about the capture of this vehicle by Soviet troops.

Media

    Dicker Max after overhaul on the way to the front

    The Dicker Max crew pose for a photograph in their car

    Dicker Max in the forest on the Eastern Front

    Dicker Max somewhere on eastern front

    Dicker Max rides to the position through the Soviet village

The Dicker Max is a premium tank destroyer that belongs to the German tech tree. The car is very interesting, so it enjoys well-deserved respect among experienced players. Note that this PT is often used by "extras" to increase efficiency. To raise WIN8, the tank must exit the battle with at least 854 damage.

Given the capabilities of technology, these are only three effective shots. But let's not get too distracted by extraneous parameters, and bring to your attention the Dicker Max guide, which will surely be of interest to experienced tankers and beginners.

Dicker Max performance characteristics

Let's start with the fact that the survival parameters of this machine is 550 units. This is a fairly low figure, considering that Dicker Max does not have a reduced level of battles, so the PT often throws at opponents of 7-8 levels. By the way, the “German” does not experience much discomfort from such injustice. The base viewing radius is 432 meters, which is more than worthy, and can become even better with the right choice of additional modules.

The concealment coefficient of this AT is slightly below average, and is 31% for a stationary vehicle. The indicator is reduced due to bulky dimensions, so lovers of shooting from bushes will have to choose thicker vegetation: through a single bush, Dicker Max is guaranteed to glow after a shot.

Our speed is good. 40 km/h, which allows you to quickly move around the map and be the first to take advantageous positions. Chassis rotation - 41 degrees / min therefore, spinning the PT-shku will not be easy. At the same time, the dynamics of the car are somewhat lame, so the tank accelerates heavily, and the speed noticeably decreases on the slopes.

The Dicker Max review just needs to talk about the weapons that are indisputable advantage this machine. So, the equipment is installed 105 mm gun 10.5 cm Kanone 18, which has excellent penetration and devastating damage for its level.

So, the thickest armor plates are located in the frontal projection, and give as much as 50 mm. Considering that the sheets are located at right angles, everyone will penetrate the anti-tank gun, including land mines. The sides and stern have only 20 millimeters per circle, which is also not a serious protection.

When buying a tank, you must take into account the fact that Dicker Max takes some getting used to. Tank destroyers will suit players who already have experience in battles on "cardboard" vehicles. For beginners who do not know the advantageous hidden positions on the cards, the technique will cause a lot of pain and suffering.

When choosing tactics of behavior in battles, you need to take into account the fact of a relatively good camouflage coefficient and accuracy of the gun. Therefore, we never get ahead and take positions on 2-3 lines. The tank is literally made for ranged skirmishes, so it will effectively deal damage to careless opponents.

In general, the tactics of the game will be reduced to the banal standing in the bushes. Going into close combat with any opponent is a direct path to the hangar. "German" feels good on open maps, but when choosing a position, it is necessary to foresee escape routes in advance. If detected, this tank destroyer becomes easy prey. In addition, the vehicles suffer greatly from artillery hits, the shells of which are guaranteed to enter with maximum damage.

Should you buy Dicker Max?

The car is premium, so to get it in the hangar you will have to part not with in-game silver, but with hard-earned money. Therefore, before buying, you must clearly understand the appropriateness of such an acquisition. Comparative analysis"Dicker Max" let's start with the shortcomings.

Main cons are considered:

  • Open cabin. Thanks to this feature, the tank has an excellent viewing radius. However, the lack of even thin armor makes artillery hits fatal. Of course, the damage of the artillery was severely cut, but for vehicles with open felling, this does not play a significant role.
  • Absence preferential level fights. The "German" is capable of penetrating even eights with its basic projectile, but it itself turns into easy prey. For example, the American premium T-34 is quite capable of sending anti-tank guns to the hangar with one shot.
  • Lack of armor. The Dicker Max found in the bushes does not live long, therefore, having caught the “light bulb”, you must immediately leave any advantageous position and leave, confusing the tracks.
  • Radio communication range. The tank does not always work effectively in other people's light: the communication range of the radio station does not much exceed its own viewing radius, backed up by a stereo tube and pumped crew. Therefore, an incorrectly chosen position and the lack of competent light in the team can negatively affect the outcome of the battle.
  • UGN. The PT has a catastrophically narrow sector of fire. Going beyond the declared horizontal guidance angles, the tank moves from its place, which immediately reduces the concealment values.
  • The high cost of armor-piercing shells. Each shot will cost 600 in-game silver. As a comparison, the Super Pershing only costs 225 Silver to charge, and that's with the American at level 8! By the way, Dicker Max has a very limited ammunition load, so those who like to shoot “into milk” run the risk of being left without shells at the end of the battle.

To the undeniable benefits relate:

  • Tool. This is one of the few tanks in the game whose weapons cannot be faulted. There is excellent armor penetration and one-time damage, so almost any classmate can be sent to the hangar with literally 3 shots.
  • Rate of fire. Amazing Fact, but the 6.4 rounds per minute claimed by WG are not true. With a trained crew and additional modules, PT confidently fires 8 shots per minute, which is an indisputable plus when earning silver and raising efficiency.
  • UVN. 15 degrees for the gun depression angle is very cool. For example, on Prokhorovka it is not necessary to completely go to the crossing in order to inflict damage on opponents lurking in the alley.

If we talk about profitability, then Dicker Max is not the best best tank for pharma. Let's explain why. PT is an excellent damage dealer, but the high cost of armor-piercing shells greatly affects the profit received. Of course, skilled players can earn about 40,000 silver per battle, excluding premium account, but the vast majority of tankers will receive about 10,000-15,000, depending on the outcome of the battle and personal contribution to the victory. Do not forget that the “German” often does not live to see the end of the battle, which adds to the cost of repairs. How does Dicker Max farm? D-max, dicker max, D-max

31-05-2016, 09:50

Good day, tankers! Today we have a vehicle with some incredible characteristics, a German tank destroyer of the sixth level - this is the Dicker Max guide.

Surely many of you know that this anti-tank self-propelled unit has a premium status, which allows her to take out more silver credits from battles, as well as upgrade her crew faster. And although the Dicker Max tank is not preferential, that is, you have to fight even with the eighth levels, we do not feel much discomfort, now you will find out why.

TTX Dicker Max

First, let's talk about the parameters of survivability, and the first thing that catches your eye is our margin of safety. Even by the standards of classmates, he is considered small, and given the fact that you often have to fight against levels 7-8, then HP is really low.

If we consider the Dicker Max armor characteristics, we see approximately the same picture, this tank destroyer can rightly be called cardboard. We are pierced by absolutely everything, regardless of where the hits fall.

However, this machine also has its advantages. For example, for the sixth level we have an excellent overview, and even with maximum speed everything is fine. True, the engine power is not enough, and therefore the dynamics leave much to be desired and any climb up the hill is always very difficult. At the same time, the Dicker Max WoT tank spins quite briskly on the spot, and also has a good camouflage.

gun

All the power of this machine, all its aesthetics and uniqueness lies in the armament. Our gun has good performance armor penetration, which allows you to confidently fight even against eights, and one-time damage for our level is considered excellent at all.

At the same time, the Dicker Max gun has a decent rate of fire and is capable of dealing more than 2000 damage per minute, this is without taking into account equipment and crew perks.

In terms of accuracy, we have a good dispersion and sufficient aiming time, and the final circle of aiming makes it easy to hit targets at long distances and even aim weak spots, but you need to approach shooting with responsibility, since our ammunition load is often not enough for protracted battles.

The crown of all these parameters are the horizontal and vertical aiming angles, and if in the first case everything is not so good (UGNs are 8 degrees in each direction), but in terms of gun inclination, the Dicker Max tank exceeds all expectations. Just think, our gun goes down 15 degrees, it's incredibly cool!

Advantages and disadvantages

So between our strong and weaknesses it’s quite easy to draw a clear line, that is, everything is very transparent and understandable, however, we will break down each such nuance into pieces to make it easier to navigate the information provided.

Pros:
High one-time damage;
Good DPM;
Good accuracy and speed of information;
Excellent gun depression angles;
Excellent review.

Minuses:
Complete lack of armor;
Low dynamics;
Not the most comfortable horizontal aiming angles;
Little ammo.

As you can see, everything is really very clear, our main advantage is weapons and we need to be able to use this.

Equipment for Dicker Max

In our game, there are several ways to improve certain tank performance, everyone knows about it, but not everyone knows how to correctly implement such an advantage, namely, choose modules for their vehicles. To make the most of this aspect, the following equipment is installed on the Dicker Max:
1. - we have a very decent DPM and by raising it, you will only strengthen your car;
2. - such a choice will perfectly complement our already good review;
3. - we converge even faster, which means we get more chances to realize our damage.

If you wish, you can replace the last option with , which is quite justified, given the style of play on this tank destroyer, but we will talk about this later.

Crew training

Not less than important point, which allows you to enhance the important characteristics of the tank and compensate for some of its shortcomings. Choosing the right perks on Dicker Max is even more difficult than in the case of equipment, because there are more options, but, best option yet there is.
Commander - , , , .
Gunner - , , , .
Driver mechanic - , , , .
Radio operator - , , , .
Loader - , , , .

Equipment for Dicker Max

Choosing consumables for this machine is much easier. If your goal is to farm silver in every fight, which this tank does very well, but you can put , and . However, if big problems you don’t experience with game currency, it’s better to choose equipment like this on Dicker Max: , , , where the last option can be exchanged for .

Game tactics on Dicker Max

Playing this German should always be aware of the lack of armor and some lack of mobility. At the same time, we have excellent weapons and a very good stealth coefficient. Based on all this, on Dicker Max, combat tactics are reduced to playing from the second or even third line.
We must always take the most advantageous position, where there will be a sufficient number of bushes and from which a good chamber opens. Thus, playing from stealth, we realize our damage per minute, thereby bringing our team closer to victory and farming silver.

At the same time, it is desirable to calculate everything in such a way that we have retreat routes, in case of danger and artillery could not throw at us. And remember, the Dicker Max World of Tanks tank destroyer has excellent vertical aiming angles, this should be used in every battle.

As you can see, you don't need any complicated actions, we feel very comfortable on open maps, playing from the second line and dealing damage to allied light. At the same time, this aggregate has excellent potential for farming silver credits, but Dicker Max is worth picking up for more than just this reason.

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