Is 7 guide from amway. Large caliber gun rammer

Fashion & Style 10.08.2019
Fashion & Style

This guide will be dedicated to the IS-7 tank. This Soviet Tier 10 heavy tank was introduced with the launch of World of Tanks and is still quite a popular vehicle. The tank is quite different high speed, which makes it quite mobile on the battlefield, and strong frontal armor and not the weakest gun make it a formidable opponent for less light tanks.

The tank has a rather high repair cost, so in order to play it well, you will have to deal quite a lot of damage to enemy vehicles per battle.

Tank characteristics

Let's evaluate its tactical and technical characteristics.

The strength is 2150 units - quite an average strength for this type of tank. Engine power is 1050 l / s with a mass of almost 71 tons. The IS 7 is a fairly fast tank and picks up speeds up to 30 km/h almost instantly, after which the acceleration is smoother. The chassis traverse rate is 28 degrees per second, so it can be said that it does not turn around very quickly.

Hull armor: 150/150/100 and many consider this car to be "cardboard". This is not entirely true - it is enough to place the tank at an angle to the enemy and he will not be able to quickly break through your armor. Turret armor: 240/185/94 - rather strong frontal armor of the turret also prevents penetration. The back of the tower has weak armor and breaks through quite easily. However, the same as the sides of the tank. Reservation of the stern 100 mm sometimes saves from the enemy level 6-7 From here the main rule of survival is to place the car at an angle to the enemy's fire.

Let's move on to weapons. The damage of the base projectile is 368-613 units, on average about 500 units fly out on the enemy. The S-70 gun is good enough. Although many people think that it is not accurate enough and takes a long time to reduce, this is not so. You just need to install a couple of additional modules, which will be discussed below.

IS 7 equipment: additional modules and consumables

In order to optimize combat characteristics of our tank and make the battles on it more comfortable, you will definitely need to equip it with additional equipment.

  • Stabilizer vertical aiming- allows you to shoot accurately at a speed of 30-50 km / h.
  • Reinforced aiming drives - will reduce the time of aiming the gun with a sight.
  • gun rammer large caliber- Reduces gun reload time.

Let's move on to consumables:

  • Twisted engine speed controller.
  • Small repair kit.
  • Small first aid kit.
  • Lend-lease oil.

IS 7 penetration zones

In the screenshots below, you can clearly see the vulnerable penetration zones of the tank and understand where to penetrate the IS 7:

* In green the most vulnerable areas are indicated.

game tactics

A few tips from the series "How not to die longer?"

charm WOT games:

1. The actions of World of Tanks take place in online time, and the team battle is among the " real people". No bots and mobs - only real people at the helm of their tanks. Each victory is very valuable, and the defeat makes you think about your mistakes and miscalculations. Despite the fact that team actions are the most important in World of Tanks, individual skills of an individual player will also be needed, which will allow in some cases to turn the tide of the battle and snatch victory.

2. The game has become so popular that you won't surprise anyone with an "online" of 800,000. The developers regularly release updates that include new cars, maps, graphics improvements and completely new battle modes. Programmers make mods that make the game more interesting and colorful.

3. In the World of Tanks game, you can freely communicate with both old friends and new ones that are easy to find. You can join a clan that will allow you to participate in the world war for territories and find like-minded people.



Soviet heavy tank IS-7 tier 10. Cost: 6,100,000 silver credits.
Supplied immediately in a top-end configuration. The difficulty of mastering the tank after its predecessor (IS-8). Prospects for use in companies and tournaments. It is a logical continuation of the line of ISs, it does not require long getting used to. Demanded in absolute companies, is one of the tanks, the presence of which opens the way to the clans.

A brief summary of the pros and cons of the tank:


+ The tank is used as a universal tank capable of performing any task.
+ Excellent ricochet frontal armor.
+ Decent dynamics for a heavy tank, maneuverability, excellent maximum speed.
+ Reservation of the sides is sufficient to prevent penetration by land mines, there is a not pierced false board.
+ Low silhouette.
+ Good cross.
+ Vitality in the clinch.

The durability is only 2150 XP.
- Mediocre gun accuracy, long aiming, lack of HEAT ammunition.
- The fender space of the side is pierced by cannons with armor penetration from 100 mm.
- Vulnerable ammo rack.

Tank booking. Weaknesses and penetration points of the IS-7:

Frontal armor IS-7:


The frontal projection of the tank's hull has excellent ricochet armor and is invulnerable to guns with armor penetration below 220 mm. However, even guns with high penetration do not often damage the bottom plate, its streamlining requires careful aiming, which does not always ensure the accuracy of enemy guns. The turret is practically impenetrable from the front, with the exception of the hatches on the roof, but they are not large and can only be aimed in the clinch by a taller tank, and even then with difficulty if the turret rotates when reloading the gun. But remember, the slightest deviation from the straight line to the enemy opens the cheekbones, behind which the ammunition is located. .

Side and side armor IS-7:


Not a continuous penetration zone for the IS-7, but with weak points. The sides have an impenetrable bulwark, the turret also has excellent side armor, but the tank has a vulnerable zone - the fender space of the hull, it breaks through almost everything that can shoot, there are even cases of full damage from a HE from the 261st object. It's rare, but it's possible.
The rear of the turret and hull is weakly armored, it is better not to put them under attack.

Dynamics and maneuverability of the IS-7:


Compared to classmates, maneuverability and dynamics are above average, if necessary, the IS-7 can walk along the paths of medium tanks, not far behind them. The picture is complemented by a very good cross-country ability on soft ground, especially noticeable when it is enhanced by the skills of the crew. However, the maximum speed of 50 km/h is reached only downhill.

Armament and ammunition IS-7:


Main headache owners of the IS-7 - his weapon, with a large dispersion, long mixing and mediocre accuracy. A set of modules and crew skills is usually aimed primarily at enhancing all these mediocre characteristics. The ammunition load (30 rounds) is generally sufficient for thoughtful shooting, but in protracted battles with intense shooting (for example, through the Malinovka field), a shortage of ammunition may begin to be felt. The main ammunition is armor-piercing, with armor penetration of 260 mm, in general, it is enough to defeat the main opponents at close and medium distances, however, mediocre accuracy and aiming time sometimes present surprises in the form of a flight path past the aiming point and, as a result, ricochets and non-penetration.

Deals an average of 490 xp damage. Gold ammunition - sub-caliber with armor penetration of 303 mm. Slightly improves the probability of penetration in the case of lubrication of the trajectory of the projectile by the FBM, and due to the greater initial speed flight, the effectiveness of firing at long distances is increased. Deals an average of 490 xp damage. However, these improvements are not very critical, and the author of the guide believes that radish horseradish is not particularly sweeter for a random house. With cumulative ammunition it would be more comfortable. explosive ammunition with armor penetration of 68 mm and potential damage of 640 xp is not bad enough to finish off 1% of wounded animals, fire on light tanks and by SAU. In random battles, the author of these lines carries 3 sub-caliber, 3 high-explosive and 24 armor-piercing ammunition under the classic assault style of combat for the IS-7.

Crew, skills and abilities - fine-tuning the IS-7:


The crew of the IS-7 consists of 5 people with two loaders, one of which acts as a radio operator. By the time you master the IS-7, you should have at least one and a half crew perks. In a random house, and in companies, the classic role of the IS-7 is an assault heavy tank, the main task of which is to break through enemy defenses and destroy enemy heavy tanks. Therefore, this role of the tank dictates a fairly simple line of strengthening combat power. As a result, my choice is:

1 perk:"Combat Brotherhood" - everyone. Improves slightly all characteristics.
2 perk:"Repair" - also for everyone. Some, instead of repairing the driver, download his profile perks,
however, on the front line, the extra seconds to repair a damaged module can cost you extra damage received. 3 perk: specialized skills:

Commander - "sixth sense" - the skill warns of an ambush in the bushes.
More company options are possible in the form of a "jack of all trades", the crew often suffers from artillery,
there are also lovers of the “expert” skill, clinches with prolonged butting of each other are a common thing for IS.

Gunner - "smooth turn of the tower." Small, but a plus for the scatter. Another option is a master gunsmith. Hitting from a damaged IS-7 gun without this skill is possible only point-blank. And if the repair kit has already been spent ... Mekhvod is the “king of off-road”. The already good dynamics of the tank will become even better, and you rush in a random house or rush in a company - the skill is equally useful. Next, you should take a closer look at the virtuoso - this skill helps to fight the spin of medium tanks. Profile loader - here I strongly recommend learning the “non-contact ammo rack” skill, this is the Achilles heel of the IS. At least, there will be fewer one-shots, then other specialized skills. Charger with the duties of a radio operator - "radio interception", or "desperate". Zooming in a little looks more useful, since 10% XP for an IS-7 is only 210 XP, a threshold that a level 10 technician often jumps over without noticing.

Options for equipment and modules for IS-7:


The tank specializes in assault, so the choice is quite transparent: rammer, stabilizer, reinforced drives. The main direction is to strengthen not the most best performance tools. Give the tank the ability to shoot on the move, which is quite critical when rushing in companies. If you prefer a more versatile combat option, instead of drives, they sometimes put a fan that strengthens everything a little bit. There is another option with coated optics, but this is already a clear weakening of the tank’s combat power, a basic view of 400 meters is quite sufficient in my opinion.
A small plate with numbers for modules and perks to increase DPM:

Empty IS-7 - 13.7 seconds.
Rammer - 12.41
Rammer + Combat brotherhood \ ventilation. - 12.19 seconds.
Rammer + Combat Brotherhood + ventilation.- 11.96
Rammer + Combat Brotherhood + ventilation + chocolate.11.31
Rammer + Combat Brotherhood + ventilation + additional rations + desperate - 10.18 seconds.

Additional equipment is standard - a repair kit and a first aid kit, the third module according to preference is either a fire extinguisher, or oil, or a speed controller. The tank rarely burns, therefore it is not expensive to use a golden fire extinguisher, which will reduce by 10% the already small probability of a fire. Using the speed controller allows you to actively drive for about 3 minutes. The exact choice depends on your preference.

Overview and visibility of the IS-7:


Like any heavy tank of the 10th level, visibility is very high, there is practically no sense in camouflage.
The detection distance of a tank in an open field was measured from a tank with a view of about 450 meters:

Concealment 0%: stationary 421 m, moving 444 m, firing 445 m.
Concealment 100%: stationary 399 m, moving 440 m, firing 441 m.

Tank detection distance in the bushes:

Concealment 0%: stationary 170 m, moving 190 m, firing 381 m.
Concealment 100%: stationary 174 m, moving 197 m, firing 383 m.

Applying camouflage will allow you to win another 1 meter, " the Brotherhood of War”And the ventilation will be thrown over another half meter of invisibility. Thus, the expediency of pumping disguise is clearly not a priority. The visibility of the tank is standard for level 10 and is 400 meters. Considering that lighting is not a specialized task, but sometimes performed, for example, when finishing off enemy artillery, a light lamp gives more benefit. Intelligent art from the bushes will still see you first. Where she sits is approximately and so clear.


The tank is top, so welcome to the top three levels of battles. General Tips these are: take care of your XP, there are not many of them, you don’t need to exchange them for any nonsense. Your main task is to destroy enemy heavy tanks, so you should not unnecessarily abandon the direction of their attacks. At the same time, it is quite capable of supporting the attack of allied medium tanks, and this is worth doing, for example, at the mill in Malinovka, the surviving STs will then enlighten the enemy’s artillery, and will not lick their wounds in the bushes, or even in the hangar. Keep the tank's forehead strictly on the enemy. This is not a square "German", a rhombus is fatally dangerous! Do not attack alone 2-3 enemy tanks, you will expose your forehead to one, the second will damage you on the side. And there is a rather fragile ammunition rack that has the property of exploding.

Do not shoot anywhere, 2-3 shots at light through the Robin field is enough, you do not need to shoot at the barn window over and over again. The gun is far from being a sniper, therefore it is better to shoot at medium and long distances only with full convergence. Ammunition is limited, it must be monitored. Take care of the engine and tanks, 15% fire on hit is still significant, the “seven” sometimes burns. Feel free to go into a one-on-one clinch, the IS-7 is practically invulnerable in it. Rotate the turret between shots, make it difficult to aim the hatches. You should not ram the German heavyweights, you should enter the clinch with them carefully. The armor of the tank, although it holds a blow, does this mainly due to the angles of inclination, it does not differ in large thickness, so be careful with enemy artillery, their land mines are very felt.

Main adversaries. Duel situations.:


The IS-7 is not in vain considered a universal tank. From any duel, he is able to emerge victorious. Remember, the IS-7 is a tank for rushing and living on the attack, do not let the opponents take the initiative from you, always try to close the distance with the enemy. The Germans need to get into the lower armor plate, if it is inaccessible, into the cheeks of the tower. Be careful with the E-100, now this tank is often loaded with cumulatives that are able to penetrate the top sheet of the IS-7, but this is not guaranteed, since the E-100 does not have accuracy. As a result, such a duel will be largely at the mercy of the VBR.

Mousegun, on the other hand, must be feared primarily because of accuracy, so turn the tower and do not expose your bottom sheet to the blow. At close range, due to the height of the Germans, they can only shoot effectively at hatches. The American 110 is very dangerous in the middle and long range because of your penetrating gun with a good DPM, you will hardly be able to target his weak spots, so avoid such situations, get close, ideally in a clinch, and shoot him under the tower. The IS-4 is the tank that you can just shoot at long and medium distances, provided that you hide at least half of the hull. He will not break through you, his de forehead is one continuous penetration zone.

Against an enemy IS-7 in a duel, it's just the player's skill that decides. And a little VBR. But against opponents with a drum, you should not “tank” alone, wait for allies, otherwise you will grab more damage than you need. And the owners of the IS-7 sometimes collect a platoon of 3 tanks and, for the sake of fun, they cut out randomly in focus. There is an opinion that the IS-7 is the dream of every first schoolboy who is not distinguished by special talents in tank battles, and pretty much boosts the real statistics of the combat effectiveness of the tank. The developers, on the other hand, strive to send each tank to 49% of victories. Thus, the tank is actually somewhat over-appointed and outperforms its counterparts. And what do you think?

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5 years and 4 months ago Comments: 105

A bit of history

This Soviet heavy tank was developed in 1945-1947. and released only in the amount of six cars. However, the IS-7, the most powerful and heaviest among its counterparts, was the next step in domestic tank building, since many of the solutions first used on it were later transferred to other production vehicles.

About mobility and maneuverability

IS-7 is the fastest heavy tank among tier 10. Its maximum speed is 59 km/h. But he won’t pick up 59 km/h in a straight line, he picks them up from the mountain, he even happens from the mountain, gaining all 66 km/h. The maneuverability of the tank is not very good, it turns 28 degrees / sec. In urban areas, this maneuverability is more complete.

gun

The tank's gun is good, penetration of the AP is 250mm, and the AP is 303mm. But sometimes a BB shot is not enough to penetrate the NLD, for example, the T110E5 tank. Well, here is the time of information and accuracy with us<<хромает>>. Our aiming time is 3.4, which is very bad for a level 10 tank. We have a gun accuracy of 0.4, which, for example, is to stand from afar and shoot like an anti-tank gun, then we are not good at it. Well, now about the most important thing, about the damage per shot. Our average damage is 490, which is very good for such a weapon, but it happens that when you pierce, for example, 512 damage is not dealt, but all 640.

Combat tactics

against LT.

Playing against light tanks is very easy, though you shouldn't underestimate them
Having broken through to your rear, they can easily set you on fire or crit something. Try to shoot down their caterpillars so that the allies or you yourself work on them. Charge as Lt has practically no armor.

Against ST

But ST is already worth fearing. Having broken through to your rear, they will disassemble you very, very quickly, you won’t have time to blink an eye. Do not let them close to you, try to keep them at a distance by knocking down their caterpillar. Having knocked down a caterpillar on them, your allies can work out. If your CT starts circling you, try to knock down the caterpillar with it and try to roll back, this will increase the time it takes for the CT to circle you.

Against TT

It's harder to play against TT. Try to place the tank in such a way that the position hides your NLD. If there are no such positions, then roll back from the house and start, the IS-7 is strong in this. Just like with ST, try to shoot down the caterpillar so that the allies work on them.

Against tank destroyers

If it is an open area, try to hide the hull of the IS-7 and start playing from the tower, because. the PTs have very accurate guns, it doesn't cost them anything to hit our weak NLD. If these are urban conditions, then try to roll away from the house and tank out the damage. If there is only one PT, then shoot down the harp with it and start circling it, of course, if this is not a PT with rotating towers. If it's an open cabin spot, load and fire at the weak tower.

Against self-propelled guns

It is very easy to play against SPGs, but do not forget that they have a serious weapon. Load up and try to roll out on artillery from the flanks. It's just that when turning, the spread of the gun increases, which reduces the chance of hitting us.

DEFF

Like all heavy tanks, the IS-7 is very strong in urban area, hiding your NLD behind a pile of garbage, the corpse of a tank, and it's best to stand in a tank embrasure or try to tank out damage (), etc. you can keep the whole direction.

In open area try to hide your NLD behind some kind of folded terrain, large stone boulders, etc. Be constantly on the move. you may receive a package from artillery.

RUSSIA

The IS-7 is most suitable for containing the direction, so it's best to wait for the allies and push the direction with them, otherwise you will be taken apart very quickly alone.

How to properly tank.

Often, players going into battle on the IS-7 tank will stand up as shown in the photo below and catch damage from enemy tanks, for example, from the IS-3, and then write to him<<Как ты меня пробил в лоб, читер!>> , but in fact, the player simply does not know how to tank on this tank.


But how then should you tank on such tanks with<<щучими носами>> ? It is necessary to stand as close as possible to the building, for example, and then stand up like a rhombus so that the NLD and the fold are not visible<<щучего носа>> as shown in the figure below. But you can’t tank like that if the PT shoots at you, since it will pierce you lightly, it’s better to stand behind some small hill so that the NLD is not visible, or behind a very small stone, if there is of course.

Booking

the IS-7 is also located in the form<<щучего носа,>> like tanks: IS-3, IS-8. That's just the thickness of the armor is 150mm, which is different, for example, for the IS-3 110mm. But if you take into account<<щучий нос>> and the angle of inclination, then the armor and all 400mm. The sides of the tank are moderately armored, 150 mm thick, but some of the sides are at an angle of inclination, which happens and saves from level 8 shots. Well, I won’t say anything about the stern. Now let's talk about the tower, the tank's tower is just wonderful, and has a rounded shape. The tower is armored with 240mm in the forehead, so that no one will penetrate you in the forehead of the tower, the stern of the tower is armored with 185mm, which often hits from a level 8 tank simply ricochets and does not penetrate. I will not say anything about the stern of the tower.

Here detailed diagram reservations:

Pros and cons.

Pros:
- good mobility on hard ground;
- good frontal armor;
- not a bad gun 130 mm S-70;
- a large mass allows you to confidently ram many tanks;
- strong turret + thick gun mantlet;
- low-vulnerable commander's cupola;
- reliable side screens.

Minuses:
- impossibility to develop the maximum speed on a flat surface due to insufficient specific power, the actual maximum speed on an ideal highway is not higher than 43 km/h;
- despite the lowest silhouette, it does not have the highest level of disguise;
- low rate of fire of the gun;
- small ammunition;
- a very small margin of safety, only AMX 50V is less;
- weak booking of the sides (between the screen and the caterpillar) and stern;
- the longest reduction of guns on the level;
- poor negative elevation angle;
- vulnerable fuel tanks, because of which the tank often burns;
- when breaking through the NLD, there is a risk of an explosion of the ammunition rack;
- mediocre patency on medium and soft soils.

Crew

At the commander: sixth sense, repair, military brotherhood further at your discretion.
At the gunner: sniper, repair, brotherhood in arms, smooth rotation of the tower further at your discretion.
At the driver's: off-road king, repair, military brotherhood, virtuoso or ram master.
Loader #1: non-contact ammo rack, repair, military fraternity further at your own discretion.
Loader #2: desperate, repair, military brotherhood, then at your own discretion.

Additional modules.

First of all, we put gun rammer(to reduce gun reload).
Secondly, we set vertical stabilizer(to reduce dispersion when firing on the move and turning the turret).
Thirdly, we put reinforced pickup drives(to reduce mixing time).

Ammunition

BB-20- the main type suitable for attacking enemies.
BP-5– great for attacking hard armored tanks enemy.
OF-5- ideal for attacking light tanks and lightly armored tank destroyers such as the Waffenträger auf E100 and enemy self-propelled guns.

Equipment

Small repair kit- because we often crit the ammo rack.
Small First Aid Kit- very often endure the driver.
Hand fire extinguisher- skipping an easy or medium tank the enemy to your rear, there is a very high chance of catching fire, it is best to carry an automatic one with you so as not to be distracted by fire extinguishing during a tense situation.

Outcome

We have a terrible machine for the enemy, especially in capable hands. This machine is suitable for both a platoon and a Global Map. If you deal regular damage, then you can calculate in the end you will deal all 6000-7000 damage. Well, as for profit, then if you play poorly and there is a defeat, then minus 10,000-30,000 thousand silver is provided to you. And if at least they played normally and won, then plus 5000-20000 thousand silver should be credited to you for the battle. And that's my guide to heavy tank comes to the end. I hope you liked it! Thanks to all! Good luck on the battlefield!

Prepared by: 1jenya

Hello dear "residents" of Ongab.

Today, I want to introduce you to such a wonderful "machine" as a heavy soviet tank Is-7.

There was already a guide to the Is-7, but! I will have a slightly different guide. In the next 5-10 minutes of reading the guide, you will learn a lot about this technique.

Let's start!

Armor

And I'll start with the Is-7 armor

So. The forehead of the tower (highlighted in red) is difficult to break through the alpha. From a distance of more than 200m, even a high-explosive FV215b 183 will not give much damage, about 100-200. But in the clinch, PT 10 lvl pierce gold. The TTX says 240mm of armor, but in fact, if you take into account the angles of the armor, then it’s about 300-330mm.

Next are the (cheeks) of the tower, (indicated in orange) It is already easier to break through them, but due to the angles of inclination, the chance of ricocheting is very high. In the clinch, cheeks break through many lvl 10, so you have to wag the tower. The armor according to the performance characteristics is 180mm there, but in fact it is about 200-230mm.

Now we will talk about the places where the headlights of the Is-7 are located. Many people think that headlights break through easily, but in fact it is not. This place is difficult to break through, as well as the cheeks. Armor according to TTX 150mm, but actually 190-220

Now the weakest forehead armor of the Is-7 is the NLD. It is highlighted in yellow, since it is very easy to break through there, so in the event of a head-on collision, it is better to somehow hide the NLD. The armor there is 150mm, as it is written in the performance characteristics.

We figured out the frontal armor.

Now board.

The side of the tower is 185mm in terms of performance characteristics, but the angles of inclination give approximately 200-240mm of armor, it is just as difficult to break through as the cheeks of the tower.

Here is what is thin highlighted in orange - this is a false board, 150mm according to TTX, but it is difficult to break through it, since it ricochets very often.

Well, the board is sewn by everyone) 150mm according to the performance characteristics, we try not to expose the sides to the enemy.

Now feed.

The stern of the tower is quite good. 94mm in terms of performance characteristics, this is certainly not enough, but the tilt angles give us as much as 150-170mm. So don't be upset)

Well, the "ass" of the tank is cardboard 100mm in terms of performance characteristics, but I will say that it often ricochets. But still, do not turn your ass to the enemies, otherwise it will be bad;)

Dealt with the armor. Now consider the Is-7 gun.

gun

We have a 130mm S-70 gun. Average damage 490 penetration of BB 250mm. A gold 303mm. Rate of fire 4.38. (I have a cd of 11.7 seconds. It is worth sending, fighting fraternity, and dry rations.) 0.4 spread 3.4 mixing. My opinion on the gun. Damage and penetration are not bad for TTs, the minus of the gun is that it is oblique and takes a long time to converge, but this can be corrected with a vertical aiming stabilizer and reinforced aiming drives. CD is pretty fast too.

My personal opinion about the tank

I will say that the tank is good. You can easily tank with your forehead. He also knows how to damage not bad. The maximum speed is 60 km/h, but the tank itself will not be able to develop this speed, only from the mountain) And there, the average speed of the tank is 40 km/h. He has 2150 hp, I think that this is not enough for tt 10 lvl. It is very comfortable to play on it, it is quite maneuverable compared to the TT of its level. Another minus of the IS-7 is that it has expensive repairs (24,000) without a premium on it, you will go into a big minus. But what to say about this and that, he has already told everything. The tank is very good, download it, you won't regret it. This was my opinion about the Is-7.

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