PT Т110Е3: where to break through and weaknesses. We destroy the top Swedish tank destroyers in the forehead Penetration zones of tank destroyers

diets 10.08.2019
diets

In this article below, we will consider the reason and possibility of easy destruction of the Swedish tier 10 tank destroyer Strv 103B, as well as her younger girlfriends in the Strv 103-0 and UDES 03 development line.

First, a little and as briefly as possible theory

Having looked through and reviewed once again the information from the developers about the mechanics of penetration, I remind you:
- the projectile in the game pierces the given armor according to the formula and the picture

projectile normalization is a decrease in the angle towards the normal (that is, the projectile tends to penetrate more perpendicularly);

An armor-piercing projectile has a normalization of 5 degrees, a sub-caliber projectile has a normalization of 2 degrees, a cumulative and high-explosive projectile has no normalization;

Armor-piercing and sub-caliber shells ricochet if the angle of impact with the tank's armor exceeds 70 degrees, HEAT rounds ricochet, if the angle of contact with the tank's armor exceeds 85 degrees, high-explosive shells will not ricochet;

The rule of three calibers states that there is no ricochet if the caliber of the gun exceeds the thickness of the armor by more than 3 times (this rule does not guarantee that there will be penetration!);

The rule of two calibers states that if the caliber of the projectile exceeds the thickness of the armor (excluding the angle of entry) by more than two times, then the normalization angle will be increased according to the following rule: final normalization = projectile normalization angle * 1.4 * projectile caliber / 2 * armor in place of impact. (and this rule does not guarantee that there will be a penetration!).

According to two different sources from the developers themselves, the formula has a twofold difference.

Here is the first source of information - the ru.wargaming.net/support page with a description of the mechanics of penetration.


And here is a frame taken from the training video "Entertaining mechanics - Penetration" from the same developers of the game, where there is no 2 in the denominator in the formula.


The final normalization in the two cases differs by a factor of two. It's a lot. Therefore, to understand that we need penetration in the worst case, we will use the formula
final normalization = (projectile normalization angle * 1.4 * projectile caliber) / (2 * armor at the point of impact)

According to the above, we make the following calculations

Let's assume we are shooting a Strv 103B with a sub-caliber projectile (normalization is worse than that of an armor-piercing projectile and is equal to 2, and shooting with a cumulative or high-explosive is bad because of the frontal screen on the AT), at the maximum possible angle from the normal of 89.99 degrees (at 90 degrees the projectile flies parallel to the armor), in addition, we assume in advance that we will shoot at the area where the armor is thin and in any case it is less than three times the caliber of our projectile, that is, our sub-caliber projectile will not ricochet.

Visually, with the correction formula for normalization, it will look like this:

Now we determine the place where the shot will be fired

Here beautiful image Strv 103B


And here is the Strv 103B armor scheme, where the zones with 10 mm armor are marked in red.


And now we are looking at a table with the results of firing for different calibers of guns in 10 mm armor at the most incredible angle of deviation from the normal of 89.99 degrees.


Of course, in the frontal armor of the Strv 103B there is also 50 mm armor, and in this case it will not be easy to penetrate even a 150 mm gun:


But after all, almost half of the forehead of the Strv 103B has 10 mm armor. Almost any weapon starting from level 6 will pierce this tank destroyer in the forehead with an armor-piercing projectile and this turns the tank destroyer into one of the toughest level 10 cacti. And there are already those who directly declare something similar.


P.S. The Strv 103B forehead armor scheme is fundamentally different from the one in the hangar. In VLD, 50 mm prevails and 10 mm, no 40 mm is observed at all, and VLD is the largest affected area.


This is the first Strv 103B armor scheme according to the information in October, later, before the tests and at the initial stage, there was information about the abolition of the rules of three and two calibers, and then luminous, half-blind tank destroyers without primary armor got on the main server under the supposed screen of 10 mm , but with two and three gauge rules. Coincidence?

Hello dear tankers! Today we will look at one of the most controversial, beloved and fiercely hated vehicles in the world of World of Tanks. This unit combines so many surprisingly good and insanely terrible features that often, fans of this miracle of American tank building are called "perverts." But, as the people of merchants and traders say: "There is a buyer for every product." So let's take a closer look at what cuts the heart and other organs so much for the majority, and uncontrollably attracts some. Meet T95.

You can research this tank destroyer by earning 165,000 experience on T28, and purchase it for quite a standard amount - 3.5 million credits. I advise you to retrain the previously upgraded crew (if you are not going to keep its predecessors in your hangar), since the T95 is in full compliance with the previous two vehicles in this regard. In principle, the perks and skills for different-level tank destroyers of this branch are the same, but if you don’t want to ride with 90% of the crew after retraining, then you have a couple of options for solving this problem:

  • The easiest and most advantageous is to retrain for gold. It will cost 200 * 5 = 1000 gold. If you have such an opportunity and do not feel sorry for the money spent - retrain. In this way, you will lose a minimum of experience from the crew itself and time.
  • There is another option to immediately retrain up to 100% for silver. To do this, you just need to reset all the perks from the crew to T20 for silver, and when retraining, part of the experience from the perks will be spent on training up to 100% mastery of the main specialty. It will cost 40,000 * 5 = 200,000 credits. In this way, you will only lose some experience from the crew, but save money and time.

As for camouflage - definitely necessary thing! First, we are tank destroyers, which means that we have a 25% stealth bonus. Secondly, we have a very low profile, and therefore a low visibility coefficient. All this, together with the "disguise" will give a good result - we will glow in the open area a little less often. It will cost 90,000 * 3 = 270,000 credits for 30 days.

Research tree

One of the nice bonuses when leveling T95 is the relatively quick bringing it to the top state. We immediately install the top-end engine and radio - we got them from the T28. Then we must open the top chassis, otherwise the weight limit will not allow us to put even a pre-top gun. And most importantly - the tool. If you are not too lazy and make the T28 an elite one (which is what I advise), then the pre-top gun 120mm AT Gun T53 will be available to you. The only thing left to do is to open the great and terrible top gun 155mm AT Gun T7. With this, we have completed our PT building and are ready to bend everything we see to the right and left.

Chassis, as well as almost everywhere, we need to explore and install immediately. Since without it we will not be able to install more advanced modules.

What can I say, terrible weapons. Only from one hit of which you want to run away as far as possible from this PT, because in most cases it is practically unkillable. The accuracy of the guns is quite good and the aiming speed too.

With our mass, the difference between the stock and top-end engine is extremely small. The chance of engine fire is standard, so it is highly advisable to carry a fire extinguisher.

The stock radio at level 9 is completely unplayable, so we need to install the top radio as soon as possible. It will be enough for us.

pumping

In principle, we have no options, so we examine the modules in the following sequence:

  1. Walkie-talkie and engine (inherited from predecessor)
  2. Suspension (without it, we will not install guns)
  3. gun

Advantages and disadvantages of the car in the top configuration:

pros

  • A good pre-top weapon (there is enough penetration for everyone, so we won’t eat cacti)
  • A very powerful top gun (penetrating 276 penetrates all 10 levels, and alpha 750 will not allow the enemy to underestimate us)
  • Very low silhouette (will allow us to successfully apply the tactics of the AT hunter)
  • Thickest claimed frontal armor in the game
  • Double caterpillar row (it is almost impossible to penetrate the hull into the side through them)

Minuses

  • One of the slowest cars in the game - maximum speed is only 13 km/h
  • Low turning speed (it’s quite easy to “carousel” us)
  • Artillery loves us (again, we make allowances for the current patch and the absence of a large number of artillery brothers, so this can only be called a minus with a strong stretch)

Balance weight

We, like most tank destroyers, get into battles of 9-11 levels. But for us this does not really matter, because with such a weapon as the T95, all enemy tanks can be divided into two categories - killed and awaiting their death. No technique in this game will be a problem for us in terms of penetration. Naturally, it is unreasonable to shoot at the blind anywhere and hope to break through.

Profitability

As you understand, any technique of levels 9-10 cannot be profitable a priori. In any case, without a premium account. With PA, we will most likely go either to plus or to zero. But you should not count on any stable farm.

Tactics

As many people call the T95, this is a one-way machine. If we started to go to one or another flank, then we most likely will no longer have options to change the deployment. This is due to our maximum speed - 13 km / h. We must choose a direction soberly and carefully: if after entering a partially open position it turns out that you have no support, then the moment the enemy enters our stern is just a matter of time. Another thing is when you have a cover that will not let you take the T95 by surprise - we can tank with the forehead, be healthy and for this we will be thanked more than once. On city maps, or maps with narrow gorges and "guts" you will be able to fully unleash the potential of this tank destroyer - we tank with our foreheads, we go to victory. Naturally, you must have information about the directions and positions on all maps and modes in order to understand - the heavies will go here, and the PT here; they don't have fast tanks, so I can take such and such a position. But this is rather a digression from the topic, because knowledge of in-game geography comes with experience and is an important point for playing on any vehicle. Well, here are a few rules:

  • - Choose your direction wisely
  • - Never take a referral yourself unless you are 100% sure you are safe
  • - Play from frontal armor

And remember the most important thing - T95 does not forgive even the slightest mistakes. Can you rate this as a quality? new level in developing your playing skill.

Optional equipment

Almost standard for us is the “Gun rammer large caliber"and" Reinforced pickup drives. Three devices claim the place of the third equipment - “Coated optics”, “Improved ventilation Class 3” and “Stereo tube”. I strongly recommend not to put "Ventilation" if your crew is not pumped " The Brotherhood of War”- it will not give a noticeable increase in singles. If there is a "brotherhood" - we put it without hesitation. More the best option there will be an installation of "Coated optics" or "Stereo tubes" - the choice depends on your preferences. Do not forget that we are tank destroyers and vision in many endgame situations can play a key role (390m native vision + 10% = 429m with optics or 390m + 25% = 488m with a stereo tube) - whoever is sharper is the winner.

The price list from the manufacturer is as follows:

  1. "Large caliber gun rammer" - 500.000 silver
  2. "Reinforced aiming drives" - 500.000 silver
  3. "Coated optics" - 500.000 silver
  4. "Improved ventilation Class 3" - 600.00 silver
  5. "Stereotube" - 500.000 silver

Equipment

  • repair kit
  • first aid kit
  • Fire Extinguisher/100 Octane Gasoline/Crate of Coke

Why is a fire extinguisher optional? It's simple - we almost never burn (with the right game). And if we were set on fire, then it is almost always death, not even taking into account the fact of arson (I’ll tell you why later). Regarding gold shells - as for me, it is worth carrying 1-3 sub-calibers. We break through everyone anyway, but there are situations when you need to shoot "mouse in the forehead."

Crew perks

If you didn't leave passing ATs in your hangar, then you should already have a two-perk crew.

Commander

  1. Repair
  2. Sixth Sense
  3. Battle Brotherhood/Eagle Eye

gunner

  1. Repair
  2. Disguise
  3. Battle Brotherhood/Sniper

Driver mechanic

  1. Repair
  2. Virtuoso
  3. Battle Brotherhood/King of the Off-Road

Charging

  1. Repair
  2. Disguise
  3. Battle Brotherhood/Desperate

Repair is simply obligatory for everyone - if we are put on a 12-second harp, then you can consider that the game is over. Sixth sense - standard, disguise - for lack of a better one, virtuoso - will give a small increase in turning speed, disguise - for lack of a better one. The third perk (if you still decide to keep the T95 in your hangar) you can take either BB or an alternative - again, it depends on your preferences.

Machine vulnerabilities

In the frontal projection, we have no weak spots, in principle. Yes, there are commander's, driver's and gunner's turrets, but given their size, it is quite difficult to hit them. Moreover, hitting them does not guarantee penetration - the angle is quite large and the ricochets only ring. We are almost impossible to break into the frontal detail (except perhaps gold). The thickness of the frontal part is 305 mm, and in the area of ​​the gun mantlet it reaches as much as 600 mm. It is possible to penetrate, perhaps, into the lower frontal part - there is only 207mm of reduced armor, but getting there is quite difficult due to its small dimensions. The lower half of the side part is impenetrable. Screens and a double row of tracks do their job. top also cover the screens at a good angle. On both sides (in the rear) of the hull, we have tanks, and in the aft part - the engine. That is why it is very undesirable for us to let the enemy in and give us the opportunity to shoot through our “ass”. Such a scenario almost always ends fatally... for us. The ammo rack is located in the middle of the port side and occupies a rather small area, so we don’t have to worry about it too much.

Here it is, but in pictures:

Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammo rack
Blue- driver mechanic.

And finally, the video:

Occurs sooner or later for every player who encounters this American PT. This type of technology has a number of strengths and weaknesses that users should be aware of. This will help increase the number of your wins and act more intelligently in matches.

The most vulnerable places

It is worth noting that there are several places, almost any tank can. First of all, this is the stern, where the armor is some 38 millimeters. even in this place lung machine type can make a breakthrough, the difficulty is only in correct aiming. Next on the list is the roof of the hull and the engine compartment, where the thickness of the armor reaches 51 millimeters. This is already more, but still too small to deter tanks like the IS-7. In third place in terms of low armor is the side of the hull with 7.6 centimeters. When hit here, there is a chance of a ricochet.

Other obvious cons

In a close encounter heavy tanks and this American PT, where to pierce the T110E3, will be prompted by the shape of the lower armor plate. It is made in the shape of a semicircle, which greatly simplifies the task of dealing damage. At each butt point of this part of the structure, there is a minimum layer of iron, and breaking through there will not be any particular problems. The total thickness of 152 millimeters does not matter in this case. The advice is especially important for vehicles with a lower seating position. It is best for tall tanks to aim at the upper armor plate at close range. It has the same thickness, but as a target it is easier to implement for aiming. The side of the cabin has the same parameter, only with the active movement of equipment from the position it will be much more difficult to get into it. This is already enough to ensure that no user has any problems with the task of where to pierce the T110E3.

The guide on T110E3 and how to break through this American tank should definitely include tips for artillery lovers. In fact, there is no particular problem for them to master this technique. The T110E3 lacks a shield, which means it is severely weakened and vulnerable to attacks from above. Especially here it is worth noting the stern of 38 millimeters, which guarantees the penetration of any model of artillery guns. A high-explosive charge on a successful hit will deal damage with almost 100% success. In this regard, the American PT loses significantly to the British, who are protected by the film adaptation. On the this moment these are all the main disadvantages of this type of equipment, which should be used by every tanker when playing.

A simple and understandable guide to tank penetration locations in World of Tanks.

Let's figure out where to pierce tanks, which parts of the tank have thin armor. It is not difficult to find out the penetration points of the tank if you know the locations of the modules and the crew. Each fighting machine has its vulnerabilities, such as:

  • stern,
  • board,
  • "cheeks".

It is often possible to successfully pierce the “cheeks” of a tank with large-caliber guns.

Vulnerabilities of tanks

If the tank's armor is thick and the projectile's penetration is below this thickness, then the shot will not penetrate the tank. The armor of all vehicles in World of Tanks is of different thickness in different places. Places with the smallest thickness of armor are called weak points (tank penetration points). To know where to penetrate a tank, you need to know where its vulnerabilities with the smallest thickness of protection are. Hitting such places will give the highest chance of breaking through the armor.

Influence of the angle of impact of the projectile on the penetration of the tank

But perhaps the most important thing is not where the projectile will hit the tank, but at what angle the shot will be fired at the tank. In World of Tanks, there is the concept of reduced armor. This means that the penetration coefficient of the projectile is calculated as the difference from the normal equal to 90 degrees from the plane of the armor to the angle of impact of the projectile. This is how the thickness of the armor that the projectile has to go through at the moment of impact is calculated. The angle of impact directly affects the penetration of tanks.

Where to pierce tanks with thick armor

Some heavy tanks such as the IS-4 and Maus have a high degree protection. In particular, Maus - a powerful all-round defense. And the IS-4 has a high frontal one. Such tanks can be penetrated with high-explosive fragmentation shells. Alternatively, you can use gold shells from medium or close range. Aiming at highly armored tanks is based on modules and crew, such as

  • ammo rack,
  • engine,
  • gunner,
  • charging.

This tactic will allow you to penetrate tanks with a high probability.

Don't forget protruding parts

Each tank has protruding parts on the hull, such as

  • driver hatch,
  • commander's cupola
  • observation window,
  • additional tanks.

To successfully penetrate, aim at the protruding parts of the tank. The effectiveness of hitting bulging parts is high, but often these parts of the tank are small, so they should be shot at close range.

Punch twice in the same place

Many tank modules presented in World of Tanks have a set amount of damage points (hp). You can damage the module from the first shot. If you see that the projectile successfully penetrated the tank's armor and damaged the module or incapacitated a crew member, shoot in the same place again. A double hit on the same place of the tank guarantees a second penetration of its protection.

Shoot between the hull and tracks

The vulnerabilities of most tanks are hidden under the protection of the hull. But there is a place where a projectile can hit the hull and damage the engine or undermine the ammunition rack. This place is located between the hull and the tracks of the tank. Under the very bottom of the hull, try to shoot a projectile just above the caterpillar so that the shot hits the part of the tank to which the undercarriage is attached. The level of protection there is minimal and almost every shot will end with a penetration of the hull, damage to the module or crew member.

Aim at the gun and under the turret

Very often there is a situation when you have a tank with 100% HP in front of you, and you need to win with less than 25% health points of your own combat vehicle. Shots on the wide part of the tank gun from the side will help here. With a pierced gun, the tank will lose more than half of its combat effectiveness and become an easy target for you. You can find a punched place under the tower. Break through the tank between the hull and the turret. So you jam the rotation of the turret and the tank will not be able to turn the gun in your direction.

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