Chinese Medium tanks – Updated (Type 58)!

“Ours Is a Just Cause!”

The Chinese Mediums

By:

IrmaBecx, Party Secretary

 

 

In the beginning, there was Hype. I hated it. It symbolised everything I didn’t like; cold war tanks, Gold Noob Unicums, and to top it all off the Hype looked suspiciously Russian.

In time, I came to change my mind. I realised the Chinese Wonder would allow me to escape Stalins clutches, and still benefit from the revolution. It is not that I was blinded, or hoodwinked by communist designs; this was the conclusion I came to, on my own, after much deliberation.

When Chinese tanks arrived, they immediately proved the efficiency of the Soviet design philosophy, but with several key differences. In many ways, I felt the Chinese way of thinking was more reasonable.

By the second arrival of Chinese built machines, I had already came around to the ideas they represented. These were smaller, lighter; more adapted to guerilla warfare. I acquired one, then the previous model also, and I never looked back.

I was a Hype convert.

By the third wave of Hype, the first stage of the revolution was over. The principle isn’t bad, but would have been much more effective earlier on. These days, heavier artillery is needed in order to be really successful on the battlefield.

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“We Will Fulfill Our Task!” Hype 62, My little Water Dragon

Chinese Strategy

Driving the Type 59 Medium tank isn’t very hard. It’s basically a de-tuned Russian T-54. But there are two important differences which means it isn’t really representative of the other high tier Chinese Mediums: it has gun depression, and it runs a regular 100 mm gun.

Often, the way the country of origin fights its wars will to some extent be reflected in their tank designs. Understanding the tanks intended purpose may sometimes give you clues to their gameplay, and in the case of China the strategy focuses on fighting against a stronger, more well equipped enemy.

And that is how Medium tanks often find themselves situated in battle. You don’t rush in expecting to be able to bully your opponents; you will need to outplay them instead, choosing the battles you think you have a better chance of winning, and then wearing them down.

This is done in three stages. First, you clear the flank. Then you work towards isolating and clearing enemies one by one, to establish map control and extend your mobility advantage. This will allow you to attack the remaining tanks from several angles, and once you have worn them down, you can just move in and clear out any survivors.

Sound familiar? Yeah, this is basic Medium tank gameplay, straight out of Chairman Maos playbook. It’s how you win with a team of Lights, Mediums and TDs against a horde of Heavy tanks; you take your time, follow the plan, and you set out knowing you aren’t going to win the game in the first few minutes, so there’s no reason to get hasty. Tanks that can’t hold their own in a corner fight will make mincemeat of much stronger tanks as you get closer to the endgame.

Have a look at this slightly mofified quote on guerilla warfare:

“…select the tactic of seeming to come from the east and attacking from the west; avoid the solid, attack the hollow; attack; withdraw; deliver a lightning blow, seek a lightning decision. When [you] engage a stronger enemy, [you] withdraw when he advances; harass him when he stops; strike him when he is weary; pursue him when he withdraws. (…) the enemy’s rear, flanks, and other vulnerable spots are his vital points, and there he must be harassed, attacked, dispersed, exhausted and annihilated.”

Again, it sounds a lot like Medium tank gameplay, doesn’t it? And this is the kind of mindset you have to get into when you approach the Chinese Medium tank line. You are the defender, not the aggressor. Or, you are a support tank, not a front line brawler.

Chinese Mediums at a Glance

As you may have heard, up until and including tier VI, the Chinese Medium line are basically tanks from other nations with slight modifications. There isn’t a lot of difference between driving the T-34 and the Type T-34, or the T-34-85 and the Type 58.

After that, they all follow the same basic formula: big guns, no gun depression, and as much mobility as the weight of the weapon will allow. At tier VIII and IX, you can run a standard 100 mm gun if you like, but I think you would be doing yourself a disservice, because it means you won’t get into the rhythm of playing a longer reload, higer alpha weapon.

At the top of the line, you’ll get the 121, which is basically an enlarged Type 59 with a 122 mm Heavy tank gun on it.

The playstyle will be dictated by the strong turret/high alpha configuration, and although these are both strengths, they are also a limiting factor, because you need to make sure you put yourself in situations where you can actually make use of these particular strengths. One on one, out in the open, your limited mobility and weak hull will put you at an instant disadvantage.

So what you want to do is keep your opponents at a bit of distance. Not too far so you won’t hit your shots, and not too close so they can rush you while you’re reloading. You’ll also want to make use of terrain for cover and camouflage.

If you are looking for a proxy tank, the T-54 and T-62A are good places to start. Basically, any Soviet Medium or Light tank with five degrees of gun depression should do the trick, because the main things you will want to train are positioning and setting up shots.

You would think the T-44 with the 120 mm gun mounted would be a good proxy, but it’s not. The gun stats on the 122 mm option are simply not good enough for any kind of Medium gameplay; it’s more like a turreted Tank Destroyer in terms of playstyle.

After road testing the entire Chinese Medium line, I came away feeling like they had been likeable and fun to drive, and I was looking forward to the gind: particularly the T-34-1 at tier VII and of course the mighty 121.

Having wrapped up the grind for the Object 263 a few weeks ago, I’ve pretty much just been collecting resources since then. I’ve got a huge credit buffer, and enough spare parts, gold and free XP to make the Chinese grind really comfortable; rushing to tier X shouldn’t take very long.

For practice, I’ve mainly been driving three tanks: the Hype 59 of course, to get used to the Chinese mobility, the Rudy, to get back into the T-34-85, and the T-54, to get used to five degrees of gun depression, which is like standard on the Chinese tanks.

As a side note, if you are into the Chinese tech tree, you may want to consider keeping the Type 58 around for a while, because the Chinese Heavy tank branch will most likely start from that. I don’t have any advance information, but I would say it’s very likely we see the Chinese Heavy tanks before the TD line.

So yeah. This is about as far as I’ll get without any actual tanks to play with. I’ll pick this up in a few hours…

Stay tuned…

 

Russian Without the Bias: Type 58

 

So my free XP ran out at tier VI, and I actually had to start driving the new Chinese Mediums. It’s not so bad, actually.

The Type 58, for all intents and purposes, is a T-34-85 without the top gun; it really is that simple. It moves the same, it bounces the same, and it almost shoots the same. Penetration values aren’t exactly fantastic.

This is in fact the reason I enjoy the Hype 59 so much; it’s like driving a Russian tank without the bias. Ironically, dialling the T-54 back a few notches and moving it to tier VIII makes the tank more approachable in my mind. The drive is more relaxed, and you get into the 100 mm reload rhythm pretty quickly. I’ve often said it’s the best all-rounder in the game.

And I think that’s what makes me enjoy the Type 58 as well; it’s just a reasonable proposition. You get a bit of armour, a bit of mobility, and a bit more alpha than most of your comparable opponents, that’s pretty much it. It’s not overpowered. It’s not a total monster. It’s not some quirky, offbeat curiosity, and it’s not very fascinating at all. It’s a workhorse, plain and simple.

Grinding it out is a breeze. I got the tier VI turret as fast as I could, and then I started grinding for the T-34-1 right away so I could start the timers on that as soon as possible. Once that was done, I started unlocking the modules on the Type 58, many of which carry over to tier VII.

Grinding the crew took less than 40 games with a bit of free Premium time and boosters, and by then I had pretty much all the modules as well.

The Drive

Working the armour isn’t very difficult. You angle up about 15 degrees so people will bounce off your side armour. You point the turret straight at your opponents. You use the five degrees of gun depression as best you can, firing over the drive wheels to get the best angle.

It’s not super mobile, but the 58 will do 50 no problem, which is really all you need. I’m running with stage I equipment only; I’m sure some improved controls and Vstabs would wake it up, but I’m not really sure I want to spend a lot of resources on it, and the tank doesn’t actually need any help. It’s doing fine the way it is.

You will get smashed by faster Mediums, OP seal clubbers like the Helsing, and high alpha or DPM machines, but you can also take them down with either a bit of support or some inspired gameplay.

The “Meh” Factor

If you are reading this and getting a distinct “Meh” feeling, that’s probably a fair description. I can’t really argue with that, because the tank isn’t terribly exciting. It doesn’t stand out. It doesn’t have a gimmick. Not a lot of personality.

If you have driven the T-34-85 already, you’ll feel right at home. If you haven’t, and you are looking for a tier VI Medium to play tournaments in, I would recommend you go for the Russian original rather than the Chinese knockoff, because you’ll get a tier VII 85 mm weapon with much better penetration values, not to mention some of that sweet Russian Bias.

The gun is rather derpy, especially with less than 100% crew. I’ve had several games where half my shots either miss or fail to penetrate; which is not how I recall the T-34-85. I’m not going to try and argue that this is some kind of benefit, but it will actually help you prepare for the rest of the Chinese Mediums. They all require some care and patience lining up the shots, and even a split second longer aiming can make a huge difference.

Initial Verdict

So is it a great tank? No. It’s likeable, but it’s not fantastic or extraordinary in any way. Quite the contrary. No one is going to start the Chinese grind because they want to get the Type 58.

Is it a bad tank? No. There is nothing at all wrong with it; it does everything it’s supposed to, although not with a lot of vim and verve, so to speak.

Is it a Meh tank? Well, yes and no. It’s certainly not super exciting. But it’s also not very pedestrian; it’s based off one of the all-time great tanks in the game, and even though it’s been dialled back a little, its a solid performer.

And for that reason, IrmaBecx says don’t drive the Type 58 just to be driving it. If you are going to drive it at all, drive it to be driving the tanks that come after it.

 

More to come!

 

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The Best Tank in the Game?

The Best Tank in the Game!

By:

IrmaBecx

 

Like a lot of you people, I play less tanks these days. That doesn’t mean I play less, it means I play a smaller number of tanks, and it’s because getting a new tank fully equipped these days is much more of an investment than it used to be.

The first tanks I spent the elusive spare parts on were my favourite tier VII tanks, and of course my tier X trailer queens. I am only now getting around to equipping my favourite tier VIII Premiums. I sold off all my American tanks except the Premiums, and I would sell my British tanks if I wasn’t so attached to them; as far as I’m concerned, the Centurion 7/1 and the FV 4202 are now completely ruined.

Being a self-appointed tank philosopher, I spend a lot of time thinking about tanks; what they are, what they mean to us, and how we play them, and I tend to be more interested in things like aesthetics, style and feeling than in statistics. So if you were to ask me which tank I think is the best in the game is, you can rest assured my answer is going to be highly subjective.

In plain english, that means I don’t really care if your tank is better than mine; I care about driving a tank I really like. That’s what drives me; I would rather have a few good games occasionally in a tank I really, really like than perform well consistently in a tank that may have superior stats but that I find super boring to actually drive.

Basically, that means you will never see me driving an IS-7.

If you have been around for a while, you will probably know what’s coming. In spite of my well established German, French, Chinese and Japanese bias, my favourite tank in the game is actually Russian, or more precise, it’s Polish running under the Russian flag.

Yes, I am of course talking about my T-34-85 “Rudy”.

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Yeah. It’s still the best tank in the game.

 

The Bias Machine

I’ve often said if I could keep just one out of all the tanks in my garage, it would be my Rudy, and we would be happy together forever. It’s completely true too, no joke. Rudy is fantastic in so many ways. And since I am your resident tank philosopher (even though you didn’t ask for one), I thought I’d take some time and try to explain why that is, exactly.

So let’s start at the beginning.

When Rudy dropped; it was the 20:th of may 2016 so nearly a year and a half ago, I had a quick look at the stats and quickly realised getting one would be a complete no-brainer. Compared to the tech tree T-43, Rudy shoots faster, aims better, is more mobile, and all you are giving up is a bit of armour and gun elevation. It was totally obvious to me that Rudy was going to be a really good tank, and a great investment for the future.

More importantly, I liked the look of it. Compared to some other tanks out htere, Rudy is elegantly understated, a plain-jane T-34-85 on steroids.

I’ve always liked tier VII, and I am a Medium driver at heart. I may not have been a fan of Russian tanks at the time, but Rudy changed all that; once I got my Rudy, I started grinding the Russian Mediums in the tech tree, and I would have owned all of them by now if the T-54 wasn’t so super boring to drive.

Rudy, I quickly found out, is far from boring. Rudy is agile, mobile and hostile; packs a good punch for tier VII, and in spite of being Polish, Rudy comes with a healthy dose of Russian bias. No other tier VII Medium can beat Rudys traverse, not even the Vampire Batmobile. In fact, there are only two tier VII Light tanks that can beat Rudys traverse. It was like someone had designed a tank specifically for me, or at the very least with a driver like me in mind.

So I paid the laughably low price, I don’t remember how much it was but it was nowhere near Rudys true value, and when I drove it, Rudy was everything I had hoped for and more. Back then, Rudy was the scourge of tier VII, and there was just no stopping it.

You think you can run from Rudy? You can’t. You think you have Rudy cornered? You don’t. You think you can beat Rudy? You can’t. You can beat me; I’m basically just a noob, but you can’t beat Rudy.

Those were the glory days; the golden age of Blitz for sure.

 

The Look

So straight out of the crate, what you are getting is a well broken in T-34-85 with “Rudy”, a Polish eagle, and handprints from the crew painted on it. This, by the way, counts as legendary camoflage, and gives you the usual Medium tank camo bonus at no cost.

In this age of fantasy tanks, Rudys graffiti looks refreshingly understated. I happen to think the T-54-85 is a good looker to begin with, and the TV-series-authentic personalization makes it stand out. Compared to some of the “special” camoflages we’ve seen lately, Rudy looks positively minimalist.

Along with the Cromwell B, Rudy was one of the first Premiums that broke the mold and were suddenly slightly better than their tech tree counterparts, and this was of course one of the reasons I got one. Looking at the stats, you can already tell Rudy is going to be strong. Putting out the damage isn’t going to be hard. And to seal the deal, Rudy also, very un-Russianlike, has 8 degrees of gun depression, making it much easier to set up your shots.

I told you Rudy was really Polish.

 

The Drive

Now Rudy may look like a T-34-85 at tier VII, and you would think Rudy is on par with the T-43. In actuality though, Rudy is easily as strong as the T-44.

The agility is the first thing you are going to notice, because like I said Rudy has some truly hilarious traverse numbers. Although your reload is only around 4,5 seconds with a Rammer, Rudy can easily turn 360 degrees between firing two shots. My Rudy will cruise all day at 50, touch 56 km/h flat out against the stated 54 km/h top speed, and do over 60 on a downward slope. Specific power is around 20 hp/ton, so you’re not going to run out of grunt.

If you can avoid using all that speed to Yolo yourself into trouble, Rudys agility will give you the confidence to execute just about any tactical manouver, use cover effectively, and set up shots quickly.

The ZiS S-53 85mm is a buffed up tier VI weapon comparable to the D5T-85BM; only the ZiS fires a bit faster and is slightly more accurate. If you have driven a lot of 75 mm armed tanks, working with the higher alpha of the 85 mm weapon is a joy, and the reload is almost as fast. APCR for Premium instead of those cheater HEAT shells is a nice bonus.

The one category where Rudy isn’t so great is the armor. Overall armor thickness is the same as on the tier VI T-34-85, except for the front plate which is thicker, but although severely angled it has two big weak spots; the drivers hatch and machine gun port. In spite of this, Rudy will often bounce while backing into cover.

The turret has those Russian curves on it, and can be a hard pen from straight ahead. The hull has some kinky angles, and angling will often produce a bounce, but your best bet is to keep moving so they can’t get a clear shot.

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Rudy running the dunes.

 

The Feeling

So on the surface, Rudy is a Russian Premium Medium tank with some good stats and Russian Bias to back it all up. If you are in the market for a tier VII Premium Medium, you could hardly do better. And when it comes to spending those hard earned spare parts to mount equipment, I don’t think I even consciously made the decision to kit Rudy out, because it was completely obvious I was going to.

But the enduring appeal has nothing to do with the fact Rudy is a Russian Medium tank, and everything to do with the fact that Rudy is Rudy. Rudy is strong, Rudy is fast and easy to drive, but more than that; Rudy has personality. Rudy is fun, approachable and easy to bond with. Rudy is up for any challenge, and will fight teeth and claw to meet it or go down swinging.

I guess it’s as easy as this: when I drive my Rudy, I want Rudy to be successful, and I know Rudy wants it too.

But that’s me; a self confessed Rudy lover and Medium tank elitist. Are there really any solid arguments for anyone else getting one next time it’s available? Well, there may be one or two:

Rudy is a strong tank in a tier that already has a lot of really powerful vehicles, and also easy to drive, which will give you the confidence to succeed.

Rudy is a Premium tank. That means it’s not going to get nerfed, and it means Rudy is going to pay for itself, even if you run an expensive, combat oriented setup. For these reasons, dropping spare parts on Rudy is never going to be a mistake.

Everyone knows Medium tanks aren’t the main damage dealers anymore, but not everyone realises that doesn’t mean they can’t still win games and do top damage. Rudy may just be a glorified T-34-85, but is also something pretty rare these days; a decidedly strong Medium tank.

You still aren’t going to trade well with Helsings or T49s, tier VIII tanks will need a cautious approach, and chewing through Heavy tanks takes time. But if you know your way around a Medium tank, there is no greater tank in the game.

Rudy is love.

 

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Final Evaluation of Chinese 121 Medium tank

Here is my final evaluation of the 121 test drive:

Chinese Monster: The 121

By:

IrmaBecx

 So being a kind of semi proffessional tank driver, I was invited to a private showroom to view the soon-to-be-released line of Chinese vehicles. I drive a Chinese knock-off T-54 already, and am very happy with it, although I think it was too expensive.

 I spent most of the time looking at the top of the line tank: the tier X 121 Medium. It’s not just because of Elitism; I’ve actually been curious about this Chinese monster for a long time.

 And when I say “monster”, I mean of course the 122 mm 60-122TG.

 Superior Firepower

 I am not a huge fan of HEAT rounds; I think they are finnicky and they often let me down. Unreliable, I feel like. But I kind of don’t mind the AP/HEAT/HE setup on higher caliber guns. It makes sense; I just think it’s slightly boring.

 The Chuan bei-472 AP has 245 mm of penetration; that’s not stellar for a Medium tank, but it gets the job done, and you can max roll for 500 damage. 400 will be your average, and the Sha bao-472 HE rounds can slam people for over 600 on a good day with almost 70 pen. The cheater HEAT rounds have almost the same alpha as a regular Medium tank 10.5, and will average 290 penetration. Again, workable but not stellar.

 So yeah. The gun is awe-inspiring. It doesn’t point down a lot, but it sure packs a punch. What about the rest of the tank?

 I guess to house the massive gun they just built a T-54, only bigger. Or rather a Type 59, only bigger. The hull is the same thickness as the tier IX Russian except the rear armour which has been strengthened, but it’s one size larger and has bigger tracks and road wheels. The turret is the classic T-54 shape with the two scallops on top, but more rounded, and the front is 240 mm thick.

 I have to say it looks very impressive. It’s not a very complicated desigh; it has relatively clean lines, and it just looks heavy-duty. Imposing. Powerful. Beautiful? Maybe. In that utilitarian way, perhaps.

 Surprisingly, the thing doesn’t have a lot of horsepower; just under 700. Even more surprisingly, it feels like it has a lot more; the ground resistance is fantastic and the thing literally turns on a dime.

 The big turret turns faster than I expected too, and overall the thing feels really agile for such a big tank. The gun depression is terrible, but I didn’t really mind all that much. Getting the controls just right on the unfamiliar test account was a bigger problem; I kept missing the buttons!

 The more I drove around in the 121, the more comfortable I felt in it. Sure, it’s big, and it feels a bit sluggish. If I just wanted a tier X Medium tank, I should prolly get an Object 140 instead. But it’s a great drive, I really like it. It’s a heavy Medium tank; a hull down high alpha beast. And it’s pretty quick once it gets going, mine did 67 km/h down a slope and cruised at 50 no problem.

 What made me interested in the 121 in the first place is the fact it’s different from all the other tier X Medium tanks in the game, and I have to say in that respect I’m not disappointed. I thought it was going to be a T-62A with a bigger gun, but it’s not. It’s something else. It’s a huge T-54 with a massive turret and a long barrel 122 mm that’s made for shooting at Heavy tanks.

 121 Lifestyle

 So it’s not a Sports tank. It’s more of a sports utility vehicle. A massive touring tank for people who still suspect bigger might be better after all. What kind of person might want to drive one?

 Well, if you are interested in top tier Medium tanks, this one really sticks out. If you like flanking and relocating and fighting at intermediate range, then that is pretty much what the 121 is all about. The higher alpha gives it a different rhythm from all the 10.5 L7 clone carrying Western designs, so if you are into playstyle more than results, look no futher. Nothing else is going to drive like this one.

 I think you need to be more aware than skilled to play it successfully. Choosing solid positions and trying to predict your enemies movements so you can maximise your strengths. It’s not going to be rocket science; you just need to go through the motions carefully, time your reloads, use the armour, and build your damage over the whole game.

 It’s like a work vehicle you drive for enjoyment. A slightly bigger tank than you, strictly speaking, actually need.

 The more I look at it, the more I start feeling like I might be one of those people. It’s not a sinking feeling or vertigo, it’s a sense of anticipation and excitement. It’s a brutal-looking tank, and I have the distinct feeling it’s going to look really, really good in my garage next to my sunday-driver sports tanks and hotrod TDs.

 Okay, but what about actually owning one? One thing that strikes me is the thing is really expensive to maintain. I guess it burns a lot of fuel lugging around that big gun, and as I tend to blow adrenaline and both kits every game, I’m not exactly being economical.

 But it’s a tier X. It’s not supposed to be making credits anyway, that’s not why you would drive it. It burns through credits pretty fast though, that may be a concern for you if you’re on a budget.

 The grind isn’t likely to be very hard. You will blow through the first six tanks with ease, and then it’s time to learn the specifics of Chinese Medium gameplay. A lot of this you’ll be doing with 100 mm guns, so basic Russian Medium tank playstyles should work fine.

 All modules were unlocked already on the showroom tanks, so I don’t know how hard the grind will be; there are a lot of modules, but it’s probably not as complicated as it looks. I’m sure even newer players will be able to go through it without too much trouble.

 So yeah. Not a lot to it, really. I think it’s pretty easy to picture what this tank is all about, and if you think that sounds like an interesting proposition, the 121 isn’t going to disappoint you. All you have to do is decide if you want to go Big or go home.

 For people of a slightly less philosophical bent, there might be two reasons to consider going Chinese. One is if you like your Medium tanks, but want a slightly bigger stick to beat on your enemies with. You want to lob 122 mm Chuan bei at peoples faces instead of finnicky 105 mm APCR. The other is if you like your Heavy tanks, but feel their limited mobility is holding you back. The heavy Medium will be familiar to you with its Heavy tank gun, and you will be able to trade 400 alpha shots the way you are used to.

 The Loaner

 I can tell you I walked out of that showroom with the decision already made. I think the 121 is glorious, and I love the way it drives and the playstyle. Also I am a Medium driver at heart, and this one brings a breath of fresh air; a new twist on a familiar concept. Credits and spare parts are lined up. I am completely sold on it.

 But the showroom is still open, so I thought I’d make use of the opportunity and drive a few more games against other testers to see if I can learn something else.

 I chose one of the standard paintjobs, and ran a few standard battles, mostly 5 v 5 action. I got hit by a few death stars and got completely wrecked, got outtraded when hull down, and blew a few shots in close brawls, but overall the armour feels pretty reliable. I think you will soon pick up where the bounces happen, and as the thing has such straight lines, angling it is going to be a breeze after a while.

 Some of my colleagues said the gun depression felt disappointing, but I wonder if that may not be a slight case of failure of imagination. I don’t mean to be disrespectful saying that, I just think the 121 is a pretty straightforward vehicle, and it’s not hard to imagine how you would want to drive it. It has the same gun depression the T-62A does, so things aren’t any worse than that.

 Like the Beast from the Steppes, the 121 is a bit more fragile than you think it is; especially the hull. The tiny turning circle means it manouvers extremely well at low speeds and in tight places, and it retains quite a bit of speed in these situations. I never felt like the thing was underpowered or wasn’t able to go where I wanted it to go. Driving around in the mud pit on Canals earlier had really impressed me, and although it’s not as quick as a Russian sports prototype, that’s a big tank to be moving around as fast as it does, and that’s a big gun to be popping up on peoples flanks or at their rear.

 It’s kind of hard to judge how competitive a tank is going to be in regular battles, but after running a few games I felt fairly confident. The tank has both armout, mobility and firepower; I don’t really see how it can fail. The loaner was kitted out with all nine slots I think, and it does make a lot of sense to throw everything you have at the 121 in terms of resources, but even so I think the plenty strong. It does have a few distinct limitations; longer reload and bad gun depression most noticeably, but I found these fairly easy to work around. On the flip side, when I was able to dictate the terms of the engagement, its strengths didn’t let me down.

 Most of all, bombing around in a huge Type 59 with a Heavy tank turret is just about the most fun I’ve had in a Medium tank in a long while. That, really, is my big takeaway.

 The Rationale

 I was sad to leave the big panther-pink 121 behind, but I’ve already ordered one of my very own, in a more muted colourway. Even if the stats are adjusted slightly, I’m not going to be disappointed, because that’s not going to change what the tank is, and it’s the whole idea behind the 121 that sold me on it. It’s a heavy Medium tank. I think that’s a fantastic idea. It’s that simple.

 I think if you get the idea behind the high tier Chinese Mediums, you are not going to be disappointed by the 121 either. It is pretty much exactly what it looks like, once you figure out what it is you are looking at. It drives the way you would imagine it does when you hear about it, and whatever expectations that gives you will most likely be met.

 If you think Heavy tank firepower on a Medium sounds boring, then yeah; that is pretty much all you are getting. Nothing more to see, really. If you think it sounds kind of cool, then yeah, it is kind of cool. It’s not really that special, but it’s a novel idea, and it is very well executed. The tanks work exactly like you think they will, they’re not hard to learn how to drive, and they are a lot of fun when you pull it off.

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Farewell, you beautiful panther-pink Beast!

Chinese Medium Tank Philosophy? Test Server Adventures with: IrmaBecx

Test Server Tryhard

By:

IrmaBecx

So yeah, today I have been driving the new Chinese Mediums a little while before anyone else does. It’s one of pretty few times I’ve had early access, and it’s certainly the first time I’ve had early access to anything of this magnitude.

And I couldn’t wait.

It’s not the early access itself, it’s the branch. Chinese Mediums. On the face of it, they’re just a bunch of Russian knock offs, but with low gun depression and high caliber guns they have a different playstyle. I drive both the Hype 62 and the Hype 59 since ages, and I like them both a lot. So for me, getting to try the Chinese tanks out a few days early is really quite special.

The server, which is I guess in Russia, was open a few hours today, and I am told by Wargaming I am allowed to share everything I found there. Join me, therefore, on my glorious journey to the land of the honorable Chinese Mediums, via Russia.

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Test account garage with horrendously pink 121…

Chinese Medium Philosophy

So what is a Chinese Medium? If you look at the shiny new line in your garage, from tier I through V they are something else. Japanese, French, American, you name it. There is nothing at all wrong with any of these vehicles, I had fun playing them, but you are likely to have driven the exact same tank already. The little Japanese gun depression tank was a particularly fond reacquaintance for me. After tier V, they are basically Russian.

The Type T-34 is a T-34. It works the exact same. Likewise the tier VI is a very recognisable T-34-85.

But then something happens. The line kind of mutates into some kind of Russian hybrid; the tanks become sturdier and they carry bigger and bigger guns, ending with a complete monster at tier X that is going to change the way I think about tier X Mediums forever.

They follow a pretty simple desigh philosophy. You want to put a high alpha gun on a Medium tank. The chassis is going to be a simple angled front plate design, so you can side poke, the turret has to be able to take a few hits so you can ensure the shell lands, and they need to have the best mobility possible for their weight.

If you’ve driven lots of T-54 type tanks, you will note the Chinese Mediums aren’t as fast, but they turn well, and are good, torquey climbers. That may feel like a downgrade. But with a 122 mm gun and a sturdy turret, you’re not going to play like a T-54. Driving a higher tier Chinese Medium is like driving a heavy Medium tank, it’s not like driving a Heavy tank.

The tier X 121 I think shifts around really well. It tops out at 67 km/h down hill, and climbed pretty much anything I threw at it. Watch it crawl around on Canal like a huge pink panther, surveying its domain:

To carry the calibers they do, all the high tier Mediums give up gun depression. There just isn’t any. If this really irritates you, then likewise this will feel like a downgrade. But what it means is you will have to adapt a different playstyle that takes the lack of depression into account.

This is nothing unique. The Obj 263 line likewise sacrifices gun depression to be able to carry bigger guns than their Medium counterparts; to me it’s just a question of habit.

So in terms of playstyle, the Chinese Mediums may not be as versatile as their Russian counterparts, and not quite as fast, but in certain situations they will be stronger. If you are good at moving between hull down spots, short flanking and relocating, then having that big gun kind of makes you feel all that positioning was worthwhile.

I had the extreme fortune of being able to play all the tanks 1 v 1 against fellow contributor Amaunet85, and two of them stick out for me. The 121 at tier X I have been waiting for because it’s so completely different than anything else in the way of Medium tanks out there, and compared to the others, it really feels like an upgrade. It will perhaps be more fun than competitive, but as someone who likes Medium tanks, i prefer “different” to “competitive” anyway.

The other one is the tier VII T-34-1. It’s a small tank, it’s not particularly fast, but it has a thick, rounded, forward mounted turret and a 100 mm gun. As an expression of Chinese Medium tank philosophy, it is perhaps the purest expression; the most exquisitly balanced. I will call mine the “Chinese Whisper” and love it forever:

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Chinese Whisper – the T-34-1 looking for a shot

Русский Cерверный Mастер Pаса

So there arent that many players on the test server, and basically playing anything other than a tier X is a bust. Also there are lots of death stars and Jägerus, just like on the live server. Curiously though, I found dealing with one or even two death stars isn’t nearly as troubling in 5 v 5 as it is in regular 7 v 7 battles. The ping has been good, just slightly higher than on the EU server, and very stable.

Yeah, due to the low amount of players you will get in 5 v 5, 4 v 4 or even 3 v 3 battles. I don’t know why people drive death stars on the test server when there are new Medium tanks, but I’m kind of glad they do. There were your regular Bias-7s, E100s, and even a Bat Chat or two to play against.

But most players write cyrillic letters, which I can’t read, so all I can understand are the speed dial commands. It’s kind of strange not really knowing what’s going on around you. Still, I had a few good games; here are my first and second ever battles in the 121:

 The pink camo isn’t actually a camo, I think it’s where an as of yet unfinished Premium camo will be. But it looks kind of sweet, and it makes the red parts of your tank harder to see. I ran it a few times just for the giggles, as did a few others:

The Prospect

 So what is my first impression of the Chinese Medium line, and what is my prognosis for the line in Blitz?

 First off, I found the line really likeable. The lower tiers may not be super exciting, but not because they are weak, only because you’ve seen them before. HIgher tiers follow a similar theme; they aren’t very difficult to drive, but are slightly limited in terms of playstyle. You will want to fight at either intermediate range or close up with cover and backup to make the most of your strong turret and high alpha.

 For people who can drive, and click with the low gun depression playstyle, I think these tanks will be able to perform really well. Higher alpha in a mobile package is always going to be able to perform. If you like tanks like the KV-13 and SU-122-54, I am sure you will make a Boss Chinese Medium driver.

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 The key, I think, is understanding what these tanks are. They are heavy Mediums. Not “Heavy” as in “Heavy tank”, just heavy. Weighty. Solidly built. They have a huge gun in a heavy turret, and just enough chassis to keep it rolling around and bounce a few off the angled front plate.

 There aren’t many heavy Medium tanks in the game; the E50 M comes to mind, as does the SuperPershing. The Russian Mediums will offer similar gameplay with more mobility, better gun handling and faster firing lower caliber guns. And they will probably be a little stronger overall because they are more versatile and because, you know; Russian bias.

 So if you think a heavy Medium tank sounds like an interesting proposition, Irmabecx says it’s time to start getting excited about the Chinese Mediums. They are coming, they are mean and green, and they will be lots of fun to play.

If not, just drive the T-62A like a normie. I hear that’s getting buffed again.

 Special thanks to the EU Community team for providing us with access to the test server!

 

Further Notes:

I thought about it, and there really is no reason for newer players not to start the Chinese line. Through tier VI the tanks are all solid performers, including two strong Russians like you say. If and when they reach tier VII, they will need to start thinking about whether or not they want to continue through the higher tiers. The 121 may not be a bad choice at all for someones first tier X; it plays like a T-62A with a heavy tank gun on it, not rocket science by any means, and it has heavy tank alpha which makes it more comfortable to play.

I think the tier VII tank is going to be great. It’s an alternative indigenous design intended to replace the T-34-85; they redesigned the engine and transmission so the hull could be made lower and it has the rounded turret with a bigger gun. 100 mm may not sound like a lot, but at tier VII it’s going to be quite powerful.

If you are curious about the tier IX WZ-120, I think you are going to be pleasantly surprised. It is exactly what it looks like; a T-54 with an IS-8 gun on it. I think they just changed the bore extractor and muzzle brake. Server happened to be open, so here are the gun stats and mobility and stuff. I put on the pink “camo” too:

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The weapon:

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Mobility stats:

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Armour profile:

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The old M62-T2 off the IS-8 for comparison:

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The only one I’m not confident about is the tier VIII T-34-2; I think that may be the weakest link. I hope I am wrong. You can run that with a 100 mm though, so I don’t think the grind is going to be very hard either way.

The Chinese Whisper though I am super excited about. It’s so small and cute, and that turret is really effective. I think if you klick with this tank, you will own tier VII; I can’t wait to drive it on the live server, it’s going to be fantastic!

Look how far forward that turret is:

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Gun stats for Chinese Whisper. Does that not look suspiciously like the Hype 59 gun?

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(…)

The test server was closed today, but I have some T-34-1 stats.

Note this is a fully upgraded tank with nine equipment slots unlocked, and these are test server stats. Stuff can change before they drop.

So you get 1100 hitpoints. Front plate is 60, sides 45 and rear 40, the turret front is 170, sides 120 and rear 60, and like I said the thing is a lot smaller than you think. It’s a T-34-85 redesigned to be lower to the ground.

520 horsepower on 32.51 tons, top speed is 50, hull traverse 50.17 and turret 48.60. That’s with improved controls fitted and double rations plus protective kit: no fuel.

Top gun gets 7.66 rounds per minute with a 3.8 second aimtime; again that’s with double rations, AP pen is 175 and lovely APCR gets 235, HE rounds do 50. Average damage 280/240/350 as usual. Dispersion is 0.380, that’s with Vstabs, GLD, rammer, and level VII crew skills, so absolutely maxed out.

It’s a curious kind of early cold war design; very clearly a modernisation of a WW2 tank, namely the T-34-85. That armour is very flat and those angles are going to be super troll. 45 mm of side armour means 122 mm guns won’t overmatch it so you should be able to side scrape like a boss, and the side is only like chest high! Look at the thing next to the railway cars, it’s about the height of the wheels!

So yeah, super excited about the Chinese Whisper. I may even throw some gold at the grind strategically to unlock modules so I can get it faster. (…) The Hype 62 is going to be a really interesting comparison to this tank. Armour vs speed, APCR vs HEAT, 100 mm vs 85 mm, tech tree vs Premium.

I can see myself just falling deeper and deeper into the high alpha flanker playstyle and, like, never looking back. I’ve aways loved tier VII, and getting something completely new like this for my favourite tier is of course fantastic.

I am a little worried the T-34-2 is going to be a letdown afterwards, but Meadsy likes it so it’s prolly fine. It has like three 100 mm guns you can run anyway, so I guess it’s going to play like a T-44 through most of the grind. The T-34-2 turret should be better.

(…)

So yeah, Wargaming got me again. I just spent actual money on the game for the first time since 3.8.

I bought some gold for the specific purpose of making the 121 grind a little easier.

This is how capitalism works, kids. You get people to rationalise spending their resources, and what makes me spend mine is the short sentence at the end there. Because let’s face it, this grind is going to be a breeze, throwing a bit of gold at it is clearly an extravagance, not a necessity. It’s frivolous. Gratuitous. Excessive.

I talked myself into the drivers seat of the T-34-1 already, that’s what it is. Wargaming gave me a taste, and I swallowed the bait, hook, line and sinker. It’s one of those tanks that I like to say they “appeal to the imagination”. They are curious, or quirky, or special, or just plain cute. They remind you of something else. Or they inspire you to something new. I wasn’t really expecting anything like that out of the Chinese tech tree; at least not until we get the Fake Tank series Tank Destroyers, but you can tell already I’ve completely fallen for the little tier VII tank. And I’m OK with that. I know it’s silly. But I think it’s important to let yourself have some fun as well. No one is forcing us to play the game; we all have to find our own reasons to do it, and this is how I find mine.

That is one thing. But what about others? I’m not trying to hide the fact that I’m excited about the new line, and I’ve tried to explain exactly why that is. I think if you follow my writing, you will have seen this coming a mile away. But I’ve also tried to be honest about what the line is, and what you can expect from it, because I think it’s pretty straightforward. Some people will look at the line, see a bunch of copies of Russian tanks, and just yawn. That’s a fair assessment too, I can’t argue with it. But there are differences, and I’ve tried to explain what they are so people can make up their minds about whether or not they might be interested in any of the new tanks.

Me, I’m betting a couple of thousand gold on that they are going to be fun.

(2018)

The Noobs Guide to Driving Tier X

The Noobs Guide to Driving Tier X

By:

IrmaBecx

No matter if you are no-lifeing or slow grinding, sooner or later you are going to come to the end of the tech tree line. A lot of people decide to stay at tier IX and not take the six million credit plunge, either because they aren’t interested in that particular tier X tank, or they feel the tier IX is “stronger in its tier”, and they don’t think the tier X is that much of an upgrade.

But sooner or later you are going to take an interest in one of the top tier offerings; a lot of them have either solid or notorious reputations, are historically noteworthy, or just simply look really cool. And then there is the pervasive notion that you are going to remain a noob forever unless you have a tier X tank in your garage and actually drive it, that’s been around forever.

This, then, is a short guide to tier X, written for tier X noobs, by a tier X noob. It represents about 2500 games’ worth of experience, admittedly with pretty mediocre results, but my focus will be on how to approach tier X gameplay rather than how to actually play once you get there.

The Gameplan

The first thing you need is of course a tier X vehicle, and your first one should just be whichever one you can get without too much trouble. It doesn’t really matter, because it’s mostly going to be a learning experience.

 If you are still at middle tiers, you have a lot of time for planning, but your considerations should be fairly simple. Look at what tank type you like driving best and are most successful in. Decide which nation you want to play. Then look at the lower tier vehicles in the line and make sure there are no hurdles for you; tanks you might struggle with more than necessary.

For example, chosing between the Maus and the E100, going for the Maus means you have to drive the Porsche VK tanks alternating between forward and rear mounted turrets, while the E100 line is more consistent in terms of design.

But really, all you need to do is find a tank that you think might be fun and that you should reasonably be able to grind out and play. I mean, if you are mostly into Heavy tanks, then don’t go for the Leopard 1.

Playing tier X can be intimidating. You face bigger guns, thicker armour, more hitpoints to get through, and besides all the Unicums seem to basically live up there. But the only way you are going to get over your nervousness about driving tier X is to actually drive tier X. Don’t try too hard, just try to get a feel for what it’s like up there, because it can be quite a shock at first.

What happens is, mistakes are punished much harder at tier X. You take bigger hits, and you are often up against better players. Very likely you are going to need to slow down your gameplay a little; stay a bit longer at each spot, and advance a bit more cautiously.

But if you stay with it, you will soon find out it’s pretty much business as usual. The tanks still have their dedicated roles, there are still noobs everywhere, people still block and fall off bridges and Yolo, just like they do at tier V.

Another thing you might not be prepared for is having to step up and carry the weight. Being top tier all the time is of course nice, but it’s also a responsibility. As a top tier tank, you are expected to make a significant contribution, and it’s more important that you actually fill the intended role of your vehicle.

Getting Serious

So when you start feeling more comfortable rolling around tier X, it’s time for a bit of self-evaluation. I don’t mean looking at your stats; likely you’ll have been performing a bit worse than you did at tier IX, but it doesn’t matter. Like I said, you are still learning.

What you should be evaluating is your choice of tank. How is it performing? Taking into consideration what you now know about tier X gameplay; did you make the right choice? Do you feel like the tank has untapped potential, or do you feel like it’s holding you back in some way?

In other words, it’s time to start planning for your second tier X tank.

You may be lucky and feel like you made the perfect choice, and if so, then congratulations. You can start thinking about something that can complement the tank you already have, or maybe one that is similar to it. Maybe you want to get something crazy or extravagant just for fun.

But in most cases, you will have found your vehicle of choice to be a bit lacking in some way on another. Maybe it’s not fast enough, or armoured enough; maybe you got an autoloader and wish you had a regular gun. Maybe it’s the other way around. The point is, once you have some actual experience of top tier gameplay, you will be in a much better position to choose a tank that will fit your needs and match your style.

In my mind, the most important thing is getting a tank you are excited about driving; I say that all the time. But the fact is, a lot of top tier tanks are hard to actually recommend to someone else. You kind of have to know what you are getting yourself into; it’s not as simple as “this tank is good, and this tank is bad”. Don’t stare yourself blind at statistics or reviews; don’t get your second tank because someone else said it’s the best, get it because you, yourself, really want it.

Playing tier X is expensive, it’s frustrating, and there is nothing to grind for except stats, crew skills and free XP. It has to be worth it in some way other than you becoming a unicum, because if you are just starting out, you can’t really expect that. For me, driving a tank I really like makes it all worth it when I do manage to have a good game once in a while.

Setting up your tank for tier X basically means throwing everything you can at it that you think might help a little; spare parts, camo, expensive consumables, anything you can think of. You will need to grind credits to play tier X anyway, so there’s no reason to be stingy with your resources. Go big or go home.

Notes on Playstyle

Tier X, as I said, is a hostile place. The way to deal with this as a beginner isn’t some kind of advanced playstyle, but rather the other way around. Going back to basics, and making sure you check all the boxes.

You don’t want to be too agressive. Don’t try to be a hero and push forward unless you know exactly what you are doing, because you don’t want to be the first one spotted. What happens when you play against more experienced players is they are quick to reach their first position, and they will be pre-aimed at choke points, spotting bushes, and common advance routes.

But you also don’t want to be too passive. If you get left behind, you are very likely to get isolated, pushed up on, and taken out. If you are used to playing the support role, you shouldn’t have too much trouble. Try to choose an initial position that isn’t too far forward, where you can still be effective.

By “getting back to basics” I simply mean things like using cover, maintaining your situational awareness, resetting camo, and taking advantage of whatever strengths your particular tank has: speed, armour or firepower. Little things like good gun depression or a sturdy gun mantlet are what’s going to give you an edge on the competition, so make sure you don’t forget to use them.

Other than that, playing tier X is a lot like playing any other tier, and when you start feeling like it’s not such a big deal anymore, that’s when you know you are startign to get the hang of it. The best advice I can give is to not be afraid to try; just go for it. Not only will playing at top tier make you a better player overall, it’s also a lot of fun.

The only “problem”, I suppose, is that people won’t actually stop calling you a noob just because you drive tier X.

 

Further Notes:

Speed is not in and of itself a problem, but it does tend to get you into trouble faster than you can get out of it. Jylpahs research shows that players of all levels tend to do better in tanks with armour than without it at tier X; since mistakes are punished harder, having a few useful bits of armour will be enormously helpful for newer players. Both these things should be taken into consideration when choosing your tier X vehicles.

And yes. There is the argument that one shouldn’t rush through the tiers, but we all did it starting out; that’s how we know it’s a bad idea. You can tell people to try and progress slower, but I think the best deterrent is actually giving it a try for yourself, because you will then realise it’s too soon for you, and you will move down the tiers to get more practice. My aim with this paper is not to encourage people to play top tier, but rather to offer some advice on how to plan for when they do eventually get there. Like I said, the only way to learn is by doing, and once you start playing higher tiers, you will need to go back down the tiers again to grind credits. When you do, you’ll find things you learn at higher tiers makes you a better player at lower tiers.

(…)

I love tier VII and always will, those were the first tanks I put spare parts on. I think the Panther/M10 is the tank I have played the most to date, that will probably be my first tank to reach 1000 games in.

But a while back I made the decision to get serious about playing tier X. I had a few tier X tanks already, but I was still afraid to drive them. It just felt like a shame to have them collecting dust in my garage, and I wanted to push myself a little instead of padding my stats in the lower or middle tiers. Now I’m at the point where it doesn’t seem like such a big deal anymore; I have a nice credit buffer so I don’t have to worry about my loadout, I’ve carried a game or two, and I even played a few rating battles to see what that was like. I will sometimes drive one of my tier Xs jsut for fun, without having to sit down, concentrate, get in the zone, and drop some premium time so I won’t get ruined. It’s not like a grind for me anymore.

But playing tier X is not an end in itself, and if you aren’t feeling it, there’s no reason to do it. That’s what I mean when I say you need to find a tank you are excited about playing; don’t play tier X just to be doing it, do it because you really want to, otherwise there’s no point.

I wanted to get comfortable up there, and now I am. It’s getting to where it’s like playing any other tier for me, and that’s all I wanted. I kind of quit rating battles, because I want to work on my tier X stats a little; at least get the tanks over 50%, and one of these days I guess I’ll start running the M60; that doesn’t even have spare parts on it yet.

I have some of my favourite tanks at tier X, and I’m getting a few more I really like. And even though it can be really frustrating, I do actually enjoy pitting myself against the biggest, strongest, and campiest tanks in the game. There’s nothing like taking down a massive Heavy tank in your flimsy Medium or landing the killshot on campy TD, getting some payback for all those one-shots and ammo racks, but it’s not going to make me forget about my beloved Rudy and Cosplay Panther any time soon.

(…)

I forgot to mention that grinding your crew from even 75% to 100% at tier X is not only frustrating because your tank doesn’t perform as well as it is supposed to, but it take for ever. If there is one thing I recommend spending gold on, it’s tier X crew training.

I used to be a full on gold noob, and I think I paid gold to train the crew on all my tier X tanks. I saved up all the gold I got from crates and missions and everything for my next tier X purchase so I don’t have to worry about that; it usually costs 1000 gold.

But yeah, once you get more comfortable, doing the “whole” grind can be fun; the tank performs a little better every time you drive it, and there are of course the bragging rights when you have a good game with less than 100% crew. I would say it depends on the tank a little; many vehicles already have all they need to be successful, especially since there are seldom any modules to grind at tier X, but something like the Leopard or BatChat that relies on mobility for survival I would probably just throw money at…

(…)

Let me just try and expand a little on why I say the second tank is the one to focus on.

Note also I did say that if you find the tank you chose to be the perfect tank for you, then I can only congratulate. That gives you more options when it comes to choose your second tier X, maybe as a kind of luxury or something you choose more for emotional reasons than practical ones.

I’ll also mention my own first tier X tank was a pretty level headed decision. I had gotten the Jagdtiger, but had zero interest in the Jägeru. I had gotten the E75, but wasn’t feeling the E100 at all. But when I did the Panthers and was getting close to the E50, that was the first time I felt like I really wantedto drive the tier X as well; it felt like a realistic proposition. Much later I came to realise the E50 M was actually the perfect choice for me as a first tier X, although I didn’t understand it at the time.

And finally, there are a lot of people who claim the STB-1 is actually the best tier X Medium in the game now (It’s not – that’s still the Obj 140), and if you manage to somehow grind through the gauntlet that is the Japanese tech tree, you will at least be used to not having much armour. It’s also a question of perspective. I have been playing for years at this point, and I tend to think about the game long term; most of my writing presupposes a driver that is going to stick with the game, and one day have played tens of thousands of games. I also consider selling tanks past tier VII pretty much a total waste, and something you do only in extreme circumstances.

From that perspective, having a tier X tank in your garage is never useless. You will at some point realise your shortcomings and move back down the tiers, and you can always come back to your tier X project later. Even if the tank is the wrong vehicle class for you, that may not always be the case. As you get better, you will evolve as a player, and your interests may change as well. The way I see it, a tier X tank is always an investment for the future.

Finally, here’s my point:

There are two reasons why I think you shouldn’t worry too much about your first tier X. First, when you start playing top tier, you are very likely going to struggle, and if you have built up too many expectations about your first tank, you are going to be really disappointed. For that reason, I think you should just get something you think you will like and think you can drive passably. Starting out at tier X is a baptism of fire; not only do you have to learn how to drive a new tank, you also have to learn to play tier X in in the first place. Once you’ve actually played a tier X tank, and this is my second reason, you will be able to make a much more informed decision about your second tier X vehicle, and it’s likely to be a better choice.

A small parenthesis: I believe my second tier X was the Leopard 1, which kind of goes agains what I have just said because that was of course madness at that time. In my defence, I did get it as an investment, because I knew full well I wasn’t ready for it yet. I could be wrong; it may also have been the STB-1, and if that was the case, I made a much more sensible choice.

I am not saying your first tier X isn’t important, because it is. It’s a momentous occasion, a milestone, a great achievement. I am just saying you shouldn’t make it too important, because you will have a lot of things to learn. Don’t set yourself up for disappointment, prepare yourself for a learning experience instead.

Of course, trying to make as sensible a choice as you can will also help avoid disappointment.

(…)

IrmaBecx Guide to Driving Tier X Tanks (Alternate Version)

1. Fall in love with tier X tank

2. Yolo your way through line until you have it

3. Fail at tier X gameplay

4. Play tiers VII-IX until you git gud (20-30.000 games)

5. Tell other people not to rush up tiers

 

(2017)

 

How to read Stats for Noobs Part: II

Stats For Noobs Part II: The Case Study

By:

IrmaBecx

So I’ve set myself the goal to git gud at playing my tier X Mediums. And in doing so, I’ve started caring a little more about my stats than I usually do. Let me tell you, they’re not fantastic.

 There is a lot of information out there, and I thought I’d go through some of it that I’ve found helpful in my quest towards Medium tank nirvana. A sort of case study, if you will.

 So let’s see; following my previous article, what do the numbers tell me?

The Project

 Playing tier X is harder in and of it self than palying other tiers, so I should expect to be struggling. That means I can’t compare my stats at tier X to my stats at lower tiers, because I’ll just be disappointed. And although variety is the spice of life, sometimes you have to focus on the specific.

 The reasonable thing to do would be to drive my Foch (155) at tier X. That has the highest winrate, highest damage output, and I’ve driven it quite a bit. But that’s not what I want. I want to drive Mediums at tier X, and so the obvious choice for me is the E50 Ausf. M; my beautiful Spear of Destiny.

 The E50 M makes sense in a lot of ways. There is the deep emotional attatchment of course, but that doesn’t always translate into decent performance statistics. Looking at Jylpahs delta winrate calculations, and Wargamings balancing statistics, the E50 M is actually one of the better performing tier X Mediums, likely because it has armour. Damage output is slightly low, but that is to be expected. The E50 M has the second lowest DPM at tier X I believe, and Mediums aren’t supposed to deal the bulk of the damage.

 So what does this mean? Well, the problem is obviously me. The tank itself is a solid performer when driven correctly, and unicums do like 2300 average damage.

 How am I doing?

 I do almost 1600 average damage in the E50 M, which doesn’t sound so great, but it’s pretty good for me. My top damage dealers with a decent amount of games on them are the Foches around 1800 average damage.

 In terms of actual gameplay, that means I need to land one more round every game on average for the E50 M to be my top damage dealer, and two more rounds every game to get my damage output up to unicum levels. That doesn’t sound so impossible?

 Following my previous article, the winrate doesn’t look great either: 45%. But that’s the global or career winrate, and if I look at my recent winrate, things look a lot better. Over the last 50 games, I have gone from 42% winrate to 45%; that’s a pretty substatial increase.

 Curiously, over the same period, my average damage has actually gone down a bit. It’s not a lot, but it could mean I am not contributing to the wins as much as I could be, and probably that I still play too agressively and get killed early with no damage.

 Spots per battle can be a good indicator of aggressive play, and I can see my spot rate has increased over the last 50 games. Coupled with my damage output being down, likely I am doing something wrong here, like taking too much damage when I am spotting.

 The 105 mm L/52 on the E50 M is renowned for its accuracy, and I do actually hit 85% of my shots.  With the snap shots, blind shots and speculators, I think that’s pretty good; not a case for concern.

 Getting curious, I had a look at my survival rate. 23%. That means I survive less than one in four battles, which isn’t good. It’s on the same level as the Foch (155), and that doesn’t even have a turret.

 So what have I learned? Well, there is room for improvement, and I have some indicators of potential problems. In order to improve my stats long term, I need to work on my damage output and my survival rate, and if I am going to keep spotting like I do, I have to do it better.

 But my stats also tell me I am on the right track, my winrate is increasing, and with a few adjustments in terms of playstyle, I am sure I can keep improving.

 Never Give Up!

 Statistical information provided by:

Jylpah:

http://forum.wotblit…er-tier-page-5/

Unkindest:

http://forum.wotblit…628#entry654628

Blitzstars:

https://www.blitzsta…yer/eu/IrmaBecx

 

Further notes:

I’ll take the opportunity here to relate this to my first article. As you noted, the battle count on my Type 61 is really low, and it’s been a while since I drove it. What happened was, I was really digging the STA-1, and so I gold-noobed the STB-1 for my birthday. That means the few games I’ve driven in the Type 61 were during the “honeymoon period”, and I had all the modules and 100% crew, full equipment, tier X pre-nerf penetration and also binocs. As I wrote, anything with less than 100 battles you should be slightly suspicious about, and in this case, it’s practically a fluke. If I started driving the 61 today, I am positive my results would be much worse.

I get caught out and outnumbered, and I take big hits from Tank Destroyers; those are my two main problems. Both can be seen in my relatively low damage output and low survival rate. And the solution isn’t to do more damage, but to stay alive so I can do more damage.

I had a look at my press account stats in the E50 M, and it turns out I do the same average of damage on that, over a couple hundred games. It’s fair to say I take more risks on that account, I often put myself in difficult situations for what you might call “research purposes”, and of course it suffers the same bias of driving maxed-out tanks. But I always play to win, and so even if my average damage stays the same, I should expect to win a bit more by concentrating on my positioning and survivability.

Returning to my main stats, I think I broke 46% today. I need to win like 15-20 battles more than I lose to break 50% global winrate. And of course, stuff like platooning and playing fewer games in a row could accomplish that no problem, but remember I am not actually interested in stats for their own sake, but as indicators of performance. I want my winrate to be higher, of course, but what I am aiming for is a steady increase over time; not hitting an actual number. It’s not about hitting a 60% winrate or whatever, but maintaining that winrate once I get there.

And it’s going to take a while. That’s OK. What happens, children, when you get old and jaded like uncle Irma here, is that you focus more on what the numbers mean than what they actually say. If that sounds obtuse, I just mean that I respect any player who has purple stats across the board. That is a clear indication of skill. But I respect a player more who has purple stats across the board and has driven tens of thousands of games to get there and is still playing and maintaining those purple stats as the game and the maps and the meta changes.

Another reason it’s going to take a while is that sometimes all I want to do is just drive my E50 M. And if your puny Russian Medium looks at me funny, or tries to shoot at me when I’m driving by, I might just want to drive it into your face for the sake of it; I don’t care if you have your team right beside you. Or if you park your stupid Heavy tank at the bottom of a hill or under a ledge, I might just drive off it and land on top of you, because why waste 60 km/h once you get those 62 tonnes going that fast?

Sometimes, you just have to pay the “noob tax”…

(…)

I have a problem with general map awareness. Part of this is because I don’t drive a lot of the tanks I face; Heavy tanks especially. So I don’t know the usual positions by heart, so to speak. I try to pick up on that when I look at gameplay videos: where are people going? What positions are they using, and where are they getting shots? But it is something I struggle with; good positioning.

The other part is I just don’t look at the minimap enough, and I don’t keep track of enemy positions well enough. I think it’s because I like the faster tanks; I don’t give myself enough time to maintain proper situational awareness. That’s partly because I’m just sloppy, but also because I am struggling. I have to spend more time concentrating on doing basic things, and so it gets harder to keep your eye on the overall situation.

It’s also about mindset. Driving tanks like the Foch and the E50 M, it’s hard to be unassuming; they’re just not conductive to modesty. Everyone always said the E50 M was a “sniper tank”, but it was always a big, beautiful bruiser to me. A brawler tank. Same with the Foch. And when I go into battle with that idea in my head about the tank I am driving, I am more likely to just dive into a situation than to hold back and make sure I know exactly what it looks like, because I have a bit of armour and I know I can get a bounce or two.

(…)

And this is, after all, what I like about the E50 M: the playstyle. The ability to put thought into action. And here’s where tank driving becomes more art than science. Making the tank dance.

I like to say that Medium tank driving at its best is like impressionist painting. Casemate TDs, by contrast, are more like cubism. Trying to draw a flower with a ruler. But as expressionism, that can still be a pretty good flower; you don’t have to know anything about art movements to know art when you see it. The problem is doing it yourself.

But the great thing about art is that being an artist isn’t something you happen to be, it’s something you learn to be. Once you got the basic techniques sorted, you need to make it all come together to produce something greater than the sum of its parts. It’s OK if your work is derivative; it can still be really good. But if you skip on the basics, the result, however great, won’t be very convincing.

How to read Stats for Noobs Part: I

How To Read Stats For Noobs

By:

IrmaBecx

I did a lot of Social Science at university, and this whole “Critical Thinking” deal is basically just not automatically accepting things at face value, and asking yourself what things really mean.

So when people say stuff like “play to the strengths of your vehicle” or “mitigate incoming damage”, that’s my first thought: What do they mean by that?

Of course, this is also the first question of anyone who doesn’t quite hear, or completely fails to understand what someone else is saying, so that’s modern education for you.

But being a self-imposed tank philosopher, I care about these things; explaining what stuff means, I mean. I think being able to explain something to someone is a prerequisite for really knowing it, and as a bonus; when you explain something to others, you are also making it clear to yourself.

Everybody wins.

Not having access to knowledge is a great hindrance for understanding. But it doesn’t matter how much is being revealed to you if you don’t know what to do with it all. Like staring at your own global stats at your favourite Blitz stats website.

Stats for Noobs

I don’t care about stats. That’s Elitist posturing. But it’s also true. The more I play, the less impressed I am with stats, both my own and others. You’ve seen enough to realise they don’t tell the whole story. You know how to stet ped and denoob, but more importantly, you come to the profound realisation that stats are temporal, dynamic; they are a process that is always going on, always changing, and in the end, you are only as good as your last battle.

Once I hit 50% I pretty much stopped caring. About the actual number, I mean. In fact, I think it’s kind of funny the way some people get triggered by “getting beaten by a noob”. As if it wasn’t possible without something being wrong. As if it was somehow unfair.

But I never stopped periodically checking my stats, because I still care about my own performance, and statistics give me relevant clues about it. I can track my own progression. I can compare myself to myself.

And this is advice often given to new players: monitor your stats so you can track your performance. But when you go look at your stats, all you see is a bunch of numbers, and it’s not always easy to understand what it is they are trying to tell you.

There are any number of sources for stats; Blitz assistant, in game spread, different websites. It doesn’t really matter which one you use, but make sure you keep using the same one. Me, I’m a Blitzstars fanboy all the way, I always have been, and I can’t imagine I’ll switch at this point. Let us all praise Sockrobber for the enormous debt we owe him for his tireless work.

But yeah, find one you like and stick to it. And start by checking just a few things so you don’t get overwhelmed by the wealth of information.

I thought I’d take you through a typical rundown of my stats, to illustrate some things you can learn about your playstyle and performance from yours. And then all you need to do is to “play to the strengths of your vehicle” and you should be carrying harder in no time.

For clarity, I will be using the Blitzstars format in my examples.

First things first

So yeah, winrate. That’s first. But there are several winrates you might be interested in.

There is your “career” or “global” winrate. That’s the actual one. Then there is your recent winrate, which is usually the last 30 days of playing. The relationship between these two can tell you several things.

First off, if your 30 day winrate is higher than your career winrate, then you are doing better; you are learning, you are progressing. But there could also be other explanations; maybe you have been driving a lot of lower tiers, or rolling an OP tank, or platooning a lot?

Then there is the winrate on each and every tank you own. That’s pretty self explanatory, but again, there could be different reasons for it. If you want to find out of you are really doing well, you need to look at other tank statistics in relation to the winrate, and here is where things tend towards information overload.

Battle count

This will tell you your level of familiarity with the vehicle. Is this a new tank for you, or have you had it a long time? If you have thousands of games in a tank but the winrate is still low then chances are you may be doing something wrong with it, or that it was one of your first noob projects.

Conversely, you should be less reliant on stats in vehicles with a low battle count. This, by the way, is how you spot a reroller: they will have suspiciously high stats without having played a lot of battles.

More importantly, if you have a high winrate in a vehicle, but a low battle count, and the overall stats are low, then it could be you’ve just had a lucky winning streak. It could of course also be because the tank caps bases like a boss.

As a rule, 100 games are required to get into top ten or top 100 lists, so that’s a good benchmark for familiarity.

Damage Output

This one is called DPB on Blitzstars; “damage per battle” and also “average damage”, because that’s what it is; the average damage output over all the games played.

Again this is given both as a global stat and for each tank, and I don’t really follow my global damage output, because it’s across all tiers and everything.

For many players, though, average damage is the only stat that counts, and it is generally considered to be the best indicator of how hard you carry.

And it’s common sense, really. By taking away more of your opponents hitpoints, you will get more XP, more credits, clear more missions, and ultimately win more games.

So: a low damage output should also mean a low winrate. If you have a high winrate but low damage output, then either you are contributong to the team in other ways such as spotting, tracking and capping bases, or you are simply being carried. If you have a high damage output but a low winrate, then either WG hates you, there is something wrong with the game, you keep getting the noob team, or you are doing most of your damage after the game has already practically been lost.

That means you camp too much.

But there could be other explanations. Maybe you aren’t good at finishing people off; you do damage, but don’t get any kills. Maybe your tank is slow,a nd you have trouble getting to effective poritions. And again, look at the battle count to see what level of confidence you should have in the numbers.

Spots per Battle

 This is simple the average number of tanks you spot each battle, and it tells you your level of aggression.

 In faster vehicles, you should expect the spot rate to be higher, if it’s not then you may be using them wrong. Slower tanks will often fire at already spotted targets and so the spot rate will likely be lower.

 If you don’t have a high spot rate in a faster tank, and your damage output and winrate are also low, then it may well be you are staying too far back and not taking full advantage of your mobility.

 You will note I haven’t given examples of actual numbers. That’s because you should be comparing your stats to themselves over time. I find it’s more productive to think in therms of more or less and of general improvement than a set target number, at least until you feel you understand what that number tells you.

 Hit Rate

 This is the final thing I usually check, and it’s the percentage of shots you fire that actually hit their target.

There will be some variation of possibility here. Gun stats aside, an autocannon will have a lower hitrate than an accurate sniping weapon because of their different playstyles. Your own personal style of play also has an impact; do you often take snapshots, blind shots and speculators?

Either way, a low hit rate may indicate a problem. If it’s a problem with the tank, you can’t change that, but you can change the way you use it. HIgh hit rate but low damage output and low winrate? Maybe you are playing too close to the action. Can’t seemt o hit the shots? Spend more time aiming, or simply move closer.

Closing Remarks

All in all, that’s five stats I check and compare, and I feel I understand what they can tell me about my gameplay.

 Trying to make sense of your stats may seem overwhelming at first, but just concentrate on a few of them, and follow them over time. Once you have a basic understanding of how they work you can start adding more, just ask yourself if the information they provide is really helpful to you in terms of self improvement, or if they are mere curiosities.

 Also, please remember to try and not throw peoples stats in their face. It’s not considered comme il faut in polite society.

 

Further notes on winrate:

The thing about using winrate as your main point of reference is, sooner or later you are going to plateau or decline, ad the closer you get to 100%, the harder it gets to maintain your performance.

If you follow other stats, you will still be able to work on improving your gameplay and identify potential problems. I was well on my way to becoming a 60% player a while back, but that was mostly because I was playing a lot of lower tier vehicles. When I moved up the tiers again, it was more like 50%. But my global winrate has been showing a small but steady increase over the same periods, so overall I still felt like I was improving. Following my damage output, I could see that I was being more effective, although my hitrate at the same time was dropping, from 90% to around 80%.

Stats don’t tell the whole story. But they do tell you something. I know I am plateauing, and my global winrate at the moment I think is pretty accurate. I also know if I really cared, I could go work on any number of de-noob projects and I would be on the rise again, but I don’t. I want to play my new high tier vehicles, I want to experiment and learn new things. And I know that once I get more comfortable with the things I am trying to learn, my stats will be improving again.

[2017]

Tank Philosophy Primer

Tank Philosophy Primer

By:

IrmaBecx (2016)

 

Introduction

There are a lot of strategies you can use to get better at driving tanks and doing damage to others, but to me they are all aspects of the same basic premise: In order to improve you first need to understand the process you are trying to improve.

Now, being the curious type who is always asking uncomfortable questions about stuff people take for granted, things aren’t that simple for me. I’ve always found that when basic assumptions are made clear, discussion and comprehension both go much easier.

For this reason, I will here present some basic schools of thought that are prevailent in the “Blitz Universe”, as Martindogger likes to call it. I will also endeavour to explain how holding certain beliefs and making certain assumptions (like “we are going to lose” ) will impact your tank driving over time.

You will note, perhaps with some amusement, that I am very firmly rooted in my own beliefs, and I will make no attempt to conceal this fact. On the contrary, I will attempt to explain exactly why I feel they are the most warranted.

 

The Solipsist View

Solipsism is the belief that no other minds exist outside the self, meaning other people aren’t real. This is very often what it feel like when you are new to the game; you don’t really feel like you are playing against other people – you feel like you are playing against faceless pixels.

As you progress, the Solipsist view is very hard to get rid of, especially since it lies very close to one of the basic principles of Tank Philosophy; namely the idea that you always have to look to yourself first when you review a battle.

So if you want to disregard the fact there are other people inside those tanks, where’s the problem? It’s not so much Solipsims itself as the consequences of Solipsist thinking that are harmful to your progress.

The Solpisist player will not cooperate with the Green team, because they are all in his or her head anyway. Even if this doesn’t amount to actual Yoloing, the player who goes off with total distregard for team tactics will not achieve long-term success. The Solipsist player will also struggle to learn things about other players and use them against them later, for the same reason.

Any change or event in the game is perceived to be aimed at the player personally: They have been nerfed or cursed or Matchmaking and RNG has been fixed against them personally, et cetera. The fact this is akin to actual paranoia aside, in all my years as a tank driver, I have never seen anything strange happen that couldn’t happen to any of us, at any given time.

This refusal to view the self as part of a collective is the basic problem of Solipsism, and it is what hinders progress and evolution. Solipsists are concerned only with themselves, and so they fail to take into account the fact that everyone struggles the same, and this can be used against them.

By the same token, Solipsist players will rage and spew obscenities at others, totally oblivious to the fact that it’s only a game and peoples’ feelings get hurt.

Sadly, the Solipsist will never achieve true understanding of tank philosophy: only technical proficiency is available to them. Also loneliness, despair, depression, and ultimately, Tetris.

The Stoic view

I will admit to having had the most clashes with Stoic players over the years. The Stoic view means to accept the facts, things and processes around you as they are, and realising your own inability to change them. For this reason, one should seek solace in acceptance, and not go off like Münchhaussen and try to fight tier X windmills.

The Stoic view is championed by some excellent players, much better than I am, and so it is perhaps hard for me to criticize it. Another reason for this is I find many aspects of the Stoic mindset appealing – yeah, I agree some teams cannot be carried, some armour cannot be penetrated, and sometimes there just isn’t anything else to be done; you will have to settle for top damage on a loss.

You will also be excused for thinking I have made Stoic arguments in the past: I do think there are premises and facts that are the same for everyone, and so could be considered unchangeable, but the fact is these “facts” change all the time. Vehicles and maps are adjusted, added and removed allt he times; physics and functions are changed all the time. The “physical” pixel-world is constantly changing, as are players themselves with every battle they enter.

So the true Solipsist view holds that nothing ever really changes, and that what you need to learn isn’t what you can imagine yourself doing, but what your limits are. As long as you keep within the boundaries of your own limitations and the limitations of the world around you, you’ll be fine.

And a lot of it makes sense. Some of my best friends are Stoics. That said, some of my best friends are Solipsists as well, so… Either way, I don’t agree with the basic assumption of Stoicism; namely that our constraints are constant. I think they are in flux, and I think that makes a huge difference.

 

The Constructivist

We come at last to my own view: the Constructivist as I like to call it. Social Contructivism, where these ideas come from, holds that the world around us is not accessible to us except through the filter of our own perception and understanding, as expressed through language.

If you thought “constructivism” had something to do with being constructive, I think it does. The realisation that both the self, other selves and our environment are constantly changing, means we can employ strategies to give this change direction.

This sounds complicated, I am sure, but it really is quite simple. If you drive tanks a lot, you will get better at driving tanks. Everyone knows that. So if you decide to drive a lot of Baby Panther, you will git gud at Baby Panther. You have then given your change direction.

The environment around us is harder to change, and it takes longer, but it it still possible. If you drive enough bad games in your Löwe, it will get buffed, I seen it happen.

So with the basic premise that change is possible, and being at least somewhat the master of ones’ own fate, not only can you git gud, you can actually work towards gitting gud in very specific ways.

For me, looking to yourself first is constructive, as long as you look to others as well. Accepting there are certain constraints is likewise constructive, as long as you don’t let them limit your imagination.

 

Criticism

To the extent tank philosophy gets a bad rep, and I don’t think it does generally, it’s because of the many words and because it’s Elitist.

Now, Sometimes you have to use a lot of words to explain something really simple, because this simple thing needs to be seen in relation to other things in order to be understood correctly. Like “carry harder”. That’s a simple concept. It’s usually extrapolated to mean “get hit less and do more damage”. That also sounds simple.

But if you are grinding your tier VIII Medium with stock everything and getting circled constantly by laughing Heavy tanks, that may seem near-impossible; the very idea that you should be trying even harder than you already are seems ludicrous. Clearly someone who says “carry harder” is jibing you?

Not everyone who says “carry harder” is a tank philosopher, but when a tank philosopher says it, it doesn’t mean “do even more of what you are doing”, it means “do something different”. There is always something you can do, and that something doesn’t always have to be dominating the battle completely and stealing all the damage. Sometimes “carrying” means doing other things, like tracking, spotting, or taking one for the team; keeping people busy or distracting them.

The way you change from bad to better is by doing things differently. If you try to do the same thing over and over again, you’ll likely get the same result, only faster.

The charge of Elitism, I am afraid is true. I cannot argue against it. But to me, Elitism isn’t such a bad thing, because to me Elitism means Synergy, and all my friends pretty much are in Synergy.

 

Conclusion

Making decisions about ones world view can take a whole lifetime, and I wouldn’t presume to tell anyone what to think. With my stats, I shouldn’t even be telling people how to drive.

I would, however, make the suggestion that before you enter your next battle, take a moment to think about what kind of tank driver you are. And no matter what you decide, the very fact you are clarifying your basic assumptions will help give your progress some direction.

And if it doesn’t, it’s because Wargaming has nerfed you again.

Nothing to be done about that.

Suffer through it. Think happy thoughts.

 

-IrmaBecx

 

Further notes on Stoicism:

 

Poker is an excellent example of where I agree with the stoic viewpoint, because a lot of people think it’s about luck and not skill. I the same manner, people think Blitz is about MM and vehicle statistics, when in fact it is also about skill.

Also the Stoic view is helpful when you are facing insurmountable odds; here again we are in agreement.

A nice counter-manoeuvre is making the fact of change a constant. I can’t argue with that, although I think separating the two is slightly more useful, methodologically. Still, good show.

 

Notes on the classic stoic quote “Don’t let potatoes drag you down”:

 

This is where it gets interesting, because the Stoic mindset I think is what makes a lot of Stoics such good players, or perhaps it’s what makes good players Stoics? Either way I think that’s exactly right – your expectations are invariably going to fail to materialise, which is a huge source of disappointment, rage, and other negative feelings.

When I say I don’t agree with the basic premise of Stoicism, that may be slightly pointed of me. Basically, we want the same thing: to reach a state of blissful existence in which we can drive tanks without any kind of hindrances or negativity. As the Blitz universe is random and chaotic, as well as influenced by the whims of thousands upon thousands of human agents (and Wargaming RNG voodoo), serenity must always come from inside yourself.

For me, accepting that some things are inevitable is a good start, but it isn’t enough for me, because it doesn’t tell the whole story. I think the realisation of potential through change is more important, and perhaps more basic than the constraints that surround it? This can of course be a question of disposition, and I suppose everyone has to find their own way to – and interpretation of – success.

So this has perhaps been less Basic tank philosophy and more basic tank Philosophy. To me the sight of Russian tanks is always a reminder of Stoicism:

I wonder which Russian tank is the most Stoic? I had a thought it might be the KV-5.

 

[This is an early attempt at formulating what is meant by “tank philosophy” and how one might relate actual philosophical thought to pixel tank driving.]