Tier I - Leichttraktor The reputation of German tanks of World War II makes the Leichttraktor a popular choice as a players first tank as they journey forth to such titans of reputation such as Tiger, Panther and Maus. Leichttraktor offers a taste of different playstyles between the destructive autocannons common to many lower-tiered German light tanks or the quick-firing penetrators encountered through the medium lines. The following video showcases the Leichttraktor and covers some of the fundamentals of Tier I gameplay.
Tier II - Panzer II One of the workhorses of the early-war German Blitzkrieg in Poland and France, Panzer II can carry this tradition into your battles. Like his historical basis, Panzer II's 20mm autocannons lack the punch to go head-on with enemy tanks with Standard AP, and thus relies on using its mobility to find exposed flanks and land a withering burst on enemy vehicles. A popular seal-clubber for those stubborn Daily Missions, the 51mm penetration on its Premium APCR keeps Panzer II relevant in most situations the match-maker offers. The following video covers some of the gameplay fundamentals when players start to encounter over-tiered vehicles at lower tiers, particularly those of the seal-clubber variety. The nature of its autocannon means this is an area where Panzer II will struggle, and changes to ammunition choice and angle of attack may be required.
Tier III - PanzerKampfwagen III Ausfuhrung E The first "fork in the road" of the German tech tree, Panzer III ausf. E starts to diverge from the German Light Tanks and starts to adopts many of the characteristics of the Medium Tanks that follow. Good mobility allows Panzer III E to start in a forward position to neutralise enemy light tanks with superior firepower, while its armour will shrug off many of the light autocannons at-tier (although not much else). For new players, this is a great time to familiarise oneself with the double-bush mechanic where Panzer III ausf. E can excel in the "scout sniper" role. Patience is key at medium ranges and beyond, as the wide dispersion can yield disappointment for all but the most well-aimed shots. The commentated replay below demonstrates effective use of mobility to reposition to where it can be most effective, even when bottom-tiered against well-armoured opponents with greater firepower.
Tier IV - Panzer III ausf.J - Gameplay Pending
Another fork in the tech tree road, players choosing the path of the Panzer III ausf. J mark commitment to the Medium and Heavy workhorses of the German tech tree. In spite of this, your armour for tier requires a timid playstyle, allowing the play to develop before looking for opportunities to harass the enemy in their flanks. A choice of top-tier guns offers a variety of playstyles, with a 5cm L/60 allowing Panzer III ausf. J allowing a high-rate of accurate fire or a somewhat derpy 7,5cm L/24 landing high damage per shot. Recognising the situations where your Standard AP will or won't work is key to playing Panzer III ausf J, as a stubborn resistance to using premium shells will leave you unable to influence the fight against over-tiered opponents.
Tier V - VK 30.01 (H) - Gameplay Pending
The last medium tank on-track to E 100, VK 30.01 (H) allows the employment of many tactics that will aid you through the rest of the line. Its top armament adopts a unique barrel, choking a 7,5cm projectile to 5,5cm on exit, combining the punch of the entry shell calibre with enhanced muzzle velocity and penetration. With 157mm Standard AP penetration and 221mm APCR penetration, this vehicle will remain a tangible threat to higher-tiered opponents. Players will notice dramatically improved survivability through angling of armour, use of its 8° gun depression to play from hull-down, and using its accurate main armament to maintain distance from the enemy.
Tier VI - VK 36.01 (H) The final fork in the tech-tree marking true commitment to the E 100 line, VK 36.01(H) can give players their first taste of the famous German "88". The 7,5cm/5,5cm Waffe 0725 carrying over from VK 30.01(H) retains similar damage per minute, but significantly better precision and penetration albeit at a cost of alpha. A cautious and campy playstyle fighting from range is necessary to make this tank work however, as its frontal armour should not be relied upon. Even the turret facing is only 100mm thick! Side scraping with its 60mm side armour, or limited frontal-poking at >45° can work if you're forced to play closer to the front. Early-game tactics should focus on the defensive accordingly, but players should look out for opportunities to press a distracted flank in the mid-late game noting that it is one of the more mobile heavy tanks at Tier VI.
Tier VII - Tiger I
The chance to drive the infamous Tiger I sends many history buffs running down this tech tree line, but unfortunately World of Tanks is balanced by technological equivalency rather than pairing whatever the Axis and Allies had at a given point in time. This can leave some players with sour first impressions of Tiger I, as it squares off against tanks that didn't see a battlefield until two years later and loses much of the invincibility implied by reputation. Surviving against technological equals means Tiger I needs to exercise best endeavours to angle its awkward armour layout as well as trading on its significant HP pool in order to outlast its opponents. With its L/71 88mm, Tiger I can maintain accurate delivery of high-penetration shells with the highest Damage Per Minute available from a Tier VII Tech Tree Heavy Tank. Owing to its massively wide upper frontal plate, Tiger I rarely finds opportunity to shoot the enemy without a penetrable facing exposed thus close attention must be paid to your respective HP position versus the enemy and the efficacy of engaging in shot-trades Here we have two Ace Mastery replays featured, showcasing effective gameplay with a defeat fighting from top-tiered in Kharkov and a win fighting from bottom-tiered in El Halluf. You can also find our more detailed technical and tactical review of Tiger I on this website at https://pr154wot.wixsite.com/pr154/post/review-tiger-i which also includes these videos
Tier VIII - Tiger II - Gameplay Pending
Another World War II veteran frustrated by technological balance, Tiger II can dominate when top-tiered but is forced into a second-line sniper role when not. Fortunately its 10,5cm L/68 top armament has the precision and penetration to continue to be a persistent threat to higher-tiered vehicles. A sloping profile allows King Tiger to use its armour more confidently, however like many German tanks it is most vulnerable when facing to engage the enemy. If spotted, it is essential to bait and block incoming damage before positioning to take the initiative.
Tier IX - E 75 - Gameplay Pending Compared to its Tier VIII predecessor, E 75 sacrifices gun precision and handling for better armour for tier and one less tier above to wreck your day. With 280mm armour protecting the turret face and well-sloped frontal plates, most opponents at-tier and above will struggle to land a frontal penetration without dabbing the 2-key. Accordingly it can afford to take a more frontline role than its predecessors, brawling with the enemy or holding a critical corner.
Tier X - E 100 The top of this tree signifies everything German armour is all about. Thick but flat steel plates require angling to avoid penetrations, but a non-penetration will leave an enemy helpless on the reload and facing the wrath of a 750HP fist from its 15cm main armament. While E 100's poor mobility means it won't be starting fights, its firepower and survivability makes it more than capable of finishing them especially when your team-mates have been able to start to wear down enemy hitpoints to one-shottable territory. This Ace Mastery replay of E 100 demonstrates this tank at the top of its game, making best use of its armour and 334mm HEAT penetration.
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