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Arty and Tank Notes

Updated: Mar 21, 2021

General Notes (Tanks to Taco and Blackhawk)


- Don't get mad or upset by Trolls, enjoy the game (you can't change people).


Battle field analysis, end game or where no one is spotting, where are the probable spots behind bushes, rocks, etc that a tank is hiding and sniping or spotting, if tanks are dying and nothing spotted where is the likely place the shot is coming from.


- Small circle - small circle - small circle (Arty) (Some Tier II/III large circle with green dot)

- Pre-aim (Arty)

- Patience

- Look at map after every shot (Arty) - Threats and opens sectors - Do you need to move


- No hasty shots

- Juke Arty when facing off against a tank


- Arty on Arty or Tank when direct firing close range

Driver View (Trajectory or Overhead which works best for you)

Aim Low (Remember round arcs high)

Aim Low - Base of Vehicle (Side - Tracks, Front Lower Glacis) or a bit lower

Back away opposite direction they are turning

Makes you a moving target harder to hit

Generally you will not be able to out pivot a turning vehicle by rotating in place

- For reticle that Blossoms out - Zoom out then move reticle in to shoot when it is small (Arty)

- Blind Shot - If you do not see the round explode you hit something

- End Game move up if safe, shorter time of flight better chance of hitting (Arty)


- Learn where the main battle and skirmish areas are

- Generally 2 - 4 main battle areas (2 usually) lot of skirmish locations

Many times main battle matches up with position of attention - not all

Some times positions of attention are main battle areas, sometimes zero.

- Keep an eye on flanks to see if someone is spotting flanks, forces deployed no open sector

or flanks (try and look after every shot so you don't get blindsided)


- If spotted and other vehicle dies, keep moving until after you count to 6, juke while moving

to throw arty off (Call for Vengeance will keep you lit for a short time)


- When moving watch red lines, running on red line slows vehicle down

- Move when shot or aimed at

- Don't underestimate

- Respect regardless of tier

- Shoot Backup Shoot (Tank)


- Think Options - No Blind Rush

- Side Scrap

- Keep emitters concealed detectors unobscured (See Spotting Notes)


- More Patience

- Don't Under Estimate

- Respect Regardless of Tier

- Don't get greedy

- Don't get stupid


- Disable Enhanced Pointer

Windows Mouse Settings

Pointer Options Tab uncheck Enhanced Pointer Precision

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----General Weak Spots not Tank Specific---


Flat Spots

Lower Glacis

Where Turret Meets Hull

Ports - Machine gun - Viewers

Commanders Cupula

Side Turret


Flanks (Avoid Tracks unless try to track)

Tracks (Front and Rear Sprocket)

Rear Turret - Dependent

Rear of Tank

Fuel Tanks

Back Deck

TD - aim at open decks



Most arty is not accurate enough to aim at these spots, some (Bishop, FV 304, 105 leFH18B2 ( Leaf Blower)) can do precision gunnery. The FV 304 put a round thru a window, it is short range high arc arty.


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Arty Specific Notes


- Fire - Watch Map Fire - Map

- Small circle - Small circle - Small circle

- Arty Shoot Move ^ v < >

- Record Good Map Locations

- G to switch between overhead and trajectory view

- T to mark targets


- With bino's/optics leaf blower (105 leFH18B2) spot for self - bush, corner of rock, hide emitters


- Shoot then re-spot stay in arty view, move about 1.5 - 2 vehicles lengths (v ^ < >)

- Splash Kills low health tanks behind buildings or rocks

- Splash Damage (behind buildings/rocks) when no other shot available

- Arty with Turrets can use track rotation to speed up moving aiming point for large

shifts like from flank to flank.


- Can you move > < v slightly to get the shot

- End game you might have to make major move to make the shot.

Can you move safely to the spot

- End Game move up if safe, shorter time of flight better chance of hitting (Arty)

- Try not to box yourself in, if boxed is there a safe spot

- Move in Trajectory Mode (sometimes)


- Small circle - small circle - small circle (Arty)

- Pre-aim (Arty)

- Patience (Sure vs iffy shot)

- No hasty shots


- For reticle that Blossoms out

- Zoom out then move reticle in to shoot when it is small (Arty) slow and steady

- When making a major shift on map - slow steady movement

- Blind Shot - If you do not see the round explode you hit something


- Move in Trajectory Mode (Sometimes)

- Watch Map to Acquire Target

- Slope where you are shooting can affect point of impact

- Don't waste a shot


- What Arty are you playing

Short range high arc

Long range low arc

Medium range - low medium or high arc

- Shots - Uphill short - down hill long or is it vice versa?


- Slope where you are shooting can affect point of impact

- Don't waste a shot

- Overhead vs Trajectory

Counter Battery Wooded Areas (Overhead)

Leading a target in wooded areas

Wonky Reticle

Counter Battery

Leading Moving Targets in wooded area


- Arty Draw a line from main battle areas back to where you should spot

Mentally

3x5 Card

Vis a vis

Camera View Line (yellow line from vehicle out - unless you changed the color)


- Using Kentucky windage

Leading moving targets

RNG is consistently off for that game (i.e always long/short/right/left)


During long reloads - counter battery, pre- aim, or keep reticle on visible targets.


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Arty Zooming Out



Arty Zoom Out

Lead Moving Tgt

Cities (Structures which may be partially within aiming circle - RNG, one shot you may hit

the target and the next the structure)

Crests (Hard to hit areas where reticle gets wonky (Try Overhead))

Terrain potentially blocking shot

Wonky reticle goes from small to large with slight movement (Reticle Blossoms)

When Aiming Circle Blossoms - aim off target let it get small then move circle in

Counter Battery __________________________________________________________________________________


Tanks


Wait for them to shoot first when moving into danger area, aimed vs hasty shot

Juke when targeted or shot at

Shoot Move > < ^ V if within spotting distance and not behind cover

Juke Fire Pause Repeat

Try to shoot outside side spotting range in max view range

Keep emitters covered (See Spotting Post)

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Tier 1-2 Gold

Tank Has Camouflage

Tier 2 (Tier 1 vs Tier 2)

Platoons

Campaigns/Experience

Seal Clubbers

________________________________________________________________________________

Reboots WOT, Modem, PC


Some tanks hide in bushes - beware


V or M key when loose chat or map

Clean Mouse Optical

Splash Damage for kill or damage (walls, rocks, close to)

Leaf blower 500m spotting can self spot


Max Draw: Distance can see, will see another vehicle if spotted by another player

Max View: Can spot another vehicle: In open, shooting, moving

Current View: Driver View - What you can see


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Tank Specific Locations to Shoot - To be completed later Date


__________________________________________________________________________________


Youtube Links - WOT Videos


Beginner Tips and Tricks

Spotting Mechanics - Explaining Mechanics: Vehicle Spotting - YouTube


Map Strategy

Where the F*ck to Go: Prokhorovka ----- 4TankersAndDog

Prokhorovka Map


Note to self - since you can key the numbers with the left hand hand - use right hand - take it off the mouse and continue to maneuver with the left.



More to follow later



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Arty. Accuracy does not get good until about 90 percent crew trained. Crew Skills: Brother in Arms for all the crew helps accuracy, as does Designated Target for the Gunner.


Try to put your consumables in the same spot on each vehicle (i.e. slot 1 - small repair kit, slot 2 - small first aid kit, slot 3 - other)


Counter Battery

Things to look for locating possible locations

Down Trees

Down traffic signs

Gaps in fences

Damage vehicles (Trollies Cars etc)

Dust getting kicked up by moving vehicle

Small bushes getting crushed

Locations where are general spots to based on game knowldege


Notes to self - scouting with wheelies. (Working on the nuiances of scouting so these are strickly notes to myself to develop best way for me to scout.


Find passive spot

Spot when the team can hit opposing forces

Does no good if no one can shoot target

Deny opposing forces an area by keeping them spotted for shooters

If deciding where to scout - find safe spot where you can passively spot

Don't make the mistake of spotting when no one can shoot the targets


Go for broke (Map Dependent)

Can you get to arty

Can you clear a route

Can you make them deploy early

Where will our forces deploy to where will they be making shots from

Deploy to safe spot - wait then go and make them redeploy when our forces can take advantage - look at map see if our forces in favorable spot to get damage

Do you wait and let them get deployed to spot so friendly forces can hit

Four types of scouting/scouts

Suicide - provided can get to deploy or spot those others can hit

Ninja

Mid game

End game

Binos and optics

Binos or optics with camouflage net

Spalding or Case hardening


needs editing

\

why did i die

when that happens i think after the game - was it me 1. arty kill zone 2. not using cover 3. dumb play ....

mnstc not playing the vehicle right - reload times, use of armor (side scrapping), ....

playing it like another type vehicle (td, light, heavy, medium), playing it beyond what it can do (penetration capabilities, armor blocking capabilities, manueverability, locating it wrong)

mnstc being too agressive (usually the case) or hell i will get lucky (generally the case)

mnstc not being patient

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