Have fun learning! Author Falconiformes [K4ZNA] Credits to Jagdpanther6 for helping me out realising this guide. Always keep your armour wiggling.

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2 Some people argue that premium shells with increased penetration values, i.e. AP, APCR en HEAT, should be abolished, or at least be saleable in gold currency. Other people instead complain on the forums why the premium shells don t penetrate the target and advocate to increase the penetration values of these shells. How does armour in World of Tanks Blitz work? How can you utilise armour to your advantage? This guide will dispel such weary questions. The guide is divided into the two major parts. The first part deals with the theory of armour and shell projectiles in general. The second part deals with the application of the theory in the game. Have fun learning! Author Falconiformes [K4ZNA] Credits to Jagdpanther6 for helping me out realising this guide Always keep your armour wiggling. 2

3 Table of Contents Effective armour and sloped armour... 4 Regular armour and spaced armour The 4 different types of shells... 7 Penetration and damage... 7 Ricochet, calibre and overmatching... 8 Normalisation... 9 Muzzle velocity... 9 Armour Piercing (AP)... 9 Armoured Piercing Composite Ridge High Explosive Anti-Tank (HEAT) High Explosive (HE) Angling Sidescraping Reverese sidescraping How to deal with sidescraping? Hull-down positioning How to deal with hull-down positions? Face-Hugging How to deal with face-hugging? Side-hugging How to deal with Side-hugging? The-corner-to-get-your-gun-to-bear-at-your-opponent-fastest

4 Effective armour and sloped armour In the garage are stated the thickness values of the armour of tanks. You see the thickness values, expressed in millimetres, of the major armour plates on front, side and rear. This value is derived by measuring the width/height of a cross section of an armour plate, i.e. measuring the width/height perpendicular to the plate itself. This thickness is called normal thickness of the armour (plate). In reality shells of tanks need to have a much higher penetration value than of the normal thickness of the armour. This is due to the socalled effective armour. I illustrate this term by packing in your luggage of the summer holidays in your trunk of your car. Many people have the problem of getting all their luggage in the trunk. This can be solved by putting your luggage diagonally/sideways in the trunk. The trunk is diagonally longer, whereby long articles of luggage will fit much more easily in the trunk. This principle also applies to armour. The greater the angle is to the imaginary perpendicular line on the armour Figure 1: This picture of a frontal hull armour plate of a T-54 illustrates the difference between the normal thickness of the armour and the effective armour due to sloping of 60 backwards. The arrow perpendicular on the armour plate (lower arrow) represents the normal thickness of 100 mm and the upper, diagonal arrow represents the effective armour of 200 mm. plate of the incoming shell (i.e. more sideways), the wider is the armour which the shell hits. Concluding, effective armour can be defined as armour that acts as an armour with a higher normal thickness when the shell hits the armour at an angle, i.e. the path of the shell is not in line with the normal line/ imaginary perpendicular line. Effective armour is very closely related to sloped armour. Sloped armour is armour which is neither positioned vertically nor horizontally in the respectively vertical or horizontal plane. In other words, sloping of armour has a positively influence on effective armour. Let s take for example the frontal hull armour of the Russian tier 9 medium tank, the T-54. The normal thickness of the frontal armour equals 120 mm and is positioned 60 backwards from the vertical plane. In order to calculate the effective armour, the following formula is applicable: 4

5 T e = T n cos θ T e : the effective armour; T n : the normal thickness of the armour; cos θ: the angle of the incoming projectile measured from the imaginary perpendicular/normal line on the armour plate T e = 120 mm cos 60 = T e = 240 mm 120 mm 1 2 If you shoot straight at a T-54 frontal hull armour, your shell needs to possess a penetration value greater than 240 mm (>240 mm) to penetrate the armour who acts like an armour with a normal thickness of 240 mm. In contrast to the frontal hull armour of the T-54, some tanks, such as IS-3, IS-8 and IS-7, have also angled their frontal hull armour horizontally, besides vertically. This enhances the effective armour even further. Hence, these tanks are tough nuts to crack. To calculate the effective armour in these cases requires an excellent knowledge in mathematics and is unnecessary to know. The following things you should memorise: To remember The normal thickness of an armour plate is the minimal thickness of the plate when a shell hits the plate at an angle of 0, measured from the normal line. The sloping of the armour increases the effective armour. Effective armour can be defined as armour that acts as an armour with a higher normal thickness, when the shell hits the armour at an angle > 0. The higher the sloping of the armour is, the higher the effective armour. 5

6 To remember Figure 2: This picture is a visual rendering in the case of the T-54 calculation of all terms which are being told in this paragraph. Regular armour and spaced armour In World of Tanks Blitz two different types of armour can be distinguished. The first one is a thick, homogenous layer of steel, called regular armour. The second type is called spaced armour. Spaced armour consists of two layers of regular armour in which one is a moderately thin plate in front of, and separated by a space of air from, a considerably thicker plate. The thicker armour plate is part of the main armour of the vehicle. Spaced armour is very efficient way to protect a tank. The gun mantle and frontal hull armour and tracks and side armour in combination is spaced armour on all tanks. Spaced armour acts as an instrument to drastically reduce the penetration ability to the main armour of AP and APCR shells. It also offsets the overpowered HEAT and HE to penetrate main armour easily. How this exactly happens will be told when we discuss about the shell characteristics. Figure 3: Spaced armour on Pz. IV Hydr., encircled in red. 6

7 The 4 different types of shells In World of Tanks Blitz you can often have To remember combination of shells consisting either of AP, APCR and HE shells or APCR, HEAT and HE shells. Besides these combinations, tanks with howitzers can have combination consisting of HE and HEAT shells. AP, APCR and HEAT shells are considered as anti-tank shells. They are intended to penetrate tank armour. HE shells, in the other hand, is more like a bomb, grenade which is shot out from the barrel of the tank. Before we discuss the characteristics of each shell type in further detail, we need to be familiar with some of the following terms: penetration and damage, ricochet, calibre, shot traps, normalisation, overmatching, muzzle velocity. Figure 4: a hierarchy representation of the different shells Penetration and damage Penetration, taken for granted, occurs when the penetration value on impact of the armour is greater than the effective armour of that plate. Damage, however, only occurs when the shell goes through the main armour of the tank and reaches the interior of the tank. A shell can, for example, penetrate the first layer of spaced armour but fail the second one. No damage occurs in that case (HE is an exception to this rule). As the shell can t penetrate the armour, it breaks and disintegrate (except for ricochets). But are there independent variables (i.e. not dependent on the type of gun) which affect penetration? Yes, there are. In World of Tanks Blitz the penetration is subjected to ±25% random penetration modifier, based on your average penetration value. Let s take for example the M18 Hellcat. The M18 hellcat possesses an average penetration value of 160 mm on his top gun, 90 mm AT M3. When you shoot, the penetration value of the shell can vary between 120 mm and 200 mm at randomness. Besides this penetration modifier, there is also another independent variable, distance to the target. This variable dependents on the type of shell. Figure 5: An in-game picture of the ± 25% random penetration modifier (M18 Hellcat) 7

8 Ricochet, calibre and overmatching Ricochet occurs at different extreme angles for the three anti-tank shells. Ricochet is the bouncing off of a shell from an armour plate. Besides the condition for impact being at very extreme angles, a richocet can only occur when the following condition is also measured up to: the armour plate which is being hit isn t thrice as small as the calibre of the gun, i.e. the calibre of the gun must not be greater than thrice the thickness of the hitting armour plate. Calibre of a gun is a scale to determine the size of the shell and barrel of the tank. In order to know the calibre of a gun, you measure the diameter of the barrel or shell. For instance, the aforementioned Hellcat possesses a calibre of 90 mm. But what happens as the calibre of gun exceeds ( ) the thickness of armour three times? In that case, an overmatching occurs. An overmatching refers to a guaranteed penetration of a shell, regardless of the angle of impact (even extreme angles, such as 89 ). In other words, there is no ricochet. This is also one of the reasons why a T34 ( with a 120 mm calibre), American tier 8 heavy tank, for example, can penetrate the front roof of the Tiger II (40 mm) any day of the week, even if it is at an angle of 90. Figure 6: A T34 with his gun of 120 mm calibre can overmatch the roof of Tiger II. In World of Tanks Blitz, as a ricochet occurs, the shell, substantially reduced in penetration value however, can hit a weaker part of your armour and penetrate it. This are known as the infamous shot traps. The M26 Pershing has a very strong rounded to above and below gun mantle. This is flaw in it design, since, if you shoot the lower part of the gun mantle, the shot will probably ricochet off into the very weak upper hull armour or turret ring. A ricochet can also hit another tank and penetrate it (see cover-up). Figure 7: A visual representation of the shot trap that exist for the M26 Pershing. The red arrow represents an AP/APCR shell. 8

9 Normalisation Normalization is the change in direction to the normal line of the shells, as it hits the armour plate, i.e. the angle of impact decreases. The effective armour decreases due to normalisation. This effect only happens to AP and APCR shells. Muzzle velocity Muzzle velocity is the speed a projectile/shell has at the moment it leaves the muzzle, the end of the barrel of the gun. Muzzle velocity determines the penetration value of AP and APCR shells. To remember There are four types of shells: AP, APCR, HEAT and HE. The former three are anti-tank shells and the latter is a grenade/bomb. Damage occurs when a penetration shell exceeds the effective armour value. Two independent variables influence the penetration value: ±25% random penetration modifier and distance to the target. A ricochet occurs when a shell hits the armour at an extreme angle and can still cause damage due to shot traps. If the calibre exceeds thrice the hitting armour, a penetration is guaranteed. This is known as overmatching. Armour Piercing (AP) Armour Piercing is one of three anti-tank shells. Its penetration value relies on the kinetic energy it possesses as it hits the armour. Kinetic energy depends on the muzzle velocity and size of the calibre. An AP shell has a higher penetration value as its muzzle velocity and calibre increases, and vice versa. This is the reason the penetration value decreases as the distance to target increases. The velocity of the shell decreases at increasing distance, after all. Armour Piercing has the ability to overmatch armour and possesses a normalisation of 5. So, if an AP shell follows a path of 45 to the normal line of the armour plate, it follows a path of 40 into the plate at impact. Armour piercing shells can be used to penetrate through spaced armour. However, its ability to penetrate the hind Figure 8: Spaced armour breaks the copper/regular cap which is important for AP/APCR penetration ability. As a result of this, penetrating spaced armour is very difficult. main armour is greatly reduced, as the thinner front plate likely causes to break the cap on the shell which is important to its penetration ability. A ricochet of AP occurs as it hits the armour plate at an angle equal or greater than 70 ( 70 ). Note that this is an angle where no normalisation has taken place. 9

10 When to use? Armour piercing should be used as much as possible. Firstly, this is due to the relative cheapness of this shell in comparison to APCR and HEAT. Secondly, if you refrain as much as possible from the so-called premium shells, you urge yourself to exploit certain situations, such as flanking, more. As a result, you become a better player. Lastly, armour piercing shells can be used to penetrate through spaced armour. However, its ability to penetrate the hind main armour is greatly reduced, as the thinner front plate likely caused to break the cap on the shell which is important to its penetration ability. Armoured Piercing Composite Ridge ARCP is in many characteristics the same as AP. Their penetration value both rely on kinetic energy, they both have the ability to pierce through spaced armour (but difficult), they both can overmatch armour. However, there are two characteristics in which APCR differentiate from AP. These are muzzle velocity and the normalisation. APCR is lighter than AP and, as a result of the difference of weight, APCR possesses better penetration at short to medium range (0-350 meter) than AP. However, being lighter comes at a cost. APCR loses more penetration, i.e. more speed, over distance than AP. Owing to a greater decrease of penetration value per meter unit, APCR is often less efficient at long range ( meter) than AP. This diminution of efficiency depends how great the penetration difference is between an AP and APCR shell. A very great difference, like 80 mm, still makes APCR superior to AP at even long ranges. In contrast to AP, APCR has a normalisation of 2. Even though the effective armour is diminished less, the higher penetration value compensates this diminution most of the times. When to use? APCR should be used when you notice you have to carry your team. In these scenarios every shot has to penetrate in order to win. Combat in World of Tanks Blitz takes place meters from each other. APCR is superior to AP in penetration as well as velocity at these ranges. The higher velocity is handy to hit fast moving light or medium tanks, since you need to lead your target less. High Explosive Anti-Tank (HEAT) In contrast to AP and APCR, HEAT doesn t rely on kinetic energy to penetrate its target. As HEAT hits an armour plate, copper which is inside the shell gets molten and pushed at the armour plate. This causes the armour plate to melt (hence the sissing sound) which can burn the crew and damage the interior of the tank. The energy to melt the copper is yielded by an explosive substance which ignites at impact. On account of the penetration value doesn t rely on kinetic energy, HEAT doesn t lose penetration at distance. Contrary to AP and APCR, HEAT can t overmatch armour and doesn t get normalisation. However, the minimal angle of HEAT at which it ricochet is high mitigating these disadvantages: equal and greater than 85 ( 85 ). Another characteristic in which HEAT differentiate from AP and APCR is the inability to penetrate spaced armour. The reason to this is that the space between the two layers impedes the copper to reach the main armour and to melt it. This also clarifies why HEAT can t shoot through multiple objects and AP and APCR can. Another difference between HEAT and AP and APCR is the lower muzzle velocity. 10

11 When to use? HEAT should be used for the same reason as APCR. However, when using HEAT you never should shoot it at the sides of tanks. It will likely fail to penetrate due to spaced armour (tracks etc.). Hitting moving targets with HEAT is also discouraged, since HEAT has a very low muzzle velocity. High Explosive (HE) HE differs in many expects to its anti-tank counterparts. The unique characteristics of High Explosive is the ability to damage even if it doesn t penetrate. It can also damage multiple targets at once and damage a target without hitting the target but landing close to it. Splash damaage causes HE to have these abilities. Splash damage occurs in a certain radius from impact. HE does full damage as it penetrates the armour. If HE can t penetrate the armour, the potential damage HE can cause increases to the value of when HE does penetrate as the armour gets thinner. Following this rule, a Cromwell receives more damage from a HE shell from howitzer on a M4 than a KV1. Another characteristics that is unique to HE shells is that they never ricochet. These following characteristics does HE have in common with HEAT: the inability to penetrate spaced armour (HE explodes at impact), low muzzle velocity, no normalisation, the inability to overmatch armour, no penetration lose at distance. When to use? Tanks with regular guns, i.e. no howitzer, should use HE shells on tanks with very thin armour, such as the higher tier German light tanks and the tank destroyer belonging to the Grille 15 line. HE shell should also be used to destroy tanks at low HP which are difficult to penetrate. Another application of HE is resetting the flag capture. HE with its splash damage guarantees more often a damage/ module damage, even if you don t hit the tank. To remember Ability to overmatch Penetrate spaced armour Angle of ricochet Muzzle velocity Splash damage Penetration lose at distance Penetration value AP 70 average Average average APCR 70 high High High HEAT 85 low None High HE None low None Low 11

12 When you are familiar on the ins and outs of the theory on armour and penetration, techniques to use your armour effectively can be discussed. Using your armour effectively increases your survivability. Surviving longer keeps your gun longer in play. This, in turn, causes you to have/get a higher win rate. In other words, these techniques are very important to know. Note that you need to practice in order to fully master these techniques. (If you need a tutor, feel free to pm me (Falconiformes) in-game.) Angling Angling your armour means increasing your sloping of your armour artificially. The most basic way of angling your armour is positioning your frontal armour a bit sideways, i.e. not straight at your opponent. Here are some pictures of me in my Type 59 where I angle my frontal armour around the corner: 12

13 Besides positioning your armour more side ways, you can also increase your sloping of your frontal armour by fighting on a higher elevation. Opponents need to shoot up at you. As a result, your frontal effective armour increases. Keep in mind that you conceal your lower glacis, the lower part of your frontal hull armour which is angled downwards. Lower glacis Figure 9: The increase in effective armour by fighting your opponent from a higher elevation. Here, me in Type 59 and my best comrade in his IS-3 Defender. First photo is at an equal elevation to each other. Second photo is the Type 59 at a higher elevation relative to the IS-3 defender. 13

14 Sidescraping Sidescraping is a technique in which you conceal your frontall hull of fire and simultaneously expose your side armour at a very extreme angle to the enemy giving a great effective armour. The objects where you can hide your hull can be a building, a rock, a wreck and even a living T95. The magnitude of the angle which you can set up depends on how thick your side armour is and against what opponent you are sidescraping. A KV-4, for example, can make an angle of 45 of his side armour against an IS-3 and its side armour isn t going to be penetrated. A Type 59, on the other hand, which is sidescraping against a Ferdinand has to position its side armour at an angle of an auto-ricochet, i.e. 70 (Ferdinand can shoot AP and APCR shells). As a rule of thumb, the less big the angle of your side armour is and the further away you are sidescraping from your opponent, the greater the area is on which you can point your gun at. Knowing this rule can be handy when dealing with multiple opponents at different but near locations. If you can t diminish the angle of your side armour(because it will penetrated) and can t bear the gun at your opponent, you should increase the distance to your opponent. Not every tank has the possibility to sidescrape. There are two characteristics a tank needs to measure up to, if it is possible to sidescrape. These are a strong frontal turret armour (not many weak spots is recommended) and a moderately good side armour (due to overmatching). Most medium tanks and heavy tanks possesses these characteristics and are able to sidescrape. Reverese sidescraping Reverse sidescraping is a special case of sidescraping. As the name implies, instead of hiding your frontal hull armour, you hide the rear armour. This technique is handy for tanks with forward-mounted turret. You are futher away from your opponent. According to the aforementioned rule, the area on which you can point your gun at is greater. So, you also haven t to diminish the angle at which your side armour is positioned. How to deal with sidescraping? As a tank is sidescraping, it is advised not to bother with and find another target. You can t probably penetrate it, after all. If you can overmatch its side armour, don t shoot HEAT, since most of the side of the tank is covered with tracks (act as spaced armour) and some tanks, such as the higher IS series, have even spaced armour above their tracks. Shoot AP! 14

15 cos 70 Figure 10: Sidescraping in my type 59 against a E 75. I drove far away from the building in order to get my gun to bear at the E 75, according to the rule of thumb. Figure 11: Reverse sidescraping behind a living T95 Figure 12: Another shoot of reverse sidescraping 15

16 Figure 12: A common mistake people make when they try to sidescrape: Trying to get an acute angle they expose a bit of their frontal hull armour. This type 59 should sidescrape more to right seeing where the aiming circle is on the screen. Then, it can keep its side armour at a very acute angle while totally hiding his frontal hull. The following techniques are not about angling your armour but negating your enemy from hitting your weaker armour, the hull. The following techniques are hull-down positioning, hugging and the-corner-to-get-your-gun-to-bear-at-your-opponent-fastest. 16

17 Hull-down positioning In hull-down positioning you behind your hull completely from the enemy and only expose your turret to enemy in order to shoot (i.e. you retreat away from the guns after having taken a shot). The objects which can serve to this function are for example a low-profile wreck or a pile of material from the devastated buildings on Himmelsdorf Hulldown positioning can also be set Figure 13: An IS-3 defender in a hull-down position up behind a crest or other raised ground, e.g. a hill. American and Britisish tanks in general are very capable of executing this positioning, because of the good gun depression it has. Russian tanks in particular have problem executing this positioning due to their lack of gun depression. In this case, you can set up a hull-down positioning where you are at a lower elevation than your enemy or where you are at a higher elevation. The latter works more to your advantage. When you are at a lower elevation than your opponent, your opponent has a clearer shot on your roof and the weakspots which are located on it. At a higher elevation the opponent can t shoot at your roof and so the weakspots. Besides good gun depression, a strong frontal turret armour is very helpful for being in a hulldown position. WRONG! Figure 14: A Picture on how you retreat from a hull-down position behind a crest. It s simple: just drive backwards untill your turret is below the crest/highest point of the hill. 17

18 In the upper picture you see a M103 in a hull-down position at a lower elevation relative to its foe. In the lower picture you see a M103 in a hull-down position at a higher elevation relative to its foe. Notice the different level of exposure of the cupola at the roof: The cupola is more exposed in the upper picture than in the lower picture. 18

19 How to deal with hull-down positions? When an opponent is in a hull-down position, especially at a lower elevation relative to you, and you have a accurate gun with a high penetration value, you can hit the cupolas on the turrets. If not so, try to engage it where his hull can t be hidden, i.e. where he can t get a hulldown position. A more or the less open field where no difference in elevation exists. Face-Hugging Hugging is differentiated between face-hugging and side-hugging. Face-hugging is a technique in which you drive right upat an opponent hitting each other frontally. You try to keep your front always against the opponent s front. This technique works effectively against tanks which are higher than yours, have bad gun depression and/or have their turret mounted at the back. These tanks can t get their gun low enough in order to hit your weaker hull amour. So, they can only shoot the turret. On account of this, your tank needs to have a very strong frontal turret armour and a strong roof (The opponent aims for the roof, since it is penetrated most easily.) Russian medium and heavy tanks excell very well in face-hugging, since they are very low-profile and possess strong turret armour. Figure 15: Here, me in the Type 59 face-hugging against a T 44. I deny the T 44 shooting down at my hull (lower effective armour) by driving right at him. I know the T 44 has bad gun depression, so he can t aim his gun at my hull. 19

20 Figure 16: Face-hugging an IS-3 Defender is the wrong tank to facehug against in a Type 59. A IS-defender is equal height to a Type 59 and has good gun depression. How to deal with face-hugging? When you are high enough and can shoot into the turret of your opponent or you can overmatch it, shoot! Besides damaging him, you ll probably kill his commander. But if you can t? What then? Don t drive backwards, like most people do. You won t be seperated from your opponent, since he drives forward. You need to turn left or right. While you are doing that, he probably pushes you more left or right (depends to which side your are turning). When your front is more or the less at an angle of 90 to your opponent, drive backward. This frees you from him face-hugging you for a while. In this short period you can make an effective shot. The best shot to make is hitting him in his front sprocket wheel. This tracks him and gives you more time to increase the distance at which you can engage your opponent effectively. Side-hugging Side-hugging is very similar to face-hugging. In side-hugging your side armour is in full contact with the opponent s side armour instead of your frontal and opponent s armour. The best way is to have your front and so your side in the same directions. In this way, if he the opponent drives forward or backwards, you can drive just along and keep up with him. The characteristics of the opponent s vehicle and yours which you need to have are exactely the same as of face-hugging. However, to my experience, having a superior mobility to your opponent facilitates to perform this technique succesfully. That s why Russian medium tanks excel in this technique well. 20

21 How to deal with Side-hugging? Since face- and side-hugging are very similar, the way to deal with them must be the same, also. This is partly true. In both hugging situations you need to increase the distance. In sidehugging the way that is done is different to face-hugging. When being side-hugged you need to get your rear against an object, such as a building. When you accomplish this, turn away from him and drive backwards. Subsequently, you should shoot at its tracks, front sprocket wheel. At last is increasing the distance and trying to kill him or her. Figure 17: This KV-4 is an example of how to get free from side-hugging: 1. Get your rear at the wall 2. Turn and reverse back while denying the opponent to drive between the wall and you along ( i.e. you make the passage between the wall and you too small in order to lose side armour contact) 3. Track him and make distance. Me, here, in the Type 59 side-hugging a Centurion. Even though the Centurion possesses good gun depression, due to the height difference it can t hit my hull (encircled in red). 21

22 The-corner-to-get-your-gun-to-bear-at-your-opponent-fastest This is a technique specially intended for non-turret tank destroyers. Sometimes TD s need to drive around a corner to engage an opponent. You can drive right or left around the turret. Does it matter? Yes, it does matter, since many TD s haven t mounted their gun in the center but either more right or left on the front. The position (right or left) of your gun determines what the best way (right or left around the cornet) to drive around the corner is. If your TD has mounted its gun right on its front, it s better to drive right around the corner. If your TD has mounted its gun left on its front, it s better to drive left around the corner. When executing this technique you expose your hull less. You will likely be hit in the though gun mantle where the shell doesn t do damage. Figure 18: This is a SU-85 which has mounted its gun more to right on the tank. The lines you see on the tank represents what is exposed when going either right or left around the corner. The blue line represents the area when a SU-85 drives right around the corner and the orange line left around the corner. The difference in exposure between going right (right picture) and left (left picture) in SU-85 22

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