You provide no vision for the team. I made a vow right then to switch to American if the sweep wasn't better on the 7. It does not have a real super star but all are good solid artys. So for this map, watch the west and see how many tanks go this route. Imagine how pain those shots would be if he relocates to H0. Like other vehicle classes you must play to your strengths and minimize your weaknesess as best as you can.
I like how you said you were on Lvl 8 American, but you didn't mention that you were having any trouble with accuracy. Lots of damage, good splash, acceptable accuracy and mobility. C9,C0, and D9 you have positions where lights, mediums, and mobile heavies can grab early on. French Arties - They're fast in terms of maneuverability and speed, but they sacrifice damage for their smaller but fast reload guns. The one exception to this are special event vehicles, which are premium tanks given as rewards for missions and other competitions some examples are the and the. Shedding some light on all the arty hate you may see in the game. You also get better vehicles lower down each tier I feel.
They typically have characteristics similar to their light and heavy tank counterparts at their tier. This is probably the second best arty for Clan Wars. This unique quality allows the artillery's shots to bypass obstacles that would otherwise not be possible to shoot through with a straight line projectile path. Does it mean that I am a more skilled arty player that knows how to aim? It is a joy to play. I also agree with the other poster about sweep range.
The 2 line is more dynamic since you are open to receiving fire from the Abbey in the center. Additionally this map is one of the easier ones for arties and also relatively rare. However, there is a major con to the French arties, as their guns deal little or almost no splash damage, so accuracy and direct hits are important when playing with the French Arties. They also have long reload times. As a general rule, direct combat by artillery is only expected froman artillery player in situations of self-defence and that of a last resort. Arty does require some skill. Arty haters out there — give it a try — real fun! Basic statistics — if you fire as many rounds as you can, you will eventually hit something.
From the Abbey you can fire down into the river flank 7-9 lines and also hit the amphitheatre area 1-3 lines. It is a great tier V arty. Enjoy your won game Playing Arty in my opinion is like Chess or a classic strategy game. Oh wait… And regarding his replay and comments. And Pilsen is not the only map with this problem!!! This usually entails specific knowledge of weak spots on enemy tanks and targetting those weak spots.
They have a better splash range, so they can be more forgiving if you miss, allowing one to track a target if nothing else. Anyways, back to your question. Artillery is vital at this map to break the said camps and thanks to very long games. Most of the time I see one team going down in flames because they try to rush and get killed without any chance of getting near the base. The auto-loading line use large caliber guns with automatic loaders, which make them very destructive, but with their paper thin armor, it is essential to keep moving. Not a line I'd recomment for beginners. Arty is often considered to be one of the easiest tank types to play, and many believe that success as an arty comes down to luck rather than skill.
The point is that no matter how hard you try, you have a bad aim time and you are reloading forever, so you cannot make any real contribution during your reload. Moving to K8 between shots would have been perfectly safe and would have allowed him to take shots at the two areas marked in the picture thus winning the game for us. For the yellow team I like to set up in D2 far enough back to retreat through C3. It isn't uncommon to see a light tank go racing up the very edge of the map to kill the enemy artillery. French are few, and there's a big gap between the tanks that lead to the French Heavies and those that come from the French Lights.
It may seem solid but if the enemy start pushing, it is the first area to fall and you cannot even defend it when sitting in it. As artillery, take note of how many potential scouts you'll have as eyes, and how many enemy light tanks might be looking to hunt you down! However make dispersion on the move even worse. French have relatively weak armor at lower tiers, but have good guns. If you had to guess where to fire next, look toward the main offensive push or defense. Leave a comment Your comment Name required Mail will not be published required Website ï»¿.
You are much more likely to make it, especially in a slow arty, if you're closer to your friends to begin with. Take the time to find a target, wait for your aiming circle to tighten, and let loose a screaming volley of fire! Tier 10 arty for example should have a shell travel time of at least 14 ish seconds to hit the far corner of the map. Actually after I fire, I usually move which means I need to study the map, make sure no enemy tanks will get to my new spot in less then a minute time to set up, reload, aim, ect. You cannot help but adore the monstrosity. This line is exactly what you would expect of a self propelled gun — raw power from a safe distance. When a battle begins, artillery should note where their scouts are setting up to spot, and zero in nearby.