Guide to the French premium medium tank of the eighth level amx cdc. AMX CDC: the quintessence of French cardboard and firepower What to put on an sds tank
Of the characteristics of the gun, its accuracy should be highlighted - 0.34 m / 100 m, which is 0.02 m / 100 m better than that of a regular gun, as well as its rate of fire - in the basic version, reloading lasts 7.3 seconds (damage per minute 1973 ), and in the variant with a rammer, a fan and the Combat Brotherhood perk, the reload time is reduced to 6.03 seconds (damage per minute 2389). When using the "Strong Coffee" consumable, the cooldown is reduced to 5.78 seconds, and damage per minute reaches 2493. This is simply an excellent result.
The aiming time somewhat spoils the picture - as much as 2.2 seconds, but this is quite in the spirit of French tanks, and this is far from the worst result. Of course, such a time somewhat spoils the impression of the game, but when using the vertical aiming stabilizer, this disadvantage becomes almost imperceptible.
The tank was also very lucky with penetration - the base AP shell has an average penetration of 212 mm, and the sub-caliber one - all 259 mm, which is usually more than enough even when it hits the bottom of the list. Such penetration in most cases allows you to penetrate enemy tanks by simply shooting at their silhouette. And on extreme case the gun has an accuracy that is enough to confidently target weak areas. So this tank cannot be called gold dependent - it feels good on standard BBs, allowing not only to enjoy the game, but also to farm well (more on the economy below).
As for the one-time damage, everything here is standard for Tier VIII medium tanks - it is 240 points. So in this the tank does not stand out among its peers.
In addition to all this, the vertical aiming angles are also pleasantly pleasing - the gun goes down by 10 degrees, and rises up by all 20. This gives the necessary comfort, which is so lacking in Soviet and Chinese vehicles.
By the way, there is an interesting point that is pleasantly pleasing: the base projectile has a high flight speed, which reaches 1000 m / s - this is at least 90 - 100 m / s higher than most of the "classmates"! So it's quite easy to take lead when playing a tank.
Armor protection: briefly about what is not
Yes, there is nothing to say about the armor of the tank. More precisely, there is something to say - it simply does not exist. There are only two points worth noting:
- Hull armor in the front projection and gun mantlet - 30 mm;
- Armor in the sides and rear of the hull and turret - 20 mm.
This is the very moment when, speaking of "cardboard armor", we will not exaggerate at all, but even vice versa. The tank breaks through everyone and in any place, and ricochets and non-penetration are the rarest event. So the line "Damage blocked by armor" in the post-battle statistics will always be pristine.
Therefore, it is impossible to play on the AMX CDC from armor - you can only play from guns and speed. Something, but the tank has speed.
Dynamics and agility
The second advantage of the tank after the gun is its dynamics and maneuverability. The lack of armor makes the tank very light (only 34 tons), which, with an engine power of 1200 hp. provides power-to-weight ratio of 35.29 hp / t! Just a fantastic result, which, however, is overshadowed by the presence hidden options– AMX CDC has increased ground resistance, so it takes acceleration not as briskly as we would like.
But even taking into account the resistance of the soil, the tank can accelerate to a speed of 57 km / h and maneuver perfectly. This allows you to quickly occupy key positions on the map, change these positions even faster, and appear where the enemy does not expect it. Spinning a heavier and slower tank on is not a problem. The main thing is not to start it on weak soils, otherwise the tank will get stuck and die.
However, there is one nuance here: the reverse speed is only 20 km/h, which is in the best traditions of slow tank destroyers. And whoever plays on such ATs knows that when you roll back after a shot or a light, you can lose a lot of durability points. So it is not recommended to move in reverse on the tank - you just need to fly forward, causing damage.
Crew and leveling options
It was not in vain that we took out the question of the crew separately, since for it it is very relevant and difficult. One of the advantages of premium tanks is the ability to accelerate the leveling of the crew, but this is difficult to do on our patient. Although there is nothing surprising here, and the reason lies in the peculiarities of the French ST branch. Yes, exactly, there is no branch here, but in fact there are only three medium tanks whose crews are not fully compatible with .
There are four crew members - the commander (he is also a radio operator), gunner, driver and loader. From D2 (tier III) only two crew members transfer normally, from Lorraine 40 t and Bat.-Chatillon 25t - only three (because there are only three of them!). So in the current situation, the tank should have its own loader, because there is simply nowhere to take it from.
However, in WG, as history shows, they don’t do anything for nothing, and if they introduce a premium tank that is inconvenient for pumping the crew, then this means something. And this is true - already in patch 9.7 (which is coming very soon), a whole branch (or rather, two half-branches) of French medium tanks is introduced, and their crews are better compatible with . So in the near future the tank will acquire a new practical meaning, which it lacks now.
Advantages of the tank
In principle, we have already outlined the advantages above, so we will only briefly outline them here:
- Excellent dynamics and maneuverability, the tank climbs beautifully uphill, almost without losing speed, which helps a lot in a successful game;
- The speed is sometimes enough to spin clumsy medium tanks (Pershing, SuperPershing and the like);
- It is convenient to perform “swing” on the tank;
- Comfortable and accurate gun;
- Large ammunition load (90 shells);
- Pleasant UVN;
- Practically does not burn (therefore, you can carry not a fire extinguisher, but rations);
- Good economy.
In general, this is a solid advantage. Although it cannot be said that this greatly facilitates the game - no one has canceled the head, tactical thinking and accuracy.
Tank Disadvantages
Among the shortcomings of the tank can be noted:
- Rated armor;
- Low reverse speed;
- Strong dependence of maneuverability on the type of soil (on soft soils there is not enough maneuverability);
- Quite frequent criticality of BC.
By the way, about the criticality of the tank. There are practically no problems with this, and the removal of the BC here is not as annoying as, for example, on the IS-3. An increased probability of crits of other modules or crew members was not noticed, which can be attributed to obvious advantages.
And what about the economy?
In our game, there is a rule among premium tanks (unspoken, but it definitely exists): the worse the tank in the game, the better its economy, and vice versa. generally justifies this rule - with a comfortable game, it has a good economy, which, however, is inferior to the economy of the same FCM 50t, T-34-3 and even the new STA-2. For example, to get the same number of credits, you need to do at least 500 more damage than on the tanks mentioned above.
It also helps that the tank rarely has to use sub-caliber shells, and even without gold consumables, it also feels good. So you can farm pleasantly and comfortably.
The tactics of the game are simple - you need to act on speed and guns, forgetting about armor. It is best to act together with the support of one or two allies, although this can be very difficult - the speed of the tank just makes you move forward, rush in, deal damage and run away. But usually thoughtless outbursts lead to a sudden departure to the Hangar.
On many maps, especially in battles without artillery, it’s not bad to implement the tank’s HVL, play from the terrain and deal damage with impunity due to accuracy. However, due to weak armor, playing from the tower in the usual sense of the word will not work - you still have to hide behind the terrain and play "swing".
As for module assemblies, there are several options. The assembly that is quite standard for most STs can be considered optimal:
- Gun rammer;
- Vertical stabilizer;
- Fan.
This allows you to increase the rate of fire and DPM, which in most cases plays a decisive role. However, this option is not particularly suitable for playing at long distances, since this is prevented by a long aiming of the gun. Therefore, you can use not a rammer (especially if you have the Combat Brotherhood perk), but aiming drives - this will have a positive effect on accuracy.
Patch 0.9.6 has been released today, and along with it, several very interesting cars have appeared in the game. We will consider one of them today. Meet the first French Tier VIII premium medium tank AMX Chasseur de chars.
Well, many owners of the top French ST will be happy if, of course, they want to buy this car. The AMX Chasseur de chars itself is standardly located at level 8 and gives owners the following benefits:
- Coefficient of 1.5 for the experience gained by the crew.
- Coefficient 1.1 for experience gained per battle.
- Increased coefficient of received credits per battle.
- The ability to land someone else's crew without a penalty. (Only from French STs)
- The elite status of the car from the very beginning.
You can buy this car in the premium store, and later in the in-game store. I will not discuss the cost of the machine itself from the word at all. Let's just omit this moment, but let's touch on the cost of the "gentleman's set". Initially, it will be necessary to install an add-on on the machine. equipment. For this purpose, we will need an average of 1,500,000 credits. Later, I will help you decide what to put, but for now, just keep this amount in your head, unless, of course, you have the necessary equipment lying around in the warehouse.
The second point is the crew. Because the machine is enough high level and often happens in the top, then her influence on the outcome of the battle is great. The crew significantly affects the characteristics of the car, so you can’t expose yourself so much without paying attention to the crew. Initially, we have 50% of the crew and this is very sad. Personally, I recommend immediately using a crew with 100% mastery of the main specialty. There are several ways to achieve this:
- If you do not have a French crew, then most best solution will immediately train him for gold up to 100% and download him for future pumped French STs. It will cost 200 * 4 = 800 gold, and in general 400 per share. Well, if it's a pity / no way, then suffer with 75% of the crew.
- If you have a crew from French STs, then just transfer them, because premium cars are not subject to a fine. But here we will not have enough loader, so we will have to train / retrain a new one.
Also, do not forget about camouflage, it will give a small plus to stealth, which means spending 3 * 80,000 = 240,000 per month makes sense. If the toad still chokes, then apply at least summer.
Equipment
Initially, the car is an elite one, so its characteristics cannot be changed radically enough. Let's look at each module individually
The gun itself is similar to the FCM 50t, but with improved performance. In fact, it can be described as fairly accurate, very fast-firing, with fairly fast aiming, but with average penetration and damage - a typical weapon for the ST. It is more than comfortable to play with such a weapon, but in battles of level 10, and even level 9, there is a lack of armor penetration.
What to say about the tower? Perhaps I will list the dry and obvious things: Large dimensions and a view of 390 meters are sufficient for comfortable game. I'm not even talking about booking, because there is none, not at all. Therefore, playing from the tower as brazenly as the American STs will not work, even though we have a good declination angle. You can play tower swing, but it's quite risky and requires good skill.
“Aaaaah! I'm flying!" That's how I would describe the engine of the car. At one time, we all dreamed of stuffing an IS-7 engine (1200 hp) into an A-20, but dreams are material - exactly the same engine with a power of 1200 was stuffed into a car weighing about 35 tons. I also note the extremely low% engine fire from a hit.
Perhaps, here I will similarly list the dry and obvious things: 40 degrees / sec of rotation is more than enough. Chassis supports absolutely any set of extras. equipment and has enough good options soil resistance.
The radio station has a communication range of 750 m, which is quite enough on standard maps. There is nothing more to say here.
Advantages and disadvantages of the machine
pros
- Incredible speed and dynamics for a level 8 CT
- Great tool
- Fast reload
- High damage per minute
- Good vertical angles pickups
- Increased coefficients for experience, crew experience and credits
Minuses
- Large hull and turret dimensions
- Almost complete lack of reservation
Balance weight
The car gets into battles of 8 - 10 levels. In battles of levels 8 - 9, we feel completely comfortable, but with 10 it is already quite tight. But do not forget that we are ST, sometimes charge a sub-caliber and, thanks to the dynamics, run away ... behind enemy lines =)
Profitability
One of the main, if not the most basic, task of the machine is to earn credits. This car does just fine. Even if you shoot gold, the car will still be in the black on loans. Of course, each shot should be put in an apple, and not change the landscape on the map ...
Tactics
Well, we are ST with insane dynamics. It is STs and our task is to ride with other STs along their paths. It is more accurate to occupy key places and hold them until their STs approach. However, this is how you understood it at 8 - 9 levels. In level 10 fights, we just turn into a support CT with the potential to slip into the right place due to the situation due to high speed. That's for the most part the main concept of the game on this machine. Yes, you can twist and get used to TTs, especially single-level ones, because on cd you will shoot them, but skill is needed here. The car is very interesting, creative, I would say, but it needs hands and mind. I would not say that it is very difficult to play on it, but it is not easy either. If you want to farm loans easily without special and cunning schemes on the map, then take the T34 better, and this machine for the most part farms loans in an interesting way. It's really fun to play - it's not boring TT or PT gameplay... But, again, you need to understand and think. All this (understanding and skill) comes with time if you set a goal and analyze the result, and not go into battle for 30 thousand credits ...
Optional equipment
It is important to improve the strengths of the machine, so I personally recommend this set:
- Rammer
- Stabilizer
- Fan
Equipment
Since the car has a 15% chance of fire, it makes sense to install something more valuable instead of a fire extinguisher. Personally, I don’t see the point of putting gasoline on because the dynamics of the car are more than enough, but strong coffee will give an increase in performance. The rest is standard:
- repair kit
- first aid kit
Crew Perks
Here I decided not to paint perks for each member of the crew, because in most cases the crew will either initially be from batchchat, or will migrate to lorraine / batchchat later. Therefore, I will highlight only the 2 most important skills that will be on this machine (and the baht too) the most in the subject, and the rest you will choose for your taste and color according to the capabilities / style of the game:
- Combat Brotherhood
- Repair
Video: