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AnnoGB74_AT8.png
nation | class | tier
Battle Tier
1234567891011
Overview
Mouse over "
Well, the ones further down, of course.
" for more information
[Client Values; Actual values in
Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Outside of a crew of 1 commander only, 100% crew is a fiction. The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate from the expected client value. These differences are taken into account in tooltip boxes.
]
0  Credits Cost
health Hit Points
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Crew
crew
Mobility
engine Engine Power
/ km/h Speed Limit
traverse Traverse
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Armor
// mm Hull Armor
//// mm Turret Armor
Armament







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Shells







































Shell Cost
//// HP Damage
//// mm Penetration



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Standard Gun

Reload Times
Nominal: ' s
50% Crew: 0 s
75% Crew: 0 s
100% Crew: 0 s
Rammer: 0 s
Vents: 0 s
Both: 0 s
Both and BiA: 0 s
Both and Max Crew %: 0 s

See Crew, Consumables, or Equipment for more information.



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Standard Gun

Reload Times
Nominal: ' s
50% Crew: 0 s
75% Crew: 0 s
100% Crew: 0 s
Rammer: 0 s
Vents: 0 s
Both: 0 s
Both and BiA: 0 s
Both and Max Crew %: 0 s

See Crew, Consumables, or Equipment for more information.
Rate of Fire






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Standard Gun

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Theoretical Damage Per Minute
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Advantageous Damage Per Minute
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See here, here, or here for more information.






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Standard Gun

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Theoretical Damage Per Minute
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See here, here, or here for more information.
Damage Per Minute


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For more details, see Crew


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For more details, see Crew
Accuracy


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For more details, see Crew or Equipment


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For more details, see Crew or Equipment
Aim time
turretTraverse Turret Traverse
0° Gun Arc
-°/+°-°/+° Elevation Arc
ammo Ammo Capacity
General
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For more details, see Skills or Equipment






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For more details, see Skills or Equipment
View Range


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For more details, see Skills or Equipment


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For more details, see Skills or Equipment
Signal Range
Values are Stock - click for Top



AnnoGB74_AT8.png

0

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The AT 8 is a natural progression from its predecessor, the AT 2. Unfortunately, many of its stats are near identical such as traverse speed and engine power. The main feature of the AT 8 is an improved cannon with twice the alpha damage, improved penetration, and good damage per minute. The AT 8 has many flaws, including poor mobility and top speed, a large commanders cupola, and very poor gun depression and gun arc. Nonetheless the accurate high DPM gun, the large HP pool, and armour that will still bounce its share of shots of range make the AT 8 a dangerous defender.

The <value_unset_error> marks the end of its line.

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

Tier Gun Penetration
(mm)
Damage
(HP)
Rate of fire
(rounds/minute)
Dispersion
(m/100m)
Aiming time
(s)
Weight
(kg)
Price
(Credits)

Ico_engine_alpha.png

Engines

Tier Engine Engine Power
(hp)
Chance of Fire on Impact
(%)
Weight
(kg)
Price
(Credits)

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(gr/sec)
Rmin Weight
(kg)
Price
(Credits)

Ico_radio_alpha.png

Radios

Tier Radio Signal Range
(m)
Weight
(kg)
Price
(Credits)

Compatible Equipment


Compatible Consumables


Player Opinion

Pros and Cons

Pros:

- Top 17 pdr gun is very formidable with great penetration, rate of fire, accuracy, damage per minute and aim time.

- 800 HP pool is massive for a tier VI TD, closer to that of a heavy tank.

- 203/101/101 armor layout is fairly effective against even some high tier opponents

- Well-protected tracks offer some defense against arty splash damage.

- Relatively good camo values.


Cons:

- Armor is flat and contains easy to hit weak spots; at tier 8 most enemies will have no trouble penetrating you.

- 20 km/h top speed combined with very slow traverse makes it a prime target for flankers and arty.

- Very tight gun arc combined with bad elevation & depression angles doesn't allow much gun movement; you'll be moving a lot.

- Bad view range. Doesn't do well w/o spotters.

- Quite low alpha damage, although this shouldn't pose a problem since it has good reload time.

- Awful stock gun; grind to top gun is irritating and difficult.

- Short height allows enemies to facehug you and hit your roof.


Performance

The AT 8 is very similar to its predecessor in being big, slow, and cumbersome. It gains even thicker armor at 203mm, but at a very poor flat angle. Thus, its armor cannot be relied upon against higher tiers. As with the AT 2, the AT 8 is very difficult to penetrate while top tier and even its sides and rear are hard to break when angled. However, the very poor gun arc prevents any angling if the AT 8 wants to continue firing. The main weak spot of the AT 8 is the huge commander's copula, yet still proof against most tiers 5 and 6 guns. The At 8 is very bouncy at a distance but up-close enemies will aim at the big copula and quickly dispatch the AT 8 through it. Do note, however, that there are two well-protected machine gun blocks around the copula. These blocks are very tough and can potentially cover half of the copula, thus, protecting it.

The 17-pdr gun is exceedingly accurate and aims very quickly. Thus, using a Toolbox or Vents instead of a Gun Laying Drive is highly recommended. The 17-pdr has decent penetration and alpha damage coupled with good damage per minute and penetration. The 17-pdr can also fire APCR rounds with enough penetration to be effective against Tier 8s. You have better camo than you'd think for such a TD, playing the tank as a sniper makes it harder for opponents to aim at weak spots while your DPM can shred anything that does not dive for cover. Your HP, armour, and accurate high DPM gun allow you to excel at long range and mitigate the tank's weaknesses. The 17-pdr cannon is the main upgrade of the AT 8.

Do note that the grind up to the 17-pdr gun will hurt a lot. The 6-pounder will simply not cut it most of the time without APCR, while the 75mm is actually worse. Only with the 77 mm will the tank start to feel like an upgrade from the previous tier. Unlocking the 17-pdr on the Archer or Achilles is much easier than trying to grind through to it from the stock gun on the AT 8.

Speed and mobility are the main weaknesses of the British tank destroyers. An AT 8 should always keep moving forward whenever possible to prevent being left behind by its team. Also, the poor top speed makes being pushed by teammates ineffective. The poor engine power means that running over trees or stone fences will have a serious impact on speed, coupled with poor acceleration. Once the AT 8 chooses a route it is committed to that route for the rest of the game. There is potential in base defense but enemy artillery and poor view range will severely hinder its effectiveness.

The AT 8 sets the play style for the AT 7 and beyond, which should be medium-long range sniping to increase the odds shots will miss weak spots.


Early Research

  • The Nuffield Liberty Mk. III Engine and WS No. 19 Mk. III Radio carry over from the AT 2. Mount them immediately.
  • The OQF 17-pdr AT Gun Mk. VII will be unlocked if you played the Archer previously.
  • All modules can be mounted without upgrading the suspension. However, adding equipment can start to bring you to close to the limit. You may be able to save the suspension until after the 77mm gun, but waiting until after the 17 pdr will leave you no room with equipment.
  • The Nuffield Liberty Mk. V Engine requires very little experience, but provides little improvement from the previous engine. It would probably be best to research most or all of the guns before taking the time to research it. If you have already unlocked the engine through the British medium line, immediately mount this engine.


Suggested Equipment


Tank Gun Rammer Improved VentilationBinocular Telescope Toolbox Spall Liner 


Gallery

Historical Info

AT-8 was a slight modification of the AT-7 project. Despite its designation, AT-8 wasn't a descendant of AT-7, but more of a spin off, as they were developed roughly at the same time. Main armament was to be the same 6pdr gun, but this time mounted in the center of the vehicle. The 20mm Polsten autocannon moved from the left sponson to the right sponson. Roof of the vehicle had four machine guns mounted into two mini turrets. The armor remained the same maximum of 203 mm on the front, and 100 mm on the sides and back of the vehicle. The weight was estimated at 41 tons. No prototype was ever built.


Historical Gallery

Historical Accuracy Errata

The following are consensus errors or inconsistencies which have been identified with the configuration of the vehicle in question and conflict with information available on the public record. The causes for these divergences in the game are normally not disclosed and may be rooted in game balance.

The AT 8's only intended primary armament was the 6-pdr gun. All other armament configurations are fictitious.
  • Its performance specifications were all made up by WG.


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ja:Tank:GB74 AT8