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Self-Propelled Guns

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Revision as of 16:56, 13 March 2015Revision as of 17:20, 16 March 2015
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 [[image:Spg S.png|left|link=|]] [[image:Spg S.png|left|link=|]]
?Self-propelled guns (SPGs), more often known as artillery, provide powerful indirect fire support with a very large range that can potentially cover the entire map. They stay safe by remaining well within friendly lines and provide support against tough stationary or slow targets. Artillery is just as good as the team. So if you (as arty) find yourself in a "bad team" or a team that only camps, you will not get the full potential to the powerful gun you have and support as much that you wanted to.+'''Self-propelled guns''' (also known as '''artillery''' or '''SPGs''' for short) are fragile armored vehicles which provide indirect fire support from a long distance. They are represented by a green or red square on the mini-map and over their respective target marker.
  
?Almost exclusively, SPGs use HE shells lobbed in a ballistic arc to hit distant targets. The inaccuracy of their weapons, particularly at higher tiers, makes the splash damage caused by the explosion often the primary source of damage, with direct hits being crippling to the target tank. The heaviest SPG can weigh up to 115 tons. Speeds vary greatly and range from maximum speeds of below 20 kph to above 72 kph. Armor is usually negligible, and with a maximum armor thickness of 152 mm, SPGs are vulnerable to [[Light Tanks|light]] and [[Medium Tanks|medium]] tanks. SPGs possess the most powerful weapons in the game, being able to deliver over twice the damage of the most powerful cannons available on similarly-tiered tanks. However, extremely poor accuracy, slow aiming speed, and a long reload time make their weapons only effective against slow and stationary tanks, or tanks moving in a straight line at a constant speed.+Artillery are the most unique class of armored vehicles in the game, sharing very few characteristics with the other four classes. Artillery's most distinguishing feature is its ability to aim and shoot over terrain and other obstacles. Unlike the other four classes, SPGs do not get a "sniper" mode. Instead, by pressing left shift, the player enters a birds-eye view which allows them to look a limited area of any chosen part of the map. Using this view artillery can aim at enemy targets over terrain and structures (depending on the size of the structure, the trajectory of the shell, and the range of the artillery's gun).
  
?SPGs are capable of using [[Battle_Mechanics#Strategic View (SPG)|Strategic View Mode]] (left shift), which gives them a bird's-eye view of the whole [[Maps|map]], though due to screen size limitations you see only a small portion. Map navigation in this mode is very easy. Be aware that moving reticle sideways on the map will cause the vehicle to physically reposition itself, which will significantly reduce your firing accuracy. The reticle will still display as expected, but will vary in shape with the terrain. This eliminates the need to get reasonably close to the target to hit it.+Artillery generally have the most powerful, highest caliber guns for their tier. Unlike most tanks and tank destroyers, artillery fire [[Ammo#Shell_Types|high-explosive (HE) shells]] as their primary form of ammunition. This type of shell explodes on impact and does not need to penetrate a vehicle's armor to do damage. The explosion of a large HE shell can also deal splash damage to nearby targets (both allies and enemies) who aren't hit directly. These advantages do come at a price, however. Artillery guns usually have long reload times, poor accuracy, and are very slow to aim. Artillery cannot quickly change targets or follow fast-moving enemies without a considerable accuracy penalty. Like many [[Tank_Destroyers|tank destroyers]], most artillery have limited-traverse guns mounted in their hull (although a few do get slow-turning turrets). Turning beyond a hull-mounted gun's maximum traverse range requires turning the vehicle's hull, which results in camo and accuracy penalties. In addition, artillery are also the most fragile class of vehicles in the game. Artillery can only withstand a few hits even from even the smallest of enemy guns, and their high aim times and long reload times make it difficult for them to defend themselves against close-range attackers.
  
?SPGs work closely with scouts, using them to spot targets. SPG support is essential in a scenario in which smaller tanks are up against more powerful tanks, and can quickly turn the tide of a battle. SPGs are also one of the best weapons against opposing SPGs, able to fire blindly at potential enemy positions by spotting tracer fire or recently destroyed map-objects like trees or buildings.+Artillery are glass cannons; they are best played far behind the front lines attacking targets that allied tanks may have difficulty damaging (usually [[Heavy_Tanks|heavy tanks]], snipers, and opportunity targets). It is important for artillery to position themselves in an area where they can make a meaningful contribution to the game with their attacks, but are still stay safe from enemy [[Light_Tanks|scouts]] and spotters. Artillery are almost purely a support class, and rely heavily on allied vehicles to spot and distract targets for them. It is important for artillery players to keep track of the map and re-position to safer areas when necessary. If re-positioning is not possible, an artillery can attempt to defend itself by using ambush tactics to surprise-attack enemies at point-blank range.
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?SPGs should relocate after firing, and avoid predictable locations to prevent from being destroyed by counter-artillery fire. Good situational awareness is also essential to survive in an SPG. Noticing breaks in a defensive line early can allow an SPG to relocate before an enemy scout can arrive.+
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?Another thing to remember with SPGs is that they have very high ammo-costs, for example a single round for an upgraded [[Hummel]] (and similar tiered SPGs) will cost about 1000 credits, which makes constant blind-firing and misses a costly endeavor.+
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?SPGs appear as red or green squares on the mini-map and over target marker.+
  
 {{:Self-Propelled Guns/Data}} {{:Self-Propelled Guns/Data}}

Revision as of 17:20, 16 March 2015

Spg_S.png

Self-propelled guns (also known as artillery or SPGs for short) are fragile armored vehicles which provide indirect fire support from a long distance. They are represented by a green or red square on the mini-map and over their respective target marker.

Artillery are the most unique class of armored vehicles in the game, sharing very few characteristics with the other four classes. Artillery's most distinguishing feature is its ability to aim and shoot over terrain and other obstacles. Unlike the other four classes, SPGs do not get a "sniper" mode. Instead, by pressing left shift, the player enters a birds-eye view which allows them to look a limited area of any chosen part of the map. Using this view artillery can aim at enemy targets over terrain and structures (depending on the size of the structure, the trajectory of the shell, and the range of the artillery's gun).

Artillery generally have the most powerful, highest caliber guns for their tier. Unlike most tanks and tank destroyers, artillery fire high-explosive (HE) shells as their primary form of ammunition. This type of shell explodes on impact and does not need to penetrate a vehicle's armor to do damage. The explosion of a large HE shell can also deal splash damage to nearby targets (both allies and enemies) who aren't hit directly. These advantages do come at a price, however. Artillery guns usually have long reload times, poor accuracy, and are very slow to aim. Artillery cannot quickly change targets or follow fast-moving enemies without a considerable accuracy penalty. Like many tank destroyers, most artillery have limited-traverse guns mounted in their hull (although a few do get slow-turning turrets). Turning beyond a hull-mounted gun's maximum traverse range requires turning the vehicle's hull, which results in camo and accuracy penalties. In addition, artillery are also the most fragile class of vehicles in the game. Artillery can only withstand a few hits even from even the smallest of enemy guns, and their high aim times and long reload times make it difficult for them to defend themselves against close-range attackers.

Artillery are glass cannons; they are best played far behind the front lines attacking targets that allied tanks may have difficulty damaging (usually heavy tanks, snipers, and opportunity targets). It is important for artillery to position themselves in an area where they can make a meaningful contribution to the game with their attacks, but are still stay safe from enemy scouts and spotters. Artillery are almost purely a support class, and rely heavily on allied vehicles to spot and distract targets for them. It is important for artillery players to keep track of the map and re-position to safer areas when necessary. If re-positioning is not possible, an artillery can attempt to defend itself by using ambush tactics to surprise-attack enemies at point-blank range.

Self-Propelled Guns/Data

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