Bat Chatillon155 58
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? | The | + | The 4 rounds provided by the auto-loader coupled with speed, flexibility, and an accurate gun mounted on a turret make this SPG a blast to play. While the 155 58 may not the hardest hitting of the tier 10 artillery pieces, it is certainly the most flexible and most maneuverable. A good tactic to utilize when playing this SPG is to turn your hull perpendicular to your current firing arc. This allows you to move side to side in relation to your line of fire, making it substantially more difficult to be hit by counter-battery fire, though at the expense of your clipping speed. | |
As a result of this SPG having a 360° traversable gun, it is also possible to simply play like a TD and provide direct fire support for your allies, though in many cases (especially in higher tier battles which this SPG will most certainly be a part of) this isn't always the brightest idea. Many tanks can easily two shot you, and unless you have a full magazine of rounds, you're toast. The armor on this SPG is poor even by SPG standards. The turret and autoloader can prove invaluable when rushed by multiple lights, allowing you to dispatch them in quick succession | As a result of this SPG having a 360° traversable gun, it is also possible to simply play like a TD and provide direct fire support for your allies, though in many cases (especially in higher tier battles which this SPG will most certainly be a part of) this isn't always the brightest idea. Many tanks can easily two shot you, and unless you have a full magazine of rounds, you're toast. The armor on this SPG is poor even by SPG standards. The turret and autoloader can prove invaluable when rushed by multiple lights, allowing you to dispatch them in quick succession |
Revision as of 20:17, 1 February 2016
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[Client Values; Actual values in
0 Cost |
health Hit Points |
0/0Expression error: Unexpected < operator./Expression error: Unrecognized word "unable". t Weight Limit |
engine Engine Power |
/ km/h Speed Limit |
traverse Traverse |
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NoNo Pivot |
// mm Hull Armor |
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0/0/0
0/0/0 Shell Cost |
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r/m ▲
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Magazine-fed Gun
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Magazine-fed Gun
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0° Gun Arc |
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m ▲
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Additional Statistics
(Top Configuration)
Camouflage
- Stationary: 12%
- When Moving: 6%
- When Firing: 1.7%
Terrain Resistance
- On Hard Ground: 1.06
- On Medium Ground: 1.25
- On Soft Ground: 2.01
Dispersion Change Values
- Turret Contribution
- Rotation: 0.58
- Shot Recoil: 4.32
- Suspension Contribution
- Acceleration: 0.38
- Turning: 0.38
With 100% Crew
0
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Like the Bat.-Châtillon 155 55 the Bat.-Châtillon 155 58's gun has a 360° traverse making the vehicle very flexible in terms of positioning, as well as very quick to aim when changing its focus of fire. It has a 4 round drum auto-loader, giving it an advantage in rapid strikes on an exposed target before it retreats to cover. As with most French tanks, it is quite mobile, making counter battering this vehicle nearly impossible if played carefully. To balance these abilities, its main gun is only a 155mm howitzer, which does very poor damage compared to the T92, Object 261, Conqueror Gun Carriage or G.W. E 100. While it can't dish out as much damage per shot as the other Tier X artillery, it can defend itself well due to its fully traversable gun and good mobility. Be aware that the magazine reload time is extraordinarily long. Still, the weak gun doesn't make this artillery underpowered, a good direct hit from this gun can easily cripple an enemy tank.
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Modules / Available Equipment and Consumables
Player Opinion
Pros and Cons
Pros:
- Gun range: 1400 m
- Very mobile, as it's based on Bat.-Châtillon 25 t chassis
- Can flank most TDs and SPGs
- Gun has 360° traverse
- 4 round magazine that fires 1 shot in 6 seconds
Cons:
- Very long magazine reload time (73 seconds with a 100% crew and Consumables, the longest reload in the game)
- Lowest damage per shell of the Tier 10 artillery, along with the lowest splash.
- Lowest penetration of the Tier 10 artillery
- 185mm penetration HEAT round is useless against nearly everything you face
- Gun only traverses at 10 degrees/s
Performance
The 4 rounds provided by the auto-loader coupled with speed, flexibility, and an accurate gun mounted on a turret make this SPG a blast to play. While the 155 58 may not the hardest hitting of the tier 10 artillery pieces, it is certainly the most flexible and most maneuverable. A good tactic to utilize when playing this SPG is to turn your hull perpendicular to your current firing arc. This allows you to move side to side in relation to your line of fire, making it substantially more difficult to be hit by counter-battery fire, though at the expense of your clipping speed.
As a result of this SPG having a 360° traversable gun, it is also possible to simply play like a TD and provide direct fire support for your allies, though in many cases (especially in higher tier battles which this SPG will most certainly be a part of) this isn't always the brightest idea. Many tanks can easily two shot you, and unless you have a full magazine of rounds, you're toast. The armor on this SPG is poor even by SPG standards. The turret and autoloader can prove invaluable when rushed by multiple lights, allowing you to dispatch them in quick succession
The reload on the autoloader for this SPG really is quite horrid, it takes 73 seconds to load a magazine if running a full BiA + Food crew. That said, once you're loaded, you can really keep some heads down. The speed at which you can fire is incredible, being capable of firing an entire clip in just under 20 seconds, which allows you to put some substantial hurt on the enemy. However, it has nearly no splash, so firing right at the reload in the clip is inadvisable, as your shells will most likely miss. If the enemy attempts to counter-battery you, you are easily spotted if you remain in one location to fire your clip at maximum speed, but moving after each shot pushes your time to fully aim above 10 seconds, greatly reducing your effective damage output. This SPG does not see much clan wars use except in very specific circumstances where its extreme mobility is required due to its 73 second clip reload, which gives your enemy plenty of time to determine the outcome of the game while you have no influence on it.
Suggested Equipment
Gallery
Historical Info
Historical Gallery
Sources and External Links
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