AMX 12 t
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Revision as of 09:17, 8 August 2015
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AMX 12 t
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[Client Values; Actual values in
875,000 Cost |
650130 HP Hit Points |
11.91/12.357.11/13.5 t Weight Limit |
- Commander (Radio Operator, Loader)
- Gunner (Loader)
- Driver
250330 hp Engine Power |
60/23 km/h Speed Limit |
3638 deg/s Traverse |
20.9946.41 hp/t Power/Wt Ratio |
NoNo Pivot |
// mm Hull Armor |
30/20/2030/20/20 mm Turret Armor |
AP/APCR/HE
AP/APCR/HE Shells |
70/2800/38
109/2800/98 Shell Cost |
110/110/175135/135/175 HP Damage |
108/148/38144/202/38 mm Penetration |
r/m ▲
10.21 r/m Magazine-fed Gun ▲
8.73 Rate of Fire Magazine-fed Gun |
▲
Magazine-fed Gun
▼
Magazine-fed Gun
▲
949.3 Magazine-fed Gun ▲
Magazine-fed Gun
▼
Magazine-fed Gun
▲
1102.95 Damage Per Minute Magazine-fed Gun |
m ▲
0.42 m With 50% Crew: 0.52 m ▲
0.4 Accuracy With 50% Crew: 0.496 m |
s 2.5 s 2.3 Aim time |
4444 deg/s Turret Traverse |
360° Gun Arc |
-6°/+12°-6°/+12° Elevation Arc |
3636 rounds Ammo Capacity |
2020 % Chance of Fire |
m 360 m 360 View Range |
m 400 m 750 Signal Range |
VI
875000
The AMX 12 t is a French tier 6 light tank.
This design of a light high-speed tank was developed in 1946. The vehicle was never actually produced, but became the basis for the well-known AMX 13.
This tank is the first automatic loader french light tank. The automatic loader is connected to two (only one of these is used in WoT for game balance) 6-shell drums in the back of the turret which are loaded with shells from the storage compartment in the rear of the tank's hull. This allows the autoloader to rapidly reload the main gun six times in a row (on average 810 damage). The tank may then head for cover, wilst the drum is refilled. Since there is no need to manually reload the main gun during the actual combat, there is no need for a designated loader. Though top speed is high, the AMX 12t has poor acceleration, forcing it to play the role as a passive scout.
The AMX 12 t leads to the AMX 13 75.
Modules / Available Equipment and Consumables
Modules
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
V | AMX B 271 | 250 | 20 | 340 | 18000 | |
VI | AMX B 272 | 330 | 20 | 340 | 25100 |
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
V | AMX 12 t 1er prototype | 12.35 | 36 | B/2 | 3200 | 10000 | |
VI | AMX 12 t 2e prototype | 13.5 | 38 | B/2 | 3200 | 16250 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Compact size and good camo values.
- 6-round autoloader with high burst
- Excellent signal range
- Decent view range, this combined with high camo means that it is good for passive scouting
- Second best pen for a tier 6 light tank, good accuracy and fast shell velocity
Cons:
- Terrible accuracy on the move, abysmal dispersion when moving the turret, long aim time
- Very low ammo count of only 30 on the top gun
- Frequent module damage if hit (ammo-rack, engine, crew)
- Very poor gun elevation and mediocre depression
- Sluggish acceleration, sometimes you cannot escape from/flank tanks because of this
Performance
This tank introduces the concept of using an automatic loader to rapidly feed the gun with shells from a magazine, in this case two 6-round drums in the back of the turret. The drum enables the tank to fire six shots rapidly, with the unfortunate side effect of taking a considerably long time to reload. This would not be a problem if the game allowed firing shells from a partially reloaded drum, but it does not. As a result, a common tactic for this tank is to charge up next to or behind an enemy that's busy fighting an ally, unload all six rounds (810 average damage over 11 seconds), and run away to reload.
This tank only holds 36 rounds of ammunition with the stock cannon, and 30 with the upgraded cannon. It works best as a scout and flanker. Plan your route in and out before you make your move. This holds true when engaging in combat 1v1 - be sure that you can kill your opponent with less than a single clip, if possible, in case you don't score with all six shots. It doesn't take many hits from enemy this tank will see in battle, so if you get stopped for any reason, you're likely not to survive the encounter.
If you find yourself in a Tier 9 match, one effective tactic is to keep back from the main push and wait for targets of opportunity. After the enemy tanks have taken damage, search out the lone heavy or medium that you can damage or kill. Using any cover available, move to flank him while he is focused on your team and empty your drum magazine into the weaker armor of his sides or back.
To summarize the 12 t doesn't rely on brute force to lead charges. In higher tier games frontally penning opponents becomes a major challenge. Due to sluggish acceleration, careful planning is needed to stay alive till later phases of the game. Your burst is very useful in mid to late game when flanking but early game passively spotting is probably your best bet. Make your shots count and play safe (don't rely on all 6 shots to hit and pen). Be extremely wary of terrain features that can slow your speed. Keep in mind that the gun depression and elevation are poor.
Early Research
- Unfortunately, no modules carry over from the ELC AMX
- First, start by researching the better tracks, AMX 12 t Bis
- Then, research the better gun, 75mm SA50
- Then, the better engine and finally the better radio
Suggested Equipment
External Reviews and Opinions
Gallery
Historical Info
Historical Gallery