AMX 12 t
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|This tank is the first [[Automatic Loader|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 tank is the first [[Automatic Loader|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. | |||
? | Due to game balance, this has been further reduced to 4 shells in a drum, fully loaded. This allows the autoloader to rapidly unload the main gun four times in a row (on average 540 damage). The tank may then head for cover, whilst the drum refills. Since there is no need to manually reload the main gun during the actual combat, there is no need for a designated loader | + | Due to game balance, this has been further reduced to 4 shells in a drum, fully loaded. This allows the autoloader to rapidly unload the main gun four times in a row (on average 540 damage). The tank may then head for cover, whilst the drum refills. Since there is no need to manually reload the main gun during the actual combat, there is no need for a designated loader. | |
|InTheGame_pros= | |InTheGame_pros= | |||
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* Excellent signal range | * Excellent signal range | |||
* Decent view range, this combined with high camo means that it is good for passive scouting | * Decent view range, this combined with high camo means that it is good for passive scouting | |||
? | * | + | * Best pen for a tier 6 light tank, good accuracy and fast shell velocity, good acceleration. | |
|InTheGame_cons= | |InTheGame_cons= | |||
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* Frequent module damage if hit (ammo-rack, engine, crew, turret ring) - 1 well placed shot will disable both engine and tracks. | * Frequent module damage if hit (ammo-rack, engine, crew, turret ring) - 1 well placed shot will disable both engine and tracks. | |||
* Very poor gun elevation and mediocre depression (Like the rest of the line due to their oscillating turrets) | * Very poor gun elevation and mediocre depression (Like the rest of the line due to their oscillating turrets) | |||
? | + | |||
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If you find yourself in a bottom tier 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. | If you find yourself in a bottom tier 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 | + | 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. Make your shots count and play safe (don't rely on all 4 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. | |
|InTheGame_research= | |InTheGame_research= |
Revision as of 18:35, 24 May 2018
AMX 12 t
Mouse over "
[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.
Due to game balance, this has been further reduced to 4 shells in a drum, fully loaded. This allows the autoloader to rapidly unload the main gun four times in a row (on average 540 damage). The tank may then head for cover, whilst the drum refills. Since there is no need to manually reload the main gun during the actual combat, there is no need for a designated loader.
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. With maximum camo, can remain unspotted until approximately 1 map square away in a bush.
- 4-round autoloader
- Excellent signal range
- Decent view range, this combined with high camo means that it is good for passive scouting
- Best pen for a tier 6 light tank, good accuracy and fast shell velocity, good acceleration.
Cons:
- Terrible accuracy on the move, abysmal dispersion when moving the turret, long aim time
- Very low ammo count of only 36 on the top gun
- Frequent module damage if hit (ammo-rack, engine, crew, turret ring) - 1 well placed shot will disable both engine and tracks
- Very poor gun elevation and mediocre depression (Like the rest of the line due to their oscillating turrets)
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. However, due to balancing reasons, this tank may only use one drum with only four shells in that drum, fully loaded. The drum enables the tank to fire four shots rapidly, with the unfortunate side effect of taking a considerably long time to reload the whole drum. 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 four rounds (540 average damage over ~9 seconds), and run away to reload.
This tank only holds 36 rounds of ammunition with the stock and 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 four 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 bottom tier 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. Make your shots count and play safe (don't rely on all 4 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