AMX 12 t
Revision as of 17:02, 19 February 2013 | Revision as of 22:58, 16 April 2013 added some tactics to be effective in a high tier round | |||
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* Poor gun elevation | * Poor gun elevation | |||
? | |InTheGame_performance=This tank introduces the concept of feeding the gun with a 6-round drum and using an automatic loader to reload the drum. 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. Therefore, 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 (roughly 660 damage over 12 seconds), and run away to reload. At the same time, keep in mind that this tank only holds 36 rounds of ammunition with the stock cannon, and 30 with the upgraded cannon. The gun's penetration is nothing exciting, so use it as a flanker. Plan your route in *and out* before you make your move. This holds true too for engaging combat in 1v1, where you should be sure that you can kill your opponent with a single clip, and if possible not counting on the fact you will score all 6 shots. This tank will not survive hits, so if you hit a wall or anything that brings you to a stop, you're dead. | + | |InTheGame_performance=This tank introduces the concept of feeding the gun with a 6-round drum and using an automatic loader to reload the drum. 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. Therefore, 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 (roughly 660 damage over 12 seconds), and run away to reload. At the same time, keep in mind that this tank only holds 36 rounds of ammunition with the stock cannon, and 30 with the upgraded cannon. The gun's penetration is nothing exciting, so use it as a flanker. If you find yourself in a Tier 10 match, one effective tactic is to drive with the heavies and wait. When the main fight has finished, look and see if a long heavy or medium with only a few hundred hp is foolish enough to wander out in the open. Move behind him using cover, move in from behind and empty that drum magazine. That tank will with he'd stayed put. Plan your route in *and out* before you make your move. This holds true too for engaging combat in 1v1, where you should be sure that you can kill your opponent with a single clip, and if possible not counting on the fact you will score all 6 shots. This tank will not survive hits, so if you hit a wall or anything that brings you to a stop, you're dead. | |
Some things you should keep in mind when playing this tank: | Some things you should keep in mind when playing this tank: |
Revision as of 22:58, 16 April 2013
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 distinguishes itself from the light tanks of other nations by using a 6-round drum. The drum is loaded by an automatic loader, which allows the crew to be reduced by one. This is the first of many French tanks to have an autoloader. Though top speed is high, the AMX 12t has poor acceleration, forcing it to play the role as a passive scout in high tier battles.
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 makes it hard to hit
- 6-round drum permits a high rate of fire
- Good speed
- High camo values
- Excellent signal range
Cons:
- Terrible accuracy on the move
- Low ammunition
- Low power engine
- Fairly weak penetration
- Modules are close to each other, increasing risk of single shells damaging several modules
Performance
This tank introduces the concept of feeding the gun with a 6-round drum and using an automatic loader to reload the drum. 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. Therefore, 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 (roughly 660 damage over 12 seconds), and run away to reload. At the same time, keep in mind that this tank only holds 36 rounds of ammunition with the stock cannon, and 30 with the upgraded cannon. The gun's penetration is nothing exciting, so use it as a flanker. If you find yourself in a Tier 10 match, one effective tactic is to drive with the heavies and wait. When the main fight has finished, look and see if a long heavy or medium with only a few hundred hp is foolish enough to wander out in the open. Move behind him using cover, move in from behind and empty that drum magazine. That tank will with he'd stayed put. Plan your route in *and out* before you make your move. This holds true too for engaging combat in 1v1, where you should be sure that you can kill your opponent with a single clip, and if possible not counting on the fact you will score all 6 shots. This tank will not survive hits, so if you hit a wall or anything that brings you to a stop, you're dead.
Some things you should keep in mind when playing this tank:
-Never lead a charge unless you want a premature death -Tier 8 matches are commonplace, sometimes, you'll even end up in tier 10 matches -The 12t is NOT a scout -Stay alive as long as possible, the 12t is indispensable in mid-late game battles -Be aware of your surroundings. Before jumping into the fray, make sure the enemy vehicles in the region have been detected -Passive scouting can rack up a decent amount of XP and credits -Be mindful of terrain and slopes when flanking. Make sure that you have enough speed, and NEVER charge uphill-- you don't have the engine power for it. Avoid swamps at all costs.
Early Research
- Unfortunately, no modules carry over from the ELC AMX
- First, start by researching the better tracks, AMX 12t Bis
- Then, research the better gun, 75mm SA50
- Then, the better engine and finally the better radio
Suggested Equipment
Gallery
Historical Info
Historical Gallery