FV215b
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If you for example get a city map like Ruinberg and you can't hull down or snipe, you are generally out of luck as your low top speed and nonexistent camouflage values ensure you'd be bombarded by artillery or flanked if you would try to go with the medium group. At this point it's best to try staying one or two tanks behind the much more tougher heavies like the IS-7, E 100, and sometimes a side scraping IS-4. Wait for them to receive a shot, then peek out and fire back at the enemy once or twice depending on how fast your reload is compared to theirs. | If you for example get a city map like Ruinberg and you can't hull down or snipe, you are generally out of luck as your low top speed and nonexistent camouflage values ensure you'd be bombarded by artillery or flanked if you would try to go with the medium group. At this point it's best to try staying one or two tanks behind the much more tougher heavies like the IS-7, E 100, and sometimes a side scraping IS-4. Wait for them to receive a shot, then peek out and fire back at the enemy once or twice depending on how fast your reload is compared to theirs. | |||
? | Despite the rear mounted turret, don't try to side scrape. Your hull armor is so weak that any gold round will pierce your upper front plate and unless at autobounce angles, will also always penetrate your hull armor. The only piece of armor you can expect to work sometimes is your turret armor, and side scraping should only be used to minimize exposure rather than bounce shells. | + | Despite the rear mounted turret, don't try to side scrape all the time. Your hull armor is so weak that any gold round will pierce your upper front plate and unless at autobounce angles, will also always penetrate your hull armor. The only piece of armor you can expect to work sometimes is your turret armor, and side scraping should only be used to minimize exposure rather than bounce shells, or to pray that the shot gets absorbed by the tracks. | |
Revision as of 01:27, 29 July 2014
FV215b
Mouse over "
[Client Values; Actual values in
5 Cost |
2500500 HP Hit Points |
70/7332.64/73 t Weight Limit |
- Commander
- Gunner
- Driver
- Loader (Radio Operator)
950950 hp Engine Power |
34.3/12 km/h Speed Limit |
3838 deg/s Traverse |
13.5729.11 hp/t Power/Wt Ratio |
YesYes Pivot |
// mm Hull Armor |
254/152.4/101.6254/152.4/101.6 mm Turret Armor |
AP/APCR/HE
AP/APCR/HE Shells |
1060/4400/1200
1060/4400/1200 Shell Cost |
400/400/515400/400/515 HP Damage |
259/326/120259/326/120 mm Penetration |
r/m ▲
6.9 r/m Standard Gun ▲
6.9 Rate of Fire Standard Gun |
▲
Standard Gun
▼
Standard Gun
▲
2760 Standard Gun ▲
Standard Gun
▼
Standard Gun
▲
2760 Damage Per Minute Standard Gun |
m ▲
0.33 m With 50% Crew: 0.409 m ▲
0.33 Accuracy With 50% Crew: 0.409 m |
s 1.7 s 1.7 Aim time |
3434 deg/s Turret Traverse |
360° Gun Arc |
-7°/+15°-7°/+15° Elevation Arc |
3535 rounds Ammo Capacity |
2020 % Chance of Fire |
m 410 m 410 View Range |
m 750 m 750 Signal Range |
X
5
The FV215b is a British tier 10 premium heavy tank.
A proposed plan for a heavy tank based on the Conqueror Mk.II. Unlike the production model, this modification featured rear placement of the fighting compartment. Never saw production or service.
Possibly the most consistently and seriously damaging heavy tank in the game, the FV215b is as quirky as it is potentially devastating. Most easily likened to the American T110E5, the 215b is outfitted with a marginally better hull than the Caernarvon and Conqueror. Nevertheless, the tank makes some spectacular leaps from its predecessor in terms of turret thickness, gun performance, general stats, and not least in agility as it receives roughly a 65% increase in traverse speed. Also, it may take some time to get used to the rear mounted turret and finds its gameplay similar that of the Maus in that aspect.
Modules / Available Equipment and Consumables
Modules
Tier | Gun | Penetration (mm) |
Damage (HP) |
Rate of fire (rounds/minute) |
Dispersion (m/100m) |
Aiming time (s) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|---|---|
X | 120 mm Gun L1A1 A | 259/326/120 | 400/400/515 | 6.9 | 0.33 | 1.7 | 2850 | 300000 |
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
X | Rolls-Royce Griffon A | 950 | 20 | 952 | 100000 |
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
X | FV215 | 73 | 38 | 0 | 12000 | 82500 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- High DPM
- High accuracy (Good on the move as well)
- Very quick aim time
- Can use HESH against poorly armored targets
- High health pool
Cons:
- Rear turret
- Weak all around armor for a heavy, especially the side armor
- Ammo rack is weak
- Catches fire easily, with weak fuel tanks in the front
- Easy to track
Performance
The FV215b shares a few similarities with the American tier 10 heavy, the T110E5. Both have above average gun depression, both have 400 alpha guns with not-too-alien gun stats to each other, and they both have worthless side and rear armor.
More often than not, the trick to playing the 215b is to play it as a medium tank. It cannot perform on the front lines due to the low alpha (for a heavy) gun, poor armor, and significant vulnerability to artillery. It performs much better as a sniper where its quick aim time, high accuracy, and DPM to cut down opponents without mercy. Should the opportunity present itself, the 215b can also hull down successfully due to the moderate (7 degrees) gun depression and tough turret.
If you for example get a city map like Ruinberg and you can't hull down or snipe, you are generally out of luck as your low top speed and nonexistent camouflage values ensure you'd be bombarded by artillery or flanked if you would try to go with the medium group. At this point it's best to try staying one or two tanks behind the much more tougher heavies like the IS-7, E 100, and sometimes a side scraping IS-4. Wait for them to receive a shot, then peek out and fire back at the enemy once or twice depending on how fast your reload is compared to theirs.
Despite the rear mounted turret, don't try to side scrape all the time. Your hull armor is so weak that any gold round will pierce your upper front plate and unless at autobounce angles, will also always penetrate your hull armor. The only piece of armor you can expect to work sometimes is your turret armor, and side scraping should only be used to minimize exposure rather than bounce shells, or to pray that the shot gets absorbed by the tracks.
Suggested Equipment
Gallery
Historical Info