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Wot Newsletter Volume #3

Дата: 03.12.2010 22:32:25
Welcome to the World of Tanks Newsletter! said: Our goal is to weekly update with news events, new information on current issues, and interesting articles!
If you think you have a story or article that would fit in well submit the article to MrVic via PM on the WoT boards.
We plan to add some reporters/writers so submit your entries and how you might like to contribute!

MrVic: Posted Image

News Headlines said: Tankopedia!!! News Link Details
M3 Lee Renders Available Link for Details
French Armor to Invade World of Tanks Link for Details
Technical Director Mike Zhivets about WoT Link to Article
MMOSITE Readers Choice awards 2010 (Cast your votes!) News Link Details

MrVic: Posted Image

Main Discussions on the Forums said: Have thoughts or concerns? The following Threads are the main threads for discussing changes or feedback.
Match Making Thread Link to Main Topic
Post Patch SPG Thread Link to Main Topic
Spotting and Hiding Tanks Thread Link to Main Topic
v.0.6.2 preliminary discussion Link to Main Topic

MrVic: Posted Image

Hot Topic of the Week said: Preliminary Discussion v.0.6.2 !
Link to Discussion Thread
v. 0.6.1.5 - v.0.6.2.4 Note: Partial lists and Subject to change as internal testing continues.
Main:
- Added new maps: "Ruinberg" and "El Halluf".
- Added new battle mode: the "Tank Company Battle". A company of tanks with sum of tiers from 60 to 90 will get into a company waiting list where it will be randomly assign an opposing company.
- Added voice chat based on the Vivox technology. It works only for platoons in random battle, for companies in tank company battles and for training battle. The feature is still in testing hence is implemented with minimal settings.
- Added achievements: "Reaper", "Invincible", "Survivor", "Raider", "Master Gunner", "Kamikaze",
- Added medals: Kolobanov's medal, Billotte's medal, Fadin's medal, Wittmann's medal, Orlik's medal, Oskin's medal, Halonen's medal, Burda's medal.
- Added full dynamic shadows. The option is located in settings "Enhanced shadows". The shadows are in the testing mode so there is a possibility of artifacts.
- Added new interface for repair and resupply of consumables - "Service": added possibility to automatically replenish consumables and to repair the tank after coming out of the battle, possibility to quickly replenish consumables, ability to change the sequence of shells.
- Added controls settings in the game settings.
Gameplay:
- The doubled experience for the first battle (in a day) on each tank now is given not for the first battle, but for the first victory on the tank..
- Training battle does not count as the first battle anymore for the purposes of the doubled experience.
- The chance of hitting an inner module (except gun) increased from 33% to 50%.
- Removed possibility when any HE that explodes near a tank to damage internal modules, except crew members.
- The damage to inner modules from an HE that exploded on the tank armor is reduced by 50%, exception - crew members.
- Change experience transfer from a group of tanks. The experience from all tanks is collected so all tanks left with zero experience and then it is transferred. The remaining under 25 experience is placed on the last tank on the list.
- "Scout" is now awarded only if the team won.
- "Sniper" is now awarded if during the battle there was no friendly damage.
- The top tanks in the battle roster are now balanced not by the level but by the match-making "value", which considers type of the tank.
- The coefficient of heavy tanks for the match-making calculations is increased from 1.3 to 1.45.
- Reworked tank distribution tiers in battles.
- Fixed ability of lifting fallen trees with tank.
- Removed possibility of driving beyond the edge of the map during lag spikes.
- Fixed tank spawns considering type of the tank (SPG in Malinovka, etc.).
System:
- Fixed FPS drops during rendering of track prints.
- Fixed lags when destroying objects.
- Improved auto-configuration of graphic settings.
- Experimental feature. Limited speed of rendering in the loading screen, this should improve loading time for slow computers.
- Added some optimizations which suppose to end single sharp falls and dips in FPS.
Content:
- Multiple fixes of tanks' models and textures.
- Set a normal speed of track rotation on all tanks.
- Reworked and added destruction of some objects.
- Fixed some spots on the maps where tanks would get stuck or couldn't pass.
- Modified base flagpoles and flag animation.
- Added removal of rendering for some small objects at long distances.
- Reworked shot sounds of some guns.
Interface:
- Changed system notifications in the hangar.
- Fixed changing music volume level which worked only for battles.
- Multiple small interface changes.
- Added hints-tooltips on interface elements in hangar.
- Fixed purchasing a tank with a slot in hangar without warning.
- Fixed bug with filter "Location" in barracks switches by itself.
- Fixed invite notification, if the player is in the battle at that moment.
- Added display of User Agreement after the client launch.
- Added turning on/off of "after death" post-effect in settings.
- Removed ability to lower camera beneath the water level.
- Now after purchasing premium, hangar immediately updates to premium.
- Fixed UI bug when researching several vehicles and/or modules in a row using free experience
List of tank specs changes:
Germany:
Gun 75mm_KwK_40_L43: dispersion 0.41->0.4.
Gun 75mm_StuK_40_L43: dispersion 0.39->0.38.
Gun 75mm_KwK_40_L48: dispersion 0.4->0.39.
Gun 75mm_PaK_39_L48: dispersion 0.38->0.37.
Gun 75mm_PaK_40: dispersion 0.38->0.37.
Gun 128mm_PaK44_L61: reduced visibility after firing, +20 damage to all shells.
Gun 128mm_PaK44_L55: reduced visibility after firing.
PzII Luchs: reduced visibility during movement.
VK 1602: reduced visibility during movement.
PzIII: reduced visibility during movement, dispersion reduced by 5% during movement and traverse.
Pz III/IV: by 5% improved pass-ability on medium grounds, dispersion reduced by 8% during movement and traverse.
Pz V-IV: chassis rotation is matched with Panther's.
Tiger II: mantlet armor for top turret 65->100.
JagdTiger: 128mm_PaK44_L55 reload (in seconds) 10.4 ->10.36, 128mm_PaK44_2_L61 reload (in seconds) 10.6->10.5.
VK 4502: mantlet armor for stock turret 120->160, mantlet armor for top turret 120->180.
USA:
Gun 37mm_M-6_L53: price in credits 8350->2500.
Gun QF_6_pounder_Mk_III: penetration: AP 89->110, APCR 145->180, accuracy 0.4->0.38.
Gun 75mm_Gun_M3_L37: dispersion 0.38->0.4.
Gun 75mm_Gun_M2_L28: dispersion 0.39->0.41.
Gun 76mm_Gun_M1A1: reload (in seconds) 3.2->2.85, dispersion 0.37->0.38.
Gun 76mm_Gun_M1A2: dispersion 0.34->0.35.
Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, reduced dispersion during turret traverse.
Gun 105mm_Howitzer_M2A: reduced aiming time by 15%.
Gun 105mm_Howitzer_M4: reduced aiming time by 15%, HEAT penetration 60->53.
Gun 120mm_Gun_T53: aiming 3.0->2.4, reduced dispersion during turret traverse.
Gun 155mm_Gun_T7: aiming 3.0->2.7, significantly reduced dispersion during turret traverse.
Engine Wright_G200_m_781C9GC1 level 8->7, price in credits 72380->47600, chance of fire 0.2->0.25.
T29, Т32, Т34, Т30: fixed error with discrepancy between displayed and actual hull armor. Actual armor decreased by 20%.
M6, T1: reduced experience cost Wright_G200_m_781C9GC1 19800->10900.
Т-57: pass-ability reduced by 10%, reduced traverse speed by 2 degree/sec, decreased accuracy during movement and turning by 3%.
Т2 lt: reduced repair cost by 30%, increased ammunition capacity of 20mm gun.
M7 Priest: 105mm_Howitzer_M - reloading time decreased 13.95->11.76 (in seconds).
RamII: reduced repair cost by 20%.
Т14: reduced repair price by 5%.
T29: increased visibility of the tank, by 5% increased influence of movement and traversing on accuracy, 105mm_Gun_T5E1 - reloading (in seconds) 9.5->10, by 10% reduced speed of traverse for top turret, fixed display of frontal armor for both turrets, changed guns ammunition.
Т32: by 5% reduced pass-ability on medium grounds, by 8% decreased accuracy during movement and traverse, by 6 deg/sec reduced traverse speed of first tracks, by 2 deg/secк - of second, 105mm_Gun_T5E1 reload (in seconds) 9.38->9.4, changed guns ammunition.
Т34: changed guns ammunition.
Т30: changed guns ammunition.
USSR:
Engine V-2-54: increased horsepower by 20 h.p.
Gun QF_6_pounder_Mk_III: AP penetration 89->110, APCR penetration 145->180.
Gun 76mm_S-54: dispersion 0.4->0.36.
Gun 76mm_S-54_S: dispersion 0.37->0.34.
А-20: decreased visibility during motion and rest, improved pass-ability of top tracks on medium and hard grounds.
А-32: decreased visibility during motion and rest.
BT-2: decreased visibility during motion, by 6% reduced influence of movement and traverse on accuracy.
BT-7: reduced visibility during motion and rest, improved pass-ability on medium grounds, by 4% decreased dispersion during movement and traverse, view range for top turret increased by 15 meters.
Т-26: reduced visibility in motion.
Т-34-85: by 20% improved pass-ability on medium and good grounds.
Т-43: by 9% decreased influence of movement and traverse on accuracy.
Т-44: by 5% decreased influence of movement and traverse on accuracy, by 25% increased durability of tracks.
IS-4: armor: hull-upper plate 120->140, driver's lug 120->160, rear-upper plate 120->100.
Topic for discussion
Projected timeline - to be announced.
Attention! the list of changes is not full.

MrVic: Posted Image

Fake Tip of the Week said: Tip: The Maus does have a thermal exhaust port, But you have to use the force to hit it.

MrVic: Posted Image

Post of the Week: (Post by Whackjob) said: Day Three: My Pal Artie

1.) I finally have enough scratch to buy the (I think) tier 3 russian artillery, the SU-27 (number might be off). All right, I think, time to queue up a match and see what this bad boy can do!
2.) Hrm. Three red stripes. Fat tank, fat target! I think I get more money and XP by zapping these things.
3.) I suddenly remember that I'm supposed to hit SHIFT and see what happens. Next thing I know, I'm having bad flashbacks from when I was a year and a half old and being carried off by a hawk. Pretty neat! Much easier to plot shots this way, and with the dotted ring, I can better discern my artillery fan and dead zones.
4.) Fat tank, fat tank! I put the fatty tank right in the middle of the beaten zone oval and fire. The shot falls short and the tank doesn't even bother getting out of there. Hmmm.
5.) Shot away! This one falls short again. Is the oval off or something? A sharp eyed enemy artilleryman ends my initial experiment.
6.) Next round. It's that damn map with the mud fields with the island in the middle. Not a lot of cover, so I can do some good gunning here! We start at the top of the map. I have the team of horses pull my bomb wagon to the west to support the two heavies we've got going to cap our flag. I set up in a place I think can adequately cover both them and the center island. A heavy tank appears! I aim in on the island, behind cover from direct fire from that side, and do the SHIFT thing. I put him in the center of the oval and fire. HIT! What the... I don't even... 2% damage. Wonderful. All the work to get this thing and suddenly I find out, at the worst possible time, that I've somehow bought the skim milk of tanks. Before I can fire again, yet another sharp eye-d artilleryman aborts my experiment. My team loses.
7.) I'm brewing up another pot of coffee while I mull over what's been going on. I need to better place my shots, and I can't sit behind cover and fire in safety, because the enemy arty is waiting for just that. I need to adopt better tactics. Then it occurs to me... I'm treating the aiming oval like a two dimensional object. Of course! In a fit of comedic inspiration, I facepalm myself and spill coffee on my pants. My burnt junk will be a reminder of my failure to perceive the obvious.
8.) Next round. It's that delightfully open map with train tracks on one side, a road on the other, and bushes and the like in between. All open! The match starts and I advance forward, straight down the center, correctly anticipating all enemies to filter down either side. I get to just short of that rise in the middle, get behind a line of bushes, and rotate my tank so that forward-backward moves me laterally in respect to the enemy flag. I'll explain why here in a moment.
9.) First target! Fatty tank, and he isn't even moving! Now to try out my aiming theory out. I get put my oval down over the target so the leading edge of it touches the near side of the tank, with the rest of the oval going through and behind him. I fire and slam down on the W key. Hit! The skim milk tank takes another 2%. I get out of shift view just long enough to see counterfire from enemy artillery hit the spot I was just in. Dodge theory panned out, aiming theory panned out, alright. I'm on my way! I fire at a multitude of other targets and survive the round, garnering for myself three kill shots and a lot of damage overall (well, a lot more than I used to do).
10.) I spend the next couple of hours Getting the XP I need to get that tasty looking 127mm cannon for the skim milk tank. I'm also practicing fire-and-maneuver, and I learn to keep up with my main line of advance (our heavies and the like) so if something sudden does crop up, I'm already in position to fire on it. I even off not a few enemy artillery that's higher tier than I am. I'm doing pretty good with artillery, now!
11.) I'm down to the wire. It's 12:30am, I got work in the morning, but I'm about 200xp away from getting that big fat gun. I play another round and it ends. 194xp. No prob, one more round will do it.
12.) "Server down: Scheduled maintenance". Fffffuuuuuuuu.... > Ok, ok... time to make the call. Do I stay up, even though I got to work in the morning? Do I go to sleep, wake up early, and do the last bit for my gun while I'm chugging the morning coffee? ...no, now that I think about it, odds are I'll still sleep through the alarm and not get the gun until after work today. Unacceptable!
13.) I watch a subtitled episode of Gaki no Tsukai ya Arahende! while I wait for the server to come up. (Youtube, silent library, ring any bells? That's these guys, and it's a tiny sample of their awesomeness)
14.) Server up! I join a match, do the skim milk thing against a heavy, and die in a few minutes. The match ends and I finally have the XP I need to get my gun. With considerable glee, I go into the research window and research the gun. Then I notice: Unassigned experience: 513. Ffffffuuuuuuuuuu...! Oh well. I got my gun.
15.) I slap that bad boy on the tank thinking to myself, "No more skim milk business, man. I'm about to go whole milk on their asses." I notice I get two round choices... they both look like identical types, but one is twice as expensive and merely has a different serial number on it. The heck? Then I see the damage / penetration numbers. Hrmmm! I buy the more expensive ammo and go into a match.
16.) It's that desert map with the creek in the middle and the town on the other side. I'm on the "higher" side of the map. I set up in what I think is a good spot, and start muttering to myself, waiting for a target. Nothing comes. I say to a teammate, "Got my 127mm gun finally. This thing's so powerful, that when I fire it, every nun in the world will miscarry."
17.) Fat tank, fat tank! It's not a heavy, but a medium, but I'm not feeling picky at the moment. "This is the last match I'll do tonight, since I got work in the morning." I think to myself. I fire and hit. I take more than half the life off the tank and my jaw drops.
18.) Fatty! There's a heavy tank! Is it going to be skim milk, or whole milk? I fire and hit. Not 2% damage this time, not the 6% or 8% I was hoping for, but I peel off a respectable 12%! Whole milk, baby! With extra vitamin freakin' D. I survive the match, getting a handful of kill shots, and doing a very pleasing amount of damage to the heavies. The match ends and I net about 400xp and 5k in cash. My jaw drops again.
19.) Then I see that the ammo reload is going to cost me 2,000. Hrm.
20.) I queue up for the last match of the night. Work in the morning and all. And I mutter to myself, "Need more material for day three..."
21.) It's that vaguely urban map that's all forested, a railroad track down the middle but not quite center, with just trees on the other side. That smaller map, you know the one. I peel off into the tree side of things, set up in a good spot, and start sending out 127mm sized chunks of how's-your-father? Nothing real notable happens and the match ends with a win for us.
22.) I queue up for the last match of the night, and this one's the open map with the track on the left and the road on the right. Or vice versa. My memory's lousy today due to lack of sleep. Anyways, I did here like I always do, I advanced up the middle and fire at the edges of the map. This goes well, until enemy arty kills me. There was no enemy arty firing on me the last map, and I'd gotten lazy.
23.) I queue up for another round and it's that one map, where there's a shoreline or something in the west, and small towns in the east. I'm starting in the north, and I drive up to that elevated little shelf and set up shop there. Before long I note that arty is spattering the places I'm firing from (I remember to jink back and forth this time!), and I start trying to find out where he's shooting from. We trade shots for a while, but then he correctly guesses that which direction I went this time and zaps me on a blind shot. Gah.
24.) I'm just about to queue up for another match before I notice it's around 3am and I gotta be AT work in six hours.
So that was day three. I learned a heck of a lot about artillery, and it isn't nowhere near as easy as it looks. Light tanks are my nemesis, and they know it. Enemy artillery is always watching for me, and I have to act as if every gun in the world is firing at my spot every time I take a shot. I'm also earning more money than I've ever been, so I might just keep working at artillery for now, and use that to help boost me up the tank killer tree, as well. I understand artillery now. It's not an easy button, it's not god mode, none of that. But it is a great way to get hits without the travel time, and all for the low low cost of tons of frustration and the indignity of being helpless against light tanks with a clue.

MrVic: Posted Image

A Look to the Future said: Some of the frequent questions and things to come. (Following List are changes in testing and Subject to Change)
Keep in mind these are changes for testing purposes
1) - Fixed the ability of a tank to raise an already-fallen tree. (WoT finally won its war vs Mother Nature and the miracle trees!)
2) - Lowered the chance of damaging the gun when it is hit.
3) - Increased ammo capacity for 2mm gun on the tank M2 Lt.
4) - HE damage lowered, for internal modules, except for crew members, for shells which are exploded on the armor of a tank.
5) - Removed the ability of any HE to damage internal modules except for crew members, for shells which are exploded near a tank.
6) - Fixed the incorrect tank scale in the garage.
7) - Chance of hitting a crew member is lowered.
Archive of past Newsletter information.
1) Further Details on Soft wipe See "Hot Topic" Section in Newsletter Volume #2
2) Currently in testing sneak peak at US changes. "Gun 90mm_Gun_T15E2M2: dispersion 0.33->0.32, lowered the influence of turret traverse on dispersion.
- Gun 105mm_Howitzer_M2A: -15% aiming time. - Gun 105mm_Howitzer_M2A: -15% aiming time, penetration of HE 60->53 - M7 Priest: 105mm_Howitzer_M - reload time decreased 13.95->11.76"
3) Currently in testing sneak peak at German changes. "- VK4502: mantle armor for stock turret 120->160mm, mantle armor for top turret 120->180mm.
- Tiger II: mantle armor for top turret 65->100.- 150mm_sFH18_L30 (Hummel): decreased dispersion 0.4->0.37"
4) Farming improvements for many WoT residents "- Fixes for some fences "
5) Fixed FPS drops during rendering of track-prints.
6) Clicking on "Apply" button in the window service now replenishes munitions and consumables, and repair the tank for one-click.
7) 2 New maps Named El-Halluf and Ruinberg (See Pics of the Week section for images)
1) US Heavy Tier 7-10 Adjustments. Weapon Changes (120mm_Gun_T53: aiming time 3.0->2.4, increased accuracy during movement and turret traverse.
155mm_Gun_T7: aiming time 3.0->2.7, increased accuracy during movement and turret traverse.) Armor Adjustments (T29, Т30, Т32, Т34: fixed error with discrepancy between displayed and actual armor of the hull. Actual armor decreased by 20%) Other Adjustments in testing.
2) Light Tanks, There are improvements coming for Scouts. A few examples full list to come. (BT-2: decreased visibility in movement, by 6% reduced influence of movement and turning on dispersion.
BT-7: decreased visibility during movement and rest, improved passability on medium grounds, by 4% reduced influence of movement and turning on dispersion, view range of the top turret increased by 15 meters.)
3) Medium Tanks, There are improvements coming for Medium Tanks. A few examples full list to come. (PzIII: reduced visibility during movement, by 5% reduced influence of movement and turns on dispersion. Pz III/IV: 5% improvement pass-ability on medium grounds, 8% decreased reduced influence of movement and turns on dispersion. Т-43: by 9% reduced influence of movement and turning on dispersion. Т-44: by 5% reduced influence of movement and turning on dispersion.)
4) New Maps, We should see 2 new maps Early/Mid December, One Desert Map, One City Map.
5) Tier 9 Medium Tanks, US, German, and Russian Tier 9 Mediums. Current time frame end of December/Early January. See "Pictures of the Week" for a sneak peak.
6) Coming Patch Times, Patch 0.6.2 (2 new Maps, Team Mode "15vs15" and Match Making Re-balancing) Early/Mid December, Patch 0.6.3 (New Vehicles Tier 9 Mediums possibly more tanks)
7) US Tech Tree, Adjustments to US Tech Tree. 105mm Howitzers will be available for M6, T1 Heavy, M4A3E8 (Easy 8).
8) Clans, In game Clan formation, 100 members, Clan creation will have a small one time gold cost. Subject to change Date coming soon.
9) EU Server Cluster, Server up Early/Mid December. Posted Image
10) Soft Wipe, We should see a soft wipe with the EU server coming online.

MrVic: 10) Soft Wipe, We should see a soft wipe with the EU server coming online.
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Pictures of the Week said: Note: Many of these images are from projects in progress. They should be considered Alpha images and not final
Tier 9 Soviet TD with BL-10 gun
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Panther II
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T-54 and map El Halluf
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Geschutzwagen Tiger E-Series and map El Halluf
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Preliminary French Tech Tree
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MrVic: Panther II
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T-54 and map El Halluf
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Geschutzwagen Tiger E-Series and map El Halluf
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Preliminary French Tech Tree
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Weekly Web Comics said: The Loltraktor Chronicles by: Wallachia (1st Armored Division) Link to the Authors site.

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Joe & Hans By Breyd1971 (TankBusters)

http://i6eqeg.bay.li...mic4.png?psid=1

MrVic: Joe & Hans By Breyd1971 (TankBusters)

http://i6eqeg.bay.li...mic4.png?psid=1
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Stories from the Front said: Diary of Unteroffizier Meister By: ElcomeSoft Link to Author's site

Much maligned Malinovka
Date: 02 December 2010 10:32:17 UTC
Tank: JagdPanther
Designation: 'Feuerschutz'
Crew: Unteroffizier Meister (Commander), Unteroffizier Muiziere (Gunner), Unteroffizier Meindl (Driver), Gefreiter Fischböck (Radio), Unteroffizier Pellengahr (Loader).
We lay in wait for an enemy advance...
We expected a mix of tanks, no artillery which pleased our crew no end. Those high explosive shells of doom, though random in their dispersal, could be devastating if they came down nearby. More than once in our long career have our tanks, Feuerschutz included, suffered track damage at the hands of an SPG shell landing a little too close for comfort. Whether debris is caught in our tracks, wheels bent or just the ground has been made less than ideal for even a tank, the outcome is never pretty.
The scouts that went out early this morning reported several super heavies heading towards us. We hadn't heard from them in several hours. That meant they were observing radio silence... or they had... As it turned out, our scouts encountered a little bit of enemy fire and suffered various bits of damage to their engines, transmission systems of some sort and had to abandon their tanks. We picked them up several days later as we swept through the area.
Our defense was sound. Tank Destroyers hidden in the bushes and several heavy tanks went hull down, exposing only their thickest front turret armour, in whatr remained of some buildings. We had a clear view of the battlefield in front of us and could see our carefully made choke points ahead, ready for the slaughter.
Their light and medium vehicles made a push. We let them through the chokepoints until they had seperated from their heavy tank backup and select units lit them up. It was a massacre and several carcasses were left smouldering after just a few minutes. None of their advanced party lived to tell the tale to others and I doubt they managed to squeeze out a message before they met their demise.
Our front line fell back into secondary defensive positions to help make sure the enemy heavy tanks did not spot them. Having one of the larger barrels on the field, Feuerschutz stayed put, not having fired at any incoming tanks.
It was a long wait before their heavy tanks came into view and we gave them hell. With military precision, every gun fired simultaneously and we watched shell after shell being fired towards the enemy positions, kicking up dirt and biting into cold steel. It was a sight to behold and we almost let it slip from our grasp....
The enemy had flanked us and already taken out several tanks who were oblivious to the new threat... our well planned massacre had been executed to perfection.. but they were on the very edge of creating a massacre of their own.
As our flank fell, the enemy distraction through the centre faltered and was mopped up by our forces. The main crux of our force, now free to turn towards our exposed flank managed to return fire on the enemy ambush.
Some brutal fighting ensued. It is not an ideal situation for a JagdPanther to be in. We excel in killing but make for an easy target if we lose support. Fortunately our experienced comrades realised this pushed their KoenigsTigers around our flanks to give us all the protection we needed.
The details of such swift and decisive battles merge together into a blur and to try and describe what really happened is impossible. Suffice to say that despite the enemy turning our tactical advantage into a disadvantage with a clever flanking push, we crushed them to the very last tank.
Feuerschutz came out unscathed from this battle. Several minor dents where the weaker enemy shells bounced off out front glacis and some paint scorched off by what looks like a high explosive round, nothing that will keep us out of action for long.
The mechanics tell me that we should expect some minor tweaks to the tank in a couple of weeks. Maybe some engine tuning and sight tweaks direct from the boffins at HQ. Any improvement is welcome... but I wish they would find something better to feed us....

MrVic: Posted Image

Tank Skin of the Week said: This weeks random featured Tank skin is by "Hangman4358"
Desert Tiger
http://i64.photobuck...an4358/t1s2.jpg
http://i64.photobuck...an4358/t1f2.jpg
http://i64.photobuck...an4358/t1b3.jpg

MrVic: Posted Image

Community Driven Events said: Historical Battles, Organizer ZorinWarfield. Link to current battle being setup. Historical battles Link
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MrVic: Posted Image

Help Wanted said: Currently were seeking members to right articles or submit entries for the "World of Tanks Newsletter" If you would like to submit an entry or article please send it Via PM to MrVic
Also seeking a Writer for articles based around the idea of "Tourist Guide to WoT Maps" Basically written as a silly badly done tourist guide :)
Applying to help with the news letter will be done through submissions of articles ect. Benefits for Writers/Reporters may be involved in the future.

MrVic:

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