War Thunder: German ground forces Rank V- review and analysis

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everyone welcome to the channel sorry this video is finally done things happen this month which I might at the end but anyway not too many vehicles to cover today but as they're all fairly unique this video is still fairly long I guess so time stamps should be in the comments below if you'd like to skip ahead anyway let's get into it as always I really hope you enjoy [Music] so first off today we have the jpz for five a highly mobile tank destroyer with the same gun as the ru251 and although it's very fast and with a very potent gun it's the survivability tied with a lack of turret that really lets it down its armor is superficial really every conventional tank can you can meet around this BR will be able to cut through it the only thing that protects against is autocannons really the gun though will work fine when upgraded this thing's stock ground is APCR so you're going to want to go for the heat or the Hesh as fast as possible and thankfully the heat is only it's here two mods so hopefully that won't take too long apart from the stock APCR round this gun is identical to the ru251 s gun although the reload is shorter at 7.2 second stock compared to the IU's 9.8 which is a decent upgrade however because this tank of course has no turret it's a lot less functional than they are you and again even the previous tank in the line the Bulldog arguably has more viability down to the turret even though this tank has impressive speed as it lacks the turret it can't use that speed to be aggressive to the same degree the other light tanks can because this tank of course has to be pointed towards an enemy to fire and if you're on the flanks that leaves your side open to fire and if you get hit in the engine it's game over this makes it quite difficult to skulk around behind enemy lines as reacting to enemies always take a few seconds longer than this tank as it needs to first turn the hull level off the gun and then scope the enemy in this annoyingly makes the speed advantage it has somewhat less effective as flanking and pushing around behind enemy lines isn't really a viable choice with this vehicle most of the time it's another of those vehicles where its speed is almost a detriment to it as it's easy to get carried away and drive until you me an enemy which really isn't the way to go what this tank does do well though is snipe the heat round of course will work great at range and it's hand them with this the jpz is high zoom on the scope so once you get the hang of how the velocity works it won't be too hard to go for ammo racks or certain crew members additionally as it's also very small hitting this thing of range is fairly tricky and even then if incoming rounds start getting close you can use they're very responsive reverse gear to zip away up site and re-engage most of the time if you're confident with the lead you'll have around three shots on an enemy before they can react and range you in as this thing reload is pretty good but he isn't the most damaging round and it'll certainly struggle to take out the American heavies but for most vehicles especially Russian vehicles they should be able to finish off enemies in a few hits the main problem with this vehicle though is that it doesn't offer a huge amount of advantage over the m41 bulldog that comes before it it's faster in a straight line but even then the acceleration is slower the gun is more damaging with the higher caliber and around 70 millimeters of extra penetration but the reloads are very similar and the Bulldog is turreted which for a light vehicle is almost the necessity for the play style and personally I'd honestly take the Bulldog out over this vehicle just because it adds so much more versatility to the lineup and to the playstyle itself this tank can work really well but it requires so much more effort to make it truly excel whereas the bulldog and the ru require much less effort and performed fine really the jpz is much better at sniping but that's a fairly small niche and not even a viable play style on some maps these other light tanks can snipe too and also perform as light Scouts running the flanks and supporting the team and the jpz just can't really do that pros good mobility fast reload and good firepower at the cons poor survivability and low versatility what's our verdict well it's a toss-up between considerate and avoid it really and I'm leaning towards avoid it if you can get the jpz in a good spot it can work really well but combines the Bulldog it just has so much less applicability in battle and especially if you're a newer player you'll likely get better results with the Bulldog I'd only really recommend this over the Bulldog on the Ru if you're very confident with your map knowledge all and although I'd like to see this thing get active scouting really if it did I'd probably consider taking it over the Bulldog as it would give it a bit more substance for now though it's not really worth taking out next up back to some light vehicles with the German BMP one there's no real differences between this version and the Russian and Chinese variants apart from the decals on the turret that you can't take off now the BMP one is more of a support like tank when compared to vehicles like the Bulldog and ru which can be a bit more aggressive as the BMP one is very very vulnerable pretty much constantly and even though it has all of the sets to be aggressive more often than not it'll get taken out before you can really do a whole lot of damage this tank comes with basically two sets of weaponry options stock you have an Auto loading 73 millimeter main gun at six seconds fixed and an 80 GM that you need to guide with the keyboard that's not amazingly consistent but when you unlock the bmp-1 P upgrade module you get a much more effective Mouse same ATGM but the autoloader is removed however the reload without the auto loader is actually faster if you have a decent crew so you'll suffer no real drawbacks and using the P upgrade really the main gun offer BMP isn't hugely effective over most ranges it's a heat round that can cut through a max of 300 millimetres of flat armor but the velocity is fairly slow at only 665 meters per second and unless you're confident with the gun you'll likely be missing a few shots at range which isn't great for this sort of tank as it works best when it's completely unseen and missing a few shots is usually enough to get you spotted of course you never really want to be spotted while playing any light vehicle but because the BMP is so large and easy to hit it's even more important that you stay hidden this tank has its advantages at long-range and close range but there are notable drawbacks for each play style a close range the main cannon is much easier to use and due to this things speed it can flank fairly well but you are much more vulnerable here as if you get seen you're basically already dead additionally because the turret is positioned centrally you can't peek corners at all so if an enemy is aware of you you can't do anything but let them come to you and that's not always going to be the way most engagements play out also wherever you fight as the main gun doesn't have the best damage output I'd aim to disable the breach or cannon first and then finish them off with your next shots you can't afford to take a hit from anything so removing your enemy's ability to fire is the most important aspect staying in the fight the reload rate of the cannon and ATGM is generally so fast that engaging enemies this way won't really lose you much time overall and will largely keep you in the fight longer as well be aware of soft cover like fences and bushes while you're playing the VMP it can only fire chemical rounds to get triggered on soft cover so there's a bit of a risk in playing in urban areas with fences or around lots of foliages again a misfire like that could allow enemies to your position which you really want to avoid a long rain though you can keep yourself a bit more protected than the terrain by hiding your hull and using the upgraded ATGM to hit enemies over distances which is pretty consistent however your main gun is very very tricky to use here and as you only have 480 GM's once they're expended you're going to need to advance over all I found the most consistency with this vehicle playing at long range from the start of the match using up the atgms and scouting and then pushing into the map to try and support the team and put the main cannon to use a close-range the 80 GM's will still work fine but you might as well use them at distances where you can keep yourself safe because of the mobility the BMP can react to how the match plays out fairly easily if the team is pushing and doing well you can quite comfortably join them and push as long as you stay around cover as well if this is how the match is going I would consider pushing to a friendly cat points replenish your 80 GM's as well the mobility does also allow for an aggressive push early in the match to get to a good camping position you don't want to be caught out on the move of course but if you can reach a good spot before enemies push too far into the map you can really be a menace just down to how fast this thing can fire so although sticking to range is safest and arguably the most consistent if you have good knowledge of the map you're on and know where the good positions are using the BMP speed once upgraded to play in a spot like this is a good call as it really lets you maximize its potential it is a risk but if you can play somewhat concealed you'll likely get a fair few kills and a lot of scouts pros great firepower options fast reload and mobile and the cons poor swap ability and low versatility verdicts I would get this one it can be a bit harder to use in the Bulldog but it easily has more potential especially in the high tiers and really a tank like this at least as far as the game is concerned is sort of designed to be knocked out so you can take out cheap casts and for that it's great the rapid firing of the cannon and ATGM combined with the speed scare caps and the scouting ability really gets you a lot of spawn points it's great of getting assists too so if you're a fan of maximizing your cast potential the bmp-1 is a really good choice next up is something a bit different this is the rocky jagdpanzer to a pure 80 GM vehicle it's on the hull of the jpz 4 5 s the armored and mobility are identical here the missile it uses is the SS 11 which has pretty high damage and penetration it can cut through 600 millimetres of flat armor with nearly three and a half kilograms of explosive filler which is massive really however it isn't now seems who needs to use the keyboard controls to aim them it comes with 14 missiles and each launching mechanism has a separate ammo pool so if you fire only using the left missile it'll eventually run out of ammo and not use up any ammo for the right missile the launchers can depress slightly as well which can be useful for firing over angled terrain and as well as this each missile can traverse 90 degrees to the side which adds even more versatility so the missiles are fairly hard to aim but they do a lot of damage when they hit and because of how the missiles are set up you can fire on enemies while being completely concealed behind cover which is a huge advantage really so this is a location I'd aim to play around make sure if you can that at all times your hull is covered as any a PhD round up well any round really is likely going to one-shot the tank from the front the next hurdle is working out what range is the best to play at and mid range seems to be the most consistent a close range the missiles can miss quite easily and as the reload is fairly long you could get caught out on close proximity at long range you're very safe and can engage a lot of targets but keyboard controlled missiles are very hard to aim over distances and different enemies on the move it's likely they'll be able to dodge your missile as well as this from long range you can't really engage enemies in partial cover as this missile is so slow any enemy will have plenty of time to back off into cover to avoid it mid range is really the best of both worlds you're still protected and that around 500 to 800 meters or so the missile won't be too hard to aim and of that range chances are enemies won't have quite enough time to react to the incoming missile and dodge it it does still work a close range and long range but the middle distances where it has the most advantages a good thing about this vehicle as well is that it works on most maps were the other tanks you have access to you don't it can utilize any area of the map with hard cover which is a huge asset and it also works fairly well and upstairs is your armor doesn't really hold it back at all if you're in complete cover all the while the missiles will still do heaps of damage it doesn't huge viability on flat or urban maps though you could play aggressively running up to enemies and shotgunning them with the missiles and this is good for a bit of fun but not really they're looking to grind and really get the most out of the vehicle I play on maps with long sightlines and plenty of hills or ridge lines to choose from that's where this tank works best as if you're playing out in the open you might as well have just played a normal tank this thing doesn't really work well out of cover or on the move it's all really you can't actually fire the missiles on the move and needs to be a complete stop and on top of this as they're fairly slow chances are if an enemy sees you and can hit you they're likely going to take you out before you even come to a stop and way before you've launched the missile so cover is very much your friend also try and pick as open an area to cover as possible if you're watching a sight line with lots of hard cover if you miss a shot an enemy will just rush to the closest piece of cover and try and wait you out and this can be really tedious as you can't really push an opponent in this position so if possible try and cover a long open stretch of field so maximize your killing potential pros good mobility great firepower and can fire from concealment the cons poor survivability and low versatility verdict even though it's very situational not the easiest time to use I'd still get it being able to fire from behind complete cover is a huge advantage and as well it'll work great and up tiers where some of the other vehicles you have access to you won't it wouldn't be the first tank I take out on most maps but in the right situation it can work really really well next up is the m4 CAA to see another American tank in German service this is a fairly new addition and cost a little bit of controversy recently as there are m48 in the American and Chinese tree at a be are higher at 7.3 whereas this German one is a 7.0 as well as this the German version has a slightly improved engine making a bit faster so it's better and a lower Br and this is apparently down to how it's performing I'm told it's performing around four times worse in the American and Chinese m48 and this likelies downs the algorithm picking up all the new players rushing to play at stock all at once with the ever-present stock APCR round and performing poorly it's performance overall is helped by the lack of lineup for either it could be either of these things or a number of other factors but for the moment it's 7.0 although I imagine what everything levels out it will join the other m48 in the future the emphasis here itself though when upgraded is a very effective tank and one that can be obnoxiously summed up as a tank tank and then it's one of those vehicles that can just do everything it's mobility is effective and responsive the armor can be good and the firepower as well has the potential to deal with basically anything annoyingly this tank does come with a stock APCR round but it does have access to a PhD it's here one and the heat round at tier three the APH Iran doesn't have a huge amount of penetration but due to the filler if it does penetrate it will do a lot of damage and likely one shot without too much trouble mobility as well let's this tank do everything it needs to it can sit in the low 40s off-road and turn a maneuver very easily when the mobility upgrades are unlocked it also has a 12 kilometer an hour reverse gear which is pretty nice armor as well can be surprisingly effective although not consistent apart from weak spots like the turret ring and Coppola a fair few a Phe rounds will struggle getting through this thing the upper play of the hull will bounce pretty much all ap HC rounds and common guns like the American 90 will really struggle getting through the turret as well overall your armor will likely save you from snap shots taken quickly but if an enemy has the time to aim at you they will likely pick out a suitable weak spot so again a bit like the King Tigers you can wiggle around a bit the hull Traverse is good so in swinging it from side to side and making little movements with your turret you can really throw off your enemy's aim although if you're doing this be careful not to overdo it as the side armor of the turret and hull is very weak this tank is close to being universally capable which basically means there's no set play style that works best overall because it doesn't have any huge detrimental this advance just to nullify it can brawl a close range of you're careful and upgraded and snipe effectively as well as it does have a rangefinder there are a few things to avoid though the Coppola is an a Phe trap so if you're cresting a hill an enemy with a PhD can fire in seal Coppola and have a chance of wiping out the turret crew before you even get a chance to take a shot so if you are in this situation don't peek over cover if an enemy is watching you as they were likely to sable you before you even get a chance as well be careful when driving around corners as the side armor is very weak so either try to roll the hull around the core or if an enemy is watching you you could try basing a shot with your angled front plate but only if your enemy doesn't have Sabo or heat as there are ammo racks in the front of the hull the last thing to consider is what round two main really the a phe all the heat the a phe doesn't have a huge amount of penetration but loads of damage potential and the heat has high penetration but a smaller cone of damage although it will almost always blow up an ammo rack if it hits one at 7.0 you can probably get away with meaning the opiates you run for some quicker kills although the higher be ours I'd mean the heat but take a fair amount of a Phe as well disabled with the heat and finish off with the AAP achieve if you main the a Phe round you run the risk of meeting t29 s t-54s Congress etc which you can knock out frontally with the O Phe but you need to hit some quite finicky weak spots so for safety and longevity I would main the heat round when you unlock it pros good mobility decent armor and great firepower and the cons constant weak spots verdict died easily get this one and let's VR it can be a menace its rounds negate all armor really and it has some ability to get the tank where it needs to be and just enough armor to save you from time to time and really that's all you can ask for it will stop excelling at the higher be ours but even then it's a decent backup due to the heat round this one is easily worth speeding so next up probably the most famous tank this tier the leopard won a brand new design and the start of a new direction for German tanks the leo is very mobile and equipped with the 105 millimeter l7 cannon with Sabo Hesh and heat pretty standard it also gets a rangefinder too as for its speed it can cruise at just under 50 km/h offroad which is pretty great on top of this it's very responsive to input and can reverse turn and maneuver effortlessly really what a sacrifice is though is armor and protection the hull front is 70 millimeters thick and the turret does have some armored spots but largely you won't be bouncing rounds from any contemporary guns even s.p.a you can cut through the turret so like most tanks of the week armor the Leo works best when it's unseen which means that you don't really want to be playing at close range there's no benefit at all really to actively choose to play the Leo in close quarters it basically loses all the advantages here pretty much the gun works great arranged with the rangefinder you'll have no trouble landing shots and the mobility ez allows for you to be able to duck in and out of cover to pop off shots reposition and run around the map easily a close range all that really changes is that enemies will have an easier time taking you out frontally this thing is a one shot for a Phe at some angles certain APH he rounds might bounce on the upper plate but the lower plate turret and angled sides are always going to be a really easy shot to penetrate and as well Sabo and he of course would likely be able to disable little critical components to the hull as well because this thing is so mobile and additionally because this tank might actually be the first truly mobile vehicle yarn lock in the tree if you choose to skip the lights and line you might find yourself getting carried away with the Leo's mobility and really that's the most detrimental aspect to this vehicle in my opinion this is something I've mentioned before but I will bring up again here in this game it's very easy to kick into also pilot where you don't really think about where you're going in the map you just hold W until you see combat and that works well enough for vehicles that can somewhat rely on their armor but it doesn't work at all with the leopard and because it's so quick you might find this happening quite often you're never going to want to drive out into the map to plan on fighting enemies head-on because this tank is so weak you'll likely lose in a one-on-one fight in the open on equal ground against other 7.7 MBTs the leo has the least passive advantages but you do have the assets to make sure you can engage enemies from an advantageous position and not meet them in a head-on situation like this so you're going to want to disengage the autopilot in your head and beeline for a ridge line or sniping spot in cover and engage a range the heat is a bit tricky to land at range but the Sabre is quite easy but in any case if you have the rangefinder unlocks this won't really be a problem the Leo easily works best at long distances your harder to hit and your cannon will still be able to hit hard from miles away compared to the other 7.7 's the Leo excels and mobility where the others generally excel more in armour so your mobility is what you need to focus on to beat your enemies but just don't use it to rush into the middle of the map or to a cat point to engage at close range use that mobility to head to a decent spot and cover a sight line at distance if possible also remember to hide your hull to your sorry is the weakest part of the armor frontally but much harder to one-shot through the turret if hit with saber or heat there is a chance the round will hit ammo but most of the time around we'll just take out one or two crew members and disable the breech and drives and because your reverse gear is so responsive you can easily slip away in repair and once ennemy stop coming into sight then you can use the mobility to push out of cover into the map picking off enemies and driving them cover to cover you can easily still play like this as long as you're not spotted so the Leo is still versatile in that sense as long as you don't push it you really don't want to be caught in the open especially if you get into a situation where you and an enemies snap shot each other chances are you'll come off worse all your rounds apart from Hesh which I wouldn't consider maining have a fairly damaging but narrow cone of damage so if you do snap short and don't aim for critical components it is possible you won't disable your enemy's ability to fire whereas it's very likely that your enemy will be able to disable you so what I'm trying to say really is although it might seem tempting to use your newfound mobility from the offset and push it to the max it won't keep you alive for very long sit back snipe and you'll easily get the best out of the Leo pros great firepower great mobility and versatile and the cons poor survivability verdict is an important is it of course get it it's a really functional vehicle and it'll likely take a lot of getting used to you but once you crack it you'll have a great time and this is fairly similar to later tanks as well getting good with a Leo one will set you up nicely for the other MBTs down the line next up are an Sierra steer the kugelblitz this vehicle is on the standard panzer 4 hull and is equipped with two 30 millimeter guns MK 103 s which are actually the same ones found on aircraft like the m e4 10 HS 1 through 9 and the Dornier 3 through 5 s they're pretty effective against aircraft were a bit harder to aim than some of the previous hunter years before this vehicle all German an CAS either used the 20 millimeter cannons or the 37 millimeter cannons which largely all lead the same so by this point you're probably very used to one or the other and as the kugel uses a completely new cannon adjusting to the lead might be tricky to start out with once you start connecting shots though the damage output will be pretty effective also as it uses the MK 103 s it does have a to a belt that contains an HVAC round that can Penn 95 millimeters of flat armor which is pretty good for an AAA like this it can penetrate pretty much all tanks Sidon and frontally can take out barrels and trucks pretty easily as well as far as playstyle goes there's not really a huge amount I can say that you don't already know if we're attacking aircraft make sure you're not in the open and if you have only around 50 rounds or so remaining flush the rest of the Bell and reload a new one the kugel has a 13 second stock reload so you don't want to be caught out with no ammo as long as you can make sure you engage with enough ammunition you should do fine on both fronts although it might take some time to practice your lead with the guns as they do have a fairly disparate velocity to the anti-air view so far it's fair to say it's a bit less effective against aircraft than the Austrian - just down to the velocity and the reload but it's much more survivable as the turret is an open-topped and it can deal with some tanks someone effectively so overall it has slightly less anti-air potential but much more versatility pros good anti-tank ability versatile and decent survivability for an AAA the cons long reload and average anti-air ability verdict I'd still get it it's far from unusable against aircraft it'll still do really well it might just take a while to get the lead and work around the reload and once you unlock the HR up belt you can hunt tanks to a certain degree as well overall it's not the easiest to use but it's fairly versatile for an anti-air so it'll do well around this BR so next up is the last World War 2 era tank in the research tree the YAG tiger a vehicle with some overwhelming advantages and overwhelming drawbacks first of these advantages is of course the armor the front of the case-mate is 250 millimeters thick making the AG tiger frontally invulnerable from most a Phe and AP rounds with only sabo and heat getting through it's on the hull of the king tiger as well so the armor there is the same meaning that the only frontal weak spot really is the lower plate which can be cut through by early Sabo and some high caliber AP and a Phe rounds for its cannon it's of course equipped with the 128 which is devastating if it penetrates but it's let down a little bit by the reload as despite having two loaders the reload speed stock is 23 point six seconds which is a very long time and gives her enemies and block to flank you which is a fairly easy thing to do as this tank is incredibly slow and unresponsive if an enemy gets close to you there's not a huge amount you can do as the AK Tigers ability to turn and maneuver even when spaded is very poor so all of this of course leads to a play style more suited to engaging enemies at distances which negates a lot of this tanks drawbacks the lack of mobility doesn't become a huge issue and while the long reload isn't the gated it does make you less vulnerable because of it which is the best you can do really while playing this tank it's important to recognize which enemies actually pose a threat to you this is predominantly anything British or tanks that can fire post-war heat shells unless a very close range the majority of Russian tanks and world war ii era vehicles equipped only with AP and a phe can't really scratch this thing so if you're being attacked by multiple enemies always prioritize the british and tanks that you know can fire heed such as the american light tanks and the japanese if they're on the other team the ACT i ger works great at range but it will rarely excel here just down to the reload and lack of targets the Yak tiger has the most drastic impact on the match when it's used as a wall this thing's armor is so consistent at 6.7 7.0 that you can just park it at the end of a road watching over a cap and just completely hold the enemy's advance there will be some tanks that can take you out but if you prioritize them the majority of the tanks that can't pen you will just be stuck this vehicle is fairly scary so you'll commonly find some enemies will just refuse to be aggressive and try and push you and this is where I'd aim to play I would only really do this though if you're not updated passed around 7.3 it's then you'll start seeing a lot of tanks that can deal with you quite easily and anyway for those battle ratings you do have several light vehicles at 6.7 and below that can be used more effectively in any case try and position yourself against some form of hard cover don't leave yourself open to multiple sides as this tank is hugely vulnerable to being flanked also always keep an eye on the positions of your teammates as from that you can somewhat reliably assume where enemies are or aren't if there's a potential route an enemy could take to flank you and your team on in the area consider repositioning if a long-range sight line isn't available though and you fancy being a bit more aggressive stick with your team and be a sort of battering ram for them as long as you have friendlies covering your sides you can advance and take shots were also periodically firing back as from from the outsider is a fairly hard vehicles take out quickly it will usually require a few shots so if you're with your team and getting peppered by Sabo they'll hopefully help you out before you lose all your crew pros great firepower and great armor the cons poor mobility and long reload what's our verdict I'd get it it rounds off the six point seven lineup well and as this thing is top tier it can really disrupt the enemy teams advance if you're positioned well I named to stay with your team watch your sides and don't get too close to your enemies if you can find a good medium between all these parts you'll have a great time in the AK Tiger first four are removed vehicles this tier is the tiger to 105 despite the obvious change in firepower it's actually fairly difference the regular Tiger two armor is the same but the 105 comes with a rangefinder an extra crew member in the turret and 200 extra horsepower in the engine making it much more responsive which is great the apt runner gets as well is really devastating it can punch through a max of 251 millimeters of armor with a filler of just under 350 grams of CNC equivalent but because of the two-part mov the reload is much longer at 22nd stock again this tank was removed as it's essentially a concept vehicle but because of the ever high demand I'll likely come back again in the future in some earnable form albeit in limited numbers it's a great vehicle but somewhat overshadowed by the Panther 2 in terms of auto adds to the game but the mobility upgrades tied with the excellent killing power of the gun make it a very effective vehicle so next up sadly another removed vehicle the Maus now this tank wasn't removed because it was unhistorical in any way it was removed because it was too difficult fairly balanced or so the official line goes at 7-7 it just became food for eight 7s and it couldn't really be moved down because it could then meet 6.3 s and most of them couldn't fairly counter it especially considering the backups they take you see a lot of pedantic arguments going around from players and system it would be fine at 7 3 or lower just on the basis that it's technically possible for those tanks to knock it out in the absolute perfect circumstances but in reality and practice it would just be too big a problem for most players so I can see the reasoning but personally I don't really think it should have been removed either they're trying to create some artificial rarity with it or they're waiting to introduce some more changes before reintroducing it where it'll be a little bit more viable we don't really know if you ask me they should have just left it where it was and buffed the reload as a huge in Syria and two loaders so thematically it could have easily been given a shorter reload I know in real life one loader was strictly for the one to nca and one was the 75 but in this case I think historical liberties can be fairly taken anyway though the mouse for now is gone new players can research it so I won't spend too much time covering it it's a very interesting vehicle that could potentially work very very well and has some great defensive and defensive qualities we will 100% see you back in some form or another in the future maybe after some changes or be added back to the research tree but if not it will come back through events where you can earn it for yourself more likely what will happen is that it will be added back to the game for a week or so and you'll have the ability to research it over that week they did something similar with the LA 174 and when it comes back it is really worth picking up it can be tedious and not very fun to play at times but you can occasionally have some brilliant games in it so I'd say it's well worth dedicating the time to earn it when the time comes next up is an event vehicle the e100 quite the legendary tank in the game the e100 is essentially the mouse turret on a more maneuverable and arguably better protected hull the e100 is reserved for those who want to pay around a thousand euros all for the top performing players in tournaments where it sometimes appears it performs basically like the mouse but is slightly less held back by the mobility although it still suffers from the same issues overall it can currently be found on the marketplace for ludicrously high prices which I don't recommend paying unless you're an oil baron it's a great tank but like the mouse it suffers from power creep up tears and a very high repair cost but in any case that we feel like putting your skills to the test around once a year or so it does pop up in select tournaments so if you're feeling confident you could potentially nab it for yourself but it likely won't be an easy fight so best of luck next up is our one and only premium tank this tier the German m47 it's basically the same as the American version or the German model gets smoke grenades and for some reason the reload rate stock and upgraded is 0.1 seconds slower on the German version they must have smaller hands anyway apart from those things the tank is the same and very effective it's a lot like a more mobile and responsive end force gate really the m48 can technically go faster but the 47 averages out at a much faster speed it can also turn and reverse much faster as well and on top of this the turret Traverse is very quick at twenty five point two seconds on a stop crew the only notable drawback really is the gun depression are only -5 degrees which isn't unusable by any means but it will still limit the spots where you can play effectively the armor as well is pretty good but not really any better than the m48 the Front's of hull will bounce most a Phe rounds what the turret has a fair few weak spots much like the m48 you'll survive some snapshots taken at you but in no way is the armor reliable the firepower is basically identical to the m48 if I is the exact same heat and a Phe round it also gets an AP shot and some APCR but they're a bit redundant really there's not a lot else I can really add to this vehicle without retreading the playstyle of the m48 they function very very similarly the m47 even has a rangefinder so as well long-range sniping and cover is even more viable this time around as you don't have a huge Coppola because of the speed and effectiveness of the turret drive you can afford to play this one on the flanks and be a bit more aggressive with it compared to the m-40 AE the only real drawback is the turret armor but even then you can counter that by not having a Coppola so overall it is pretty good again it's a jack-of-all-trades really pros great mobility great firepower and decent armor my cons all I can really put here is inconsistent survivability is it worth it well at this tier where everything gets pretty expensive it's hard to say off the bat as the potential RP and silver line earnings are pretty high although the price is very steep at 8200 GE which will set you back just under 50 euros as its tier 5 it can help you research tier 6 effectively which is important as there are a lot of vehicles there however for this price you could potentially buy around three talismans in Tier six and have some G left over which is a lot more useful and as well the m47 doesn't have huge longevity in the higher tiers it's killing power most of the time relies on heat which is negated a fair bit in the higher tiers due to e ra and some spaced armor so it doesn't have huge potential for longevity it works great at its own BR but as soon as you start seeing a ra and stabilizers it does lose its edge a bit and because of that even though it's good I'm going to say it's not worth it it's a lot of money for something that you can't really keep using for long it's really versatile and will work great it's tear but for just under 50 euros you're going to want something a bit more substantial so I'd focus on talismans really they have much more value when it comes to grinding RP it's a good silver liner no but you can get even better ones for a lot cheaper first up for the plains is a squadron vehicle the me-262 a1 u1 it's basically 262 with more armor in the nose that gets six cannons two 20s to low velocity 30s and two high-velocity 30s that can fire full HVAC belts so it's a decent versatile aircraft to take as if you can maintain your speed you can easily deal with enemy aircraft and tanks alike I wouldn't say it's worth paying to unlock it but if you are in a squadron I want to passively grind for this one it would be a good choice next up is the Arado 2 3 4 c3 this variant has four engines set of two and two 20 millimeter cannons in the nose it's bomb load is the same as the B variants who drops but this time around because of the extra speed and cannons it's a lot more versatile this thing really hates losing speed as well so after you drop your bombs you can easily disrupt the enemy fighters or attackers despite its size it's just agile enough to boom and zoom and even turn a little bit with enemy fighters as long as you can keep your speed high it's very versatile and a decent choice to take at 7 377 last up is sort of an honorable mention in the Horten 2 - 9 V 3 this aircraft used to be exceptional a few years ago but it's been heavily nerfed it's equipped with 230 millimeter cannons with a chap but the armor-piercing belt it gets is only 1/4 H fat with the rest being tracers and API rounds on top of this the accuracy isn't very good either I'm still mentioning it though as its flight performance is brilliant it can very easily strafe ground targets in Sark aircraft as long as you have a good angle I wouldn't take it out personally but it does still have its use I'd keep an eye on updates the game regarding the Horten as if its accuracy and belts are corrected it'll be a fantastic cast plane again so even though it's not really great right now I still thought it'd be worth mentioning here so there we are guys really hope you enjoy the video on screen now are the best lineups I think you can make from tier 5 including the revamped six-point-seven with the yaks I go the main line up here really is 77 a 7.0 really just relies on the m48 being top tier to work really well in any case the 7-7 lineup is pretty good I'd focus on going through the light shank line getting the Bulldog and the BMP and then the m48 see use as a backup when you get the leopard and then replace it with the Rick Eaton once you get a unlock that's what I do anyway there's loads of different ways you can sort of structure the lineups here anyway so whatever you kind of prefer if you like the more mobile tanks the more armored tanks like there's different options for you especially with planes as well they all work quite well in slightly different ways so yeah sorry this video took longer than it should have done I sort of got ambushed by a friend earlier this month who decided to stay for a week so I got basically nothing ton which really held everything back a bit but finally here as I and the next one probably won't take this long hopefully if I can really kind of crack it there's a lot of vehicles in tier six and what I'll probably do is make tier six and say seven same video there's no point sort of splitting it it just seems arbitrary and also another thing they hold it back annoyingly which I will complain about um my rent got increased so I had to kind of focus on doing the framing stuff a little bit more just to make sure I can make a bit more of a buffer so that annoyingly had to come before this and for the time being but I think I've sort of sorted a system which works and I'm sort of working on some time management stuff and hopefully it'll sort of round off and I'll be able to just really kind of kick it into gear I wanted to focus a lot on the YouTube stuff this year and just see how far I can get with it so hopefully it'll all be okay and whatever I choose to do next after this will be quite streamlined as well hopefully anyway I will stop rambling and let you get on with your day so yeah thank you all very very much for watching hope you enjoyed and I will see you next time for the finale all the best goodbye [Music]
Info
Channel: Oxy
Views: 232,815
Rating: undefined out of 5
Keywords: War, Thunder, German, Tank, Tree, Premium, Review, Guide, Tiger, 105, Maus, removed, E-100, Leopard, Kugelblitz, M47, M48, Light, Heavy, Medium, Destroyer, BMP, RakJpz, Jagdtiger, WW2, Game
Id: UH1uxsgZle8
Channel Id: undefined
Length: 38min 11sec (2291 seconds)
Published: Sun Mar 15 2020
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