Super heavy tank T28 (T95). American super-heavy tank T28 - self-propelled gun T95 Weak points of the "Turtle"

According to the Artillery Department, American troops, after landing in Europe, would need a powerful vehicle to break through German fortifications such as the Siegfried Line. However, the American command believed that artillery would be enough to punch holes in the “dragon’s teeth.” In addition, some hope was placed on a well-armored medium tank M4A3E2 Sherman Jumbo, with better frontal protection than that German Tiger. In general, American Tank forces showed no interest in development new armored vehicles to solve the upcoming problem. However, the Artillery Department, on its own initiative, began work on new program heavy tanks. Initially, it was planned to install the new 105mm T5E1 cannon on a tank with 8 inches of frontal armor and an electric drive, developed for the T1E1 heavy tank and the T23 medium tank. The head of the Artillery Department proposed creating the first pilot tank in 8-12 months and producing 25 new tanks in the same time. It was believed that this is exactly the amount of time American army will be before landing in Europe. However Ground Forces The Army showed little interest and advised that only three prototypes be made, replacing the electric drive with a traditional mechanical transmission. After a conference of interested parties, the Army Service Forces in March 1945 authorized the production of 5 vehicles, called the T28 heavy tank. The initial specifications were changed to increase frontal armor to 12 inches at a 90-degree angle, which increased the weight to 95 tons. The gun mantlet was 11½ inches (29.21 cm) thick, top part the sides are 6-8 inches (15.24-20.32 cm), the lower part of the side is only 2½ inches (6.35 cm) at an angle of 57.5 degrees, however, the outer chassis block had an armored screen of 4 inches (10.16 cm), which provided additional protection. The hull was made of cast and rolled armor, connected by welding.

Diagram of the T28 super-heavy tank / T95 self-propelled guns. Let's pay attention to the 12-inch frontal armor.

The proposed tank had a low silhouette without a turret. The frontal armor was to be equipped with a 105mm T5E1 cannon with horizontal aiming angles of 10 degrees and vertical aiming from -5 to +19.3 degrees. When moving, the gun was fixed in the maximum raised position. The gun's ammunition capacity is 62 rounds. Crew 4 people. Driver - front left, gunner - front right, loader left rear fighting compartment, the commander is on the right behind, behind the gunner. The driver and commander's workplaces were equipped with observation turrets. On the commander's cupola there was to be a ring mounting of a 50.cal machine gun with 660 rounds of ammunition. This was the only auxiliary weapon of the tank (not counting personal weapons), and to fire from it the commander had to stand in the open hatch. The gunner had a telescopic sight paired with the gun and a periscope sight on the roof of the hull.

105mm GUNS T5E1 and T5E2
105mm T5E1 and T5E2 guns
accommodation

heavy tank M6A2E1 (T5E1 gun);
heavy tank T28 (105mm self-propelled gun T95) on a T40 carriage (T5E1 gun);
T29 heavy tank, on a T123E1 carriage (T5E2 gun);
heavy tank T29E1, on a carriage T123 (T5E1 gun);
heavy tank T29E2, on a carriage T123E2 (T5E2 gun);
heavy tank T29E3, on a carriage T123 (T5E1 gun)

chamber length (without rifling) 83.1088 cm
threaded length 599.6686 cm
chamber length (to the edge of the projectile) 73.1774 cm
channel length 609.6 cm
barrel length 682.7774 cm, 65 calibers
shutter release length 23.495 cm
length from the barrel to the back of the bolt 706.2724 cm
extra length, with T10 muzzle brake 46.99 cm
total length 753.11 cm
channel diameter 10.50036 cm
chamber volume 615 cc inches
barrel weight (without muzzle brake) 2 345.07255 kg
weight of the entire gun (without muzzle brake) 2 857.63193 kg
muzzle brake weight T10 83.4609961 kg
total weight approx. 2,941.09293 kg
shutter type semi-automatic, vertical
rifling 36 rifling, right hand, 1 turn/30 calibers
ammunition separate loading
fuse impact type
total ammunition weight AP-T T32 Shot (APBC-T) 34 kg
HVAP-T T29E3 Shot (APCR-T) 27 kg
HE T30E1 Shell (HE) 31 kg
projectile weight AP-T T32 Shot (APBC-T) 17.7 kg
HVAP-T T29E3 Shot (APCR-T) 11.2 kg
HE T30E1 Shell (HE) 15.2 kg
highest pressure of powder gases 289 579 806 Pascal
highest rate of fire 6 rounds/min, with two loaders
projectile muzzle energy AP-T T32 Shot (APBC-T) - 2433 ft-tons
HVAP-T T29E3 Shot (APCR-T) - 2335 ft-tons
HE T30E1 Shell (HE) - 2232 ft-tons
* - 1451 ft-tons
starting speed AP-T T32 Shot (APBC-T) - 914 m/s
HVAP-T T29E3 Shot (APCR-T) - 1128 m/s
HE T30E1 Shell (HE) - 945 m/s
HE T30E1 Shell (HE) red.vel. * - 945 m/s
firing range ?* *
* - ammunition with reduced muzzle velocity
* * - development of ammunition was stopped until the completion of the test program
ammunition 105mm guns T5E1, T5E2 and their armor penetration against homogeneous armor
projectile type Name Weight, kg initial speed, m/s range, m
914 1829
Armor-piercing AP-T T32 Shot (APBC-T) 34 914 135mm/84mm * 119mm/69mm *
armor-piercing sub-caliber HVAP-T T29T3 Shot (APCR-T) 27 1128 ? ?
high explosive HE T30E1 Shell (HE) 31 945 ? ?
high explosive HE T30E1 Shell (HE) with reduced speed 31 762 ? ?
* In the numerator - armor penetration against homogeneous armor at an angle of 30 degrees. from vertical
The denominator is armor penetration against homogeneous armor at an angle of 60 degrees. from vertical

Gunner's workplace. The T139 telescopic sight and periscopic sight are visible.

February 7, 1945 The Head of the Artillery Department in a memorandum requested to change the name of the vehicle from the T28 heavy tank to 105mm self-propelled gun T95 (105mm gun motor carriage T95). This step was justified by the fact that the vehicle does not have a turret, and its auxiliary weapons are limited. OSM 26898 dated March 8, 1945 approved the name change and recorded the characteristics of the new vehicle.

Dismantling and joining together external suspension blocks of the T95 self-propelled gun

External blocks of the T95 self-propelled gun chassis, disconnected from the tank, connected together and ready for towing.

The workload of production facilities with military orders caused difficulties in finding an enterprise capable of producing five pilot vehicles. Pacific Car and Foundry Company agreed to take on the project and in May 1945 they received technical documentation for the self-propelled guns and detailed information for installing the gun and horizontal spring suspension. Work began immediately. On June 20, 1945, the first cast frontal part was delivered, and in August 1945, welding of the first hull was completed.

With the end of the battles Pacific Ocean the number of pilot machines was reduced from five to two, with pilot No. 1 required to be delivered to Aberdeen Proving Ground on December 21, 1945, and pilot No. 2 on January 10, 1946. First pilot with registration number 40226809 was used in Aberdeen for technical testing, and the second, numbered 40226810, was transferred to Fort Knox and later to the Engineering Department in Yuma, Arizona, for testing pontoon bridges.

The T95 had the same power unit as the M26 Pershing tank, although the self-propelled gun was almost twice as large heavier than a tank. To install the clearly weak 500-horsepower Ford GAF ​​engine and torquematic transmission on the T95, the gear ratio had to be changed so that highest speed did not exceed 8 miles per hour. Thus, the normal marching speed was 7 mph at 2600 rpm. The fuel supply was enough for approximately 100 miles. Heavy weight machine also demanded to find a way to reduce the specific pressure on the ground to an acceptable level. The empty vehicle weighed 90.3 tons, and in combat-ready condition 95 tons. The solution was found in installing two sets of tracks on each side. When the ground was hard enough, the outer set of tracks, along with the 4-inch armored shields, could be removed, joined together, and towed behind the vehicle as a dolly. Each track was 19 ½ inches (49.53cm) wide, with 102 tracks at 6-inch (15.24cm) pitches. thus, removing the outer tracks also reduced the overall width of the vehicle from 179 ½ inches (455.93 cm) to 124 inches (314.96 cm), allowing the vehicle to be transported on railroad flatcars. In Aberdeen, an untrained crew of four dismantled the outer track sets in four hours at field conditions on the first try. It took the same amount of time to install them back. On the third attempt, the same crew dismantled and installed the external tracks in two and a half hours. For these purposes, the T28 / T95 had two hydraulic winches.

Hello, dear tankers! Today we continue to look at the US tank destroyer branch, and today we have one of the most incomprehensible and terrible Tier 8 vehicles. Terrible not only for the enemy, but also for the driver. This is a machine that does not forgive mistakes. A machine that, if used correctly, can bring panic and fear into the enemy’s formation. This is one of the most incomprehensible, creepiest, most unexpected cars in the game. Meet T28.

Well, the car is level 8. Despite its level, this vehicle does not find a place in companies, like many other tank vehicles. This machine is designed for terrible random bending, but you will have to try hard to bend everyone individually. Many drivers of this PT and the next one also pay with nerves, and many get a lot of fun. So if you don't like very slow and armored vehicles, then it’s better to stop at T25 AT. This car differs from its predecessor in all respects and in each individual respect. It’s worth trying to play on this machine, perhaps even on the OT (general test) right away in the top configuration, but if the machine is not for you, then it’s better not to torture yourself and the allied team - nerves are more expensive. It is also worth considering the fact that T95 is a truly terrifying continuation of T28 (in two senses of the word “terrifying”, for whom you decide). The value of this horror is 2,580,000 credits and 87,000 experience. The numbers are quite normal for level 8, so there is nothing scary or unattainable about them. From experience, this is even slightly less than the alternative T28 prototype. However, since the machine is quite demanding on the hands and does not forgive mistakes, we immediately need to install optional equipment, plant a good crew and apply camouflage. We will talk about the equipment later, but now expect to spend at least 1,000,000 credits on its purchase, since the previous machine was light, and this is a heavy PT with completely different class modules. As for the crew, everything is quite simple, but with its own moments. I have already said more than once that the higher the level of the vehicle, the more strongly the crew influences its characteristics. Therefore, I highly recommend transferring the crew from the previous vehicle, since the specialties are completely the same. I advise you to transfer immediately with a 100% level of proficiency in your main specialty; this can be achieved in several ways:

  • The most convenient way is to retrain everyone for gold. The perks for us and our predecessors should match, so you don’t even have to reset them. It will cost you 200 * 5 = 1,000 gold.
  • An alternative option is retraining for silver up to 100%. Here we will have to sacrifice a small amount of experience, since we will be forced to reset the crew's skills and retrain them. Thus, part of the experience in the “plus” will cover the entire penalty amount, and in addition to this we will be able to choose new perks and skills. It will cost us 40,000 * 4 = 160,000 silver.

I also highly recommend applying camouflage to your car. We are a PT, which already means that we have a bonus to camouflage, and in combination with camouflage we will get a good increase... It will cost 80,000 * 3 = 240,000 credits for 30 days. For level 8 it's not that expensive.

Equipment

Here is the car's research tree

Of course, the already discovered pre-top gun and radio station cannot but rejoice. However, if you have already upgraded the alternative AT T28 prototype, then the gun and engine should already be open.

As usual, the choir room must be opened and installed immediately to increase the load-carrying capacity of the machine. We will also significantly increase the turning speed and maneuverability on different soils, which in turn is extremely important for a PT with our dynamics.

Both the top-end engine and the stock one do not achieve sufficient power to achieve more or less normal speed at our weight. Yes, a top engine is important, but on this tank the game is not based on dynamics, so a top gun will be more useful for us.

Well, we obviously won’t have enough of a stock radio station to play at our levels, so we definitely immediately install a top-end one, since it was opened a very long time ago and is quite light in weight. It will be quite enough for us.

This tank has a terrible, very terrible top gun. Of course, many will say that the BL-10 will be better, but this is not so. Firstly, accuracy is better here, and secondly, one-time damage does not always make the difference. There are many situations when it is more important to inflict 100 - 200 units. damage is faster than inflicting 700 - 800, but wait 15 seconds... We have more than enough penetration even with basic shells, so we won’t have problems with penetrating Mouses, Is-7s and Slippers. The damage is also quite good, and with a high rate of fire we can add more and more damage. As for the pre-top gun, it’s not enough for us, but be patient and gradually upgrade the top gun, in the end you’ll get what you wanted and the game will become much more enjoyable.

Leveling up

It is better to open and install modules in this order

  1. Radio station
  2. Chassis
  3. Top gun
  4. Engine

The last 2 points can be swapped if you find it too unbearable to drive with a stock engine.

Advantages and disadvantages of the car in the top configuration

pros

  • Low silhouette
  • Excellent armor in the frontal projection
  • Great weapon
  • Good shooting accuracy on the move

Minuses

  • Poor side and stern armor
  • Weak dynamics
  • No tower

Balance weight

We find ourselves in battles of levels 8 - 10. In principle, we don’t care who we punch holes in, but we don’t care what kind of artillery we catch blanks from. However, we feel comfortable anywhere if the ultimate machine is about you and you know how to play it.

Profitability

A successful game with PA will bring us a small farm. All this is thanks to the vehicle’s good survivability and the ability to inflict high damage on any opponents. However, this is all when using ordinary shells and consumables; with premium ones you will be at a disadvantage. The game without PA will also be little different from the last option.

Tactics

Well, get used to the fact that you are a mobile pillbox. We have extremely weak dynamics, so we need to very carefully choose the direction where to go from the very beginning. We are unlikely to be able to return to base, not to mention changing the flank. It’s also worth noting that our body is quite long, which means that it won’t be difficult to punch you into the side projection, and it won’t be difficult to hit you either. We should be wary of artillery because cardboard sides and sterns and splashes will go through just fine. Also, due to the low speed, we simply will not be able to quickly change position. Our worst enemy is ST at short distances, they can simply get in from the side and hurt us. Shoot down the tracks with them, crit the engine, do whatever you want, but don’t let them in your area. Well, this PT is probably all about its features. I will only say that you need to think carefully before every action, turn, shot. The game on this PT is built with the help of brains, not hands and experience, which is also important.

Optional equipment

Everything is standard here, but with some features

  • Rammer
  • Drives
  • Fan/lining/optics/mesh - depending on the playing style. Personally, I would put a liner, we don’t have dynamics anyway, so we won’t lose anything, but the art will have to try harder when dealing damage. With such a lining, even a direct hit can only be an injection.

Equipment

Also standard

  • Repair kit
  • First aid kit
  • Fire extinguisher

Crew Perks

Commander

  1. Sixth Sense
  2. Disguise
  3. The Brotherhood of War

Gunner

  1. Disguise
  2. Sniper
  3. The Brotherhood of War

Driver mechanic

  1. Disguise
  2. Virtuoso
  3. The Brotherhood of War
  1. Disguise
  2. Radio interception
  3. The Brotherhood of War

Charging

  1. Disguise
  2. Non-contact ammunition rack
  3. The Brotherhood of War

Vulnerabilities of the machine

Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammunition rack
Blue- driver mechanic.

And finally, a few videos of the car

T28 is the prototype tower brother of the T28. We are just as slow as the regular T28 (18km/h), and also have a mediocre turning speed in place (20˚/s). The main difference (not counting the turret) from the T28 is that we can install all the top equipment on the stock chassis. Frontal armor is excellent (hull 203/51/51 mm, turret 203/127/101 mm). The top gun is the same as on its brother, 120 mm AT Gun T53, level 10. The penetration of the T28 prototype is 248 mm and the damage is 400 HP, the minus of the turret arrangement of the gun is a decrease in the rate of fire (5.94 rounds/min), an increase in the aiming speed of 2.3 s, and the dispersion of the gun is slightly increased 0.39 m/100 m. If you have already examined all the equipment on the T95, then you only have to “open” the TOP chassis. Bawnya allows us to play “swing”, it has become more difficult to spin us, and we do not need to move and unmask ourselves when turning the gun.

pros

  • Frontal armor is the best at its level
  • Excellent TOP weapon
  • UVN at the level of American tanks
  • Presence of a tower

Minuses

  • Bad dynamics
  • Weak armor on the sides and stern
  • The wheelhouse is open, which means hello to the "monsters" with full damage
  • Unlike our brother, we have high visibility

Crew and additional skills

In the world of tanks, sprat is the favorite of art. We also have crappy dynamics. Well, because we will often play the role of TT, then pump up The Brotherhood of War I think it is necessary, but not all at once, it is advisable to upgrade it with the third perk or later, before that there are more necessary skills. Such as:

  • Commander: “The Sixth Prayer”, “Eagle Eye”
  • Gunner: Smooth rotation of the turret, “Repair”
  • Driver-mechanic: “Virtuoso”, “King of off-road”
  • Loader: Desperate, Repair
  • Radio operator: “Radio interception”, “Repair”

Repair is necessary because... We will often be criticized for our equipment; for those who like to play in the PT style, the third perk can be upgraded to “Disguise”

Additional modules

Unlike T28, the “prototype” can perform not only the role of a defender, but also support the TT attack. Therefore, the choice of equipment depends on your playing style.

To actively support TT (I’m not talking about ST, you simply won’t catch up with them) you will need:

  • Rammer - increasing DPM
  • Vertical aiming stabilizer – we will rarely shoot on the move, but we will have to play “swing”
  • Optics - our visibility is low and we need to raise it, otherwise we will remain blind altogether

If you like to hit the enemy from the second line and stay in cover, then this will help you:

  • Camouflage network - the name explains why
  • Stereo tube - unlike Optics it gives 25%, but it starts working 3 seconds after stopping, but we are going to play while standing for cover
  • Rammer - where would we be without him?

Game tactics

There are two tactics, or we sit on the defensive and shoot at the illuminated enemies, not forgetting to change positions after the shot, otherwise greetings will come from the artillery. Or we push through the defense together with the TT, trying not to expose the sides and stern.

Penetration zones T28 prototype

The T28 prototype tank destroyer has excellent frontal armor, but it doesn’t often save us from level 10 shots. Therefore, I do not recommend getting into trouble. Front of the hull: to the right of the gun is the driver, to the left is the radio operator. It's difficult to break through, but it's possible. The junction between the turret and the hull is well penetrated. The turret's forehead and gun mantlet are practically impenetrable: to the right of the gun is the gunner, to the left is the loader. The commander sits on the left side immediately behind the gunner. Any artillery hit on the tower will crit one or more crew members. On the starboard side, under the turret and in the rear of the turret, there is an ammunition rack; these places can be penetrated with a bang. Right behind the ammunition rack they go fuel tanks, also penetrate well. The engine is in the stern.

The site had previously published something that briefly mentioned the T28 super-heavy tank, but in that publication it was specifically about. However, it is worth noting that the countries also had good projects that deserve attention. And today we will talk about a tank-building monster, which is deservedly the second largest example of armored vehicles ever embodied in metal.

The project was supposed to create a squat, turretless tank. At the same time, the 105-mm T5E1 gun was mounted in the front plate with horizontal guidance angles of 10°, and declination angles of +20-5°. The crew of four was to include a driver and gunner, sitting in front to the left and right of the gun, respectively, a loader to the rear left, and a commander behind the gunner. The driver and commander had observation turrets at their disposal. Around commander's cupola a turret was mounted under a 12.7 mm Browning machine gun. It could only be used by the commander, standing in the hatch, which made it possible to consider the machine gun only as an auxiliary weapon, with the exception of the personal weapons of the crew members. The gunner had at his disposal a telescopic sight connected to the gun barrel and a periscopic sight mounted on the roof of the fighting compartment.

On February 7, 1945, the head of the weapons department issued a memorandum proposing to change the name from T28 to the “self-propelled” T95, taking into account the lack of a turret and weak auxiliary weapons. By order of OSM 26898 of March 8, 1945, this proposal was approved. However, during the tests the name changed again. Heavily armored, with powerful weapons, the T95 self-propelled gun did not fit into the concept of armored weapons Ground Forces USA. Thus, tanks had to have a turret, and self-propelled guns were usually lightly armored to achieve maximum mobility. T95 did not fit in either here or there. As a result, in June 1946 the name was changed again - the vehicle became the T28 heavy tank. It was considered that powerful weapons And heavy armor more suitable for a tank.

By the way, it is worth noting that the tank had the same power unit as the M26 “Pershing” tank, despite the fact that the self-propelled gun was twice as heavy. The 500-horsepower engine was clearly not enough; the speed was no higher than 12 km/h. In reality, it was recommended to move at a speed of no more than 10 km/h at 2600 engine speeds.

Also due to huge weight The vehicle needed to somehow solve the problem of high ground pressure, and the solution was to install an additional pair of tracks on board. However, if necessary, these external tracks, together with the on-board 100-mm screen, could be dismantled to allow the tank to move on hard ground. The removed tracks were towed behind the self-propelled gun. Removing the external tracks reduced the width of the vehicle from 4.56 m to 3.15 m. During testing in Aberdeen, four crew members removed the external tracks on the first attempt in 4 hours, the same amount of time was required to install them. On the third attempt, both of these operations took 2.5 hours.

Tactical and technical characteristics of the American T28 super-heavy tank:

Length - 11.12 m;

Width - 4.54 m;

Height - 2.86 m;

Weight - 86.3 tons;

Engine - GAF;

Engine power - 500 hp;

Speed ​​- 12.8 km/h;

Power reserve - 160 km;

The ditch to be overcome is 2.9 m;

Frontal armor thickness (tilt angle) - 305(0) mm;

Side armor thickness - 152 mm;

Roof thickness - 38 mm;

Bottom thickness - 25 mm;

Weapons:

Gun - T5E1;

Caliber - 105 mm;

Machine guns - NV M2;

Caliber - 12.7 mm;

Crew - 4 people.

How do you like this tank? Don't forget to express your opinion in the comments! ;)

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24-09-2016, 10:16

Good day to all lovers of slow technology, welcome to the site! Friends, now we will talk about a car that gives an excellent idea of ​​what awaits you as you continue through the selected branch. We are talking about an American tank destroyer of the eighth level - this is the T28 guide.

Indeed, in terms of gameplay, this unit is in many ways similar to the next tank in this development branch - the T95. But let's refrain from spoilers, look at the T28 characteristics in detail, and you yourself will understand what we are talking about.

TTX PT-SAU T28

To better understand what this unit is capable of, first of all, it’s worth saying that we have at our disposal a good margin of safety by the standards of our classmates, but the basic viewing range of 370 meters is a let down, this will not be enough.

If we consider the T28 performance characteristics of the armor, it is very controversial point. The strongest part of our vehicle is the forehead; the wheelhouse and hull are armored really well, but only by the standards of the eighth level. As soon as your opponent charges golda, or if level 9-10 tanks shoot at you, the armor immediately turns into mediocre.

Regarding the sides, they are cardboard; the T28 tank can easily penetrate any firefly. The same applies to a thin roof and an even thinner stern; you only need to face the enemy with your forehead. By the way, there are also various hatches on the roof, it’s also very easy to get through here, you just need to get in.

The good news in terms of survivability is the fact that we have a rather squat silhouette, thanks to this good camouflage is achieved and it is not so easy to detect this unit while you are standing.

The mobility of the T28 World of Tanks tank destroyer is very poor, this is exactly the factor that prepares you for playing the T95. We have a very weak maximum speed, we move backwards completely disgustingly, the dynamics are terrible. As for maneuverability, this parameter is no better; even a more or less mobile rod can easily spin us around.

gun

As you can see, General characteristics Our American one leaves much to be desired, but don’t despair, the situation with weapons is better here.

The T28 gun is far from the largest at the alphastrike level, but we were given a good rate of fire, due to which we can deal approximately 2650 units of damage per minute, this DPM is one of the best at the level.

Regarding the armor penetration parameters of the T28 WoT, everything is also quite good, the basic shells are enough to penetrate even level ten armored vehicles in vulnerabilities, but it’s worth carrying about 20-30% of gold ammo with you if the enemy is standing too well.

If we talk about accuracy, the tank has quite good accuracy. Yes, the spread is large, but the stabilization is tolerable, and the T28 World of Tanks settles down quickly. But I want to warn you that it will not be comfortable to shoot at a distance of over 350 meters.

The last thing I want to say in terms of weapons is that we have fairly comfortable horizontal aiming angles; you can rotate the gun 10 degrees to the left and 11 to the right. But the UVN of the T28 PT-SAU was greatly let down; the gun goes down only 5 degrees and this will often not be enough.

Advantages and disadvantages

Well, everything is most important characteristics We’ve covered our guest today, so it’s time to summarize all of the above, and to make it easier for you to navigate the variety of different parameters, let’s break down the strong and weak sides T28 tank destroyer point by point.
Pros:
Good forehead armor;
Excellent damage per minute;
High stealth factor;
Good armor penetration parameters;
Decent accuracy;
Comfortable horizontal aiming angles.
Minuses:
Cardboard sides and roof;
Very poor mobility;
Uncomfortable vertical aiming angles;
Long body, which makes it more difficult to hide;
Poor review.

Equipment for T28

Correctly equip this anti-tank self-propelled gun additional modules completely easy. It’s enough just to look at our main shortcomings, understand that there is practically nothing to fix here, and switch to enhancing the advantages of the tank. Thus, for T28 we select equipment as follows:
1. – given that our DPM is already good, raising it would be the right decision.
2. – despite the comfortable UGN, you still have to rotate the body, and in order to spend less time on information, this option will be very useful.
3. – this module improves the viewing range well and perfectly suits the playing style of T28.

There is a good alternative to the third point -. With its help, we will become more dangerous in terms of fire potential, but we will deprive ourselves of visibility, which makes us rely on team members who do not always live up to expectations.

Crew training

Regarding the choice of skills for the crew, everything is also extremely simple, it will fit here classic set for tank destroyers, but we will have to slightly sacrifice accuracy in favor of improving our terrible mobility, so on T28 we download the perks in the following sequence:
Commander (radio operator) – , , , .
Gunner – , , , .
Driver mechanic - , , , .
Loader – , , , .

Equipment for T28

When choosing consumables, as usual, you can stick to two configuration options. In the first case, it will be a democratic set of , , . But, there is one more nuance that we did not talk about earlier - if we shoot through the forehead of the hull, there is a high chance of the engine being damaged. Knowing this, and simply for the purpose of increasing survivability, it is better to carry equipment in the form of , , . You can also bet, but at your own peril and risk, the reason is clear.

T28 Tactics

Of course, to play well this tank, it is very important to understand its strengths and weaknesses, as well as to be able to use this knowledge. However, in the case of the T28, battle tactics are based on the fact that this unit is very slow and clumsy, for this reason we will almost always use an ambush style of combat and fire at long distances.

The first thing we need to take care of is occupying the most advantageous position from which a good shot will open in the chosen direction, to which we will not have to travel too long in the T28 World of Tanks and from which it will be difficult for enemy artillery to shoot at us.

After this, we activate the horns, or wait for the allies to light up. A fairly accurate gun allows us to shoot at long distances, but as mentioned earlier, the T28 tank begins to suffer greatly if the distance to the target exceeds 350 meters. Playing from disguise, we can very well implement our powerful DPM, the main thing is that the opponents come across in the direction we have chosen.

If you want to be a hero, the T28 WoT tank destroyer can also play with armor, but this only applies to those situations when we got into battle at the top of the list. In this case, you can go to the first line, play from the armor, but you need to turn the body quite a bit, always dancing between shots.

Otherwise, under no circumstances should we allow the enemy on board, since American tank destroyer T28 can even twist a moving rod. It is better if there are always several allies nearby who, if necessary, will cover the rear.



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