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Guide to the T-28 (aka "the Barn")

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This is a guide to the tier Iv Russian T-28 medium tank. I am writing a new guide because the old one is over 2 years old, and lacks certain important points, like soft stats, crew and equipment setup, and crew skills recommendations.



For many players new to Wot, T-28 is one of tanks that just stand in the way to KV-1. Without proper knowledge of maps, decent crew and the understanding of the vision mechanics, this tank is just an exp piñata for everyone around. The huge size and lack of any kind of armor will get you killed in a matter of seconds whenever spotted (and spotty base camo will get you spotted unless deployed properly). It suffers the same problem as the waffles and French higher tier heavies, but without the corresponding fear factor.



While some smaller tanks, like M8A1 stand a much better chance of dodging the shots from the red players that populate low tiers... this tank does not. Expect that 400 WN8 Hetzer with 1 k battles to hit you without even fully aimed. Derps and arty will one-shot you from full health practically every time, and even splashes could hurt a lot. The result is the widespread hatred directed to this tank, severe underestimation at best. Players usually have less than fond memories left after playing this tank, but I hope that writing this guide will help the new players to grind more quickly, and maybe spark some interest in the older, more experienced ones.



 So, does this tank have any merits? We shall see.





For a huge medium tank that relies on not being spotted to survive, vision control must be maintained at all times. Thus my recommendation is:



Binocular telescope


Gun laying drive






Why both binocular telescope and optics?



Well, while the vision meta is dead and gone in higher tiers, in lower tiers it is still strong. The fact that the same maps are used by modern main battle tanks with 400 m base view range (and with  proper crew setup and equipment 470 and upward) and prewar tanks like KV-1 with 310 m base view range and usually 75% crew without equipment (remember, the price of tipical tier 5 tank is 350-400 000, while a single piece of non-discounted equipment like Enhanced Gun Laying Drive costs 500 000) means that there is a good possibility for total vision domination.


And by vision domination I do not mean the one seen at higher tiers – I spot you first, take a shot that removes your 320- 400 hitpoints (which is 15-20% health pool at best), and then you have 5-8 seconds to duck in the cover. Even the fat tank like E 100 will spot the nimble stealthy tier X medium shooting at him from 400 m (and that is the kind of distance almost impossible to find today, except in a few maps like Campinovka) and just shrug of the loss of 12% HP, while potentially retaliating with double of even triple alpha.


TOTAL vision domination could be achieved by spotting the slow and blind heavies at 400 m, and having the 30 second window of opportunity to kill tanks that could obliterate your team if they deploy to the brawling corner successfully (you need only 15-20 seconds to kill toptier heavies with small hit points pools at lower tiers and good effective dpm). And that could be done with almost 100 m of safe distance between the time you spot them, and the first possible place you could be spotted by them.


Higher tiers could only dream of that, and in middle tiers some heavies have even higher view range than mediums (sometimes I could vision kite the approaching mediums like T-43 or Cromwell with my fully pimped Tiger – BIA+optics+situational awareness+recon, and the first shot is always mine. T29 also surprises many a medium driver with good view range – these are the heavy tanks where optics is a must)


Your highest tier enemy with good view range you will ever see are the VK 36.01 H, with 360 m, and M4 Sherman with 370 m (tier VI mediums do not have any more than these, and tds are almost blind). Others have around 340-350 view range at maximum, and KVs and t-150 are blind as bats at 310 m and 330 m respectively.



So, by looking at my setup, I have 392 m of view range at move, and 445 with binoculars. Why 392 is not enough? Well, it is under most conditions, but with 445 games could be decided at Lakeville if you spot the heavy train going to city, on Prokhorovka and many other maps it gives you a nice edge over light tanks that are pretty common at low tiers (like Luchs, Stuart or Covenater), meaning you can kill them off unspotted, not merely get the first shot off.



Second question many will ask is why not a Rammer? Well, rammer is a must at pretty much every tank that can mount it, but T-28 is one of 3 tanks in Wot where it is the 4th best choice, but only 3 slots (Spahpanzer SP I C and T-34 being the others). Gun laying drive is a must because the ROF is higher than the gun control available. Even without a rammer the reticle shrinks slower than reload while standing. Matilda could play without fully aimed shots since you could brawl with her, but in paper mediums distance is the key. You will get more damage aiming fully (especially after the dispersion nerf a few patches ago), than shooting the fastest you can and missing half of your shots.



Questions about why camo nets, vents and such stuff is useless are covered on detail at this forum, so I will not repeat it here.



Scene that I recommend to watch to every T-28, T-34 and Cromwell drivers out there…




I own the above mentioned tanks, and have killed easily so many players in those 3 tanks that went full speed at me shooting. They would fire 5 shots, missing at least half, or sometimes even all of them, while I hit them every time. Shooting on the move in T-34, Cromwell and other tanks with crap dispersion on the move is being done only in circling heavies to death, or in drive by shooting at distracted target. The speed is the asset best used for early deployment, flanking, relocating and capping/uncapping. Leave the shooting on the move over any kind of distance to tier X mediums. If you shoot the other medium, move only if you are at point blank range – it is better to take some shots, than to miss with all of yours.


If you ever get caught in a brawl, 10% DPM just will not save your ass…weak ammo rack is a part of problem, but about that later.


Crew skills should mitigate not so as good camouflage values as desired, and make it more serviceable:


  1. Commander: BiA – 6th Sense – Camo
  2. Gunner: BiA – Camo – Snap Shot 
  3. Driver:   BiA – Camo – Smooth Ride
  4. Radio operator No. 1:  BiA – Camo – Situational Awareness
  5. Radio operator No. 1:  BiA – Camo – Signal Boosting
  6. Loader: BiA – Safe Stowage – Camo


6th Sense is a must, Signal boosting is nice, because as a sniper good radio is important, and the base radio range is just just 360. With BIA and 65% Signal boosting   in my setup it is up to 433 m. Situational Awareness is part of vision domination setup. Safe Stowage if there because although you do not have many hit points, ammo rack is very weak at just 110 hitpoints. For example, running at the KV-1 to circle jerk him will often need to take one shot, and the 85 mm F-30 deals 115 dmg to modules… go figure.


BIA is there for a nice all around improvement, mostly to vision and radio range. If you do not have so good crew to drop in tier 4 tank, 6th Sense with some camo will suffice. In fact, I have trained many a crew member in T-28 for higher tiers…And if you have money to burn you could always yank the radio operators out once they are at 2.5 skills, use 500 gold and convert into commanders or loaders them for a shiny new T-54 or even tier X.





I use Small Repair Kit, Small First Aid Kit, and AFE. Afe is not necessary, but you sometimes get lit when hit by several pew pew shells or autocannons, and there is not enough hit points to use the manual one. At best you will have 100 hitpoints left even with the AFE, but several times I managed to pull a win even on low health by digging in the bushes. The engine is gasoline, so it burns well, but it is in the back. Crew deaths are not often, except the useless radio operators, but in the case your commander is shot you do need the med kit.





The T-28 has only one viably gun choice, the venerable Zis-4. When fully aimed it has the laser accuracy, same as in-game Tiger! Alpha of 85 does not seems much, but it is almost a quarter of the same-tier medium hit points pool, meaning you can shred same-tier opponents in under 10 seconds, while the legendary Russian dpm monsters of tier X need 30-40 seconds of continuous firing to kill same tier medium, providing every shot is a penetration, which is hard at higher tiers, but almost guaranteed at the lower ones.


Damage / min is 1888.7 HP/min which is not so impressive on paper, but while some turds like M3 Lee may have 2200 HP/min (AP 92 mm 619 m/s, APCR 127 mm 820 m/s 110 alpha), so your damage is dealt reliably with a high accuracy and high penetration gun, and not some unreliable derp that works only on tier 4 tanks if it hit them at all due to shells flying like you throw stones and 0.41 acc.


The AP has 112 mm of penn and the APCR has monstrous 189 mm penn, which burns O-I, the bane of tier 6 armor like hot knife goes thru butter, and completely destroys diamond angled T-150, another armored beast of tier 6. Tanks like VK 36.01 are soft enough with AP frontally if untangled, but you do need APCR for angled ones at range.


Shell speed is great for sniping, with AP 990m/s and APCR 1238 m/s.


Do not use HE shells in 57 mm guns. Never! HE alpha is 95, a meagre 10 more than AP, and the risk for 0 damage critical hit is high with only 29 mm of HE penn.


I carry 50 AP It is quite a lot of shells, and they are diet cheap meaning you can expend around 20 if you need to destroy almost all the houses at Prokhorovka city or similar locations, while still be able to kill half of their team reliably without toughing gold ammo.


I also carry 28 APCR. In tier IV games I do not use it at all, and even in tier VI it could be used at minimum. But is the enemy team has a lot of hard targets, or you are facing multiple opponents and need a quick kill, good amount could come handy.


Dispersion values after shot are horrible, 4, Turret rotation dispersion is 0.16 and track 0.23. Those values are the primary reason for omitting the rammer, and stresses the absolute need for Gun laying drive.




Armor values are 30/20/20 for hull and 25/25/25 for turret. It is soft (and large) enough to make a perfect target for 105 mm derps, but also guaranteeing full HE penetration for 85 mm guns. Armor could be used if you stumble upon Pz.Kpfw. I Ausf. C, which will not penetrate you with AP if you angle a bit. If he has gold clip loaded, you are screwed.


Depression is -6 and +25. Not as good as a comfy -8 of its spiritual successor, the T-34, limiting the use at some spots.


Staying hidden is your best protection.


Stock values:


Camo level stationary 11.63


Camo level on the move 8.72


Camo level after shot 3.02


With my setup (full camo crew, camo paint, BIA):


Camo level stationary 24.61


Camo level on the move 19.20


Camo level after shot 6.39


Camouflage values are not so good, you need a good crew to make the most of it, if not, use bushes all the time. M8A1 for example has:


camo level stationary 21.49


camo level on the move12.89


camo level after shot 5.59


and fully pimped out:


camo level stationary 43.79


camo level on the move 27.87


camo level after shot 11.39


 Pz.Kpfw. III is also better, but those tanks are blind, so vision kiting is best done by staying out of their max view range.



I won 60 out of 80 games I played in since 9.9 patch. My overall win rate with this tank is 61.5 % after 333 games, but that includes first hundred with 100 DMG games while I was a complete noob with 500 games total. After repurchase I am pumping constant 70-80 % WR and purple stats (expected values are really low) with mastery badges every 2nd game or so. xTE is 92, WN 8 around 4000.




The powerplant of this tank is the 46.9 l Mikulin M-17 V12 detuned aircraft engine developing 500 hp (373 kW). Weighting 17 tonnes if deliveres almost 30 HP/ton, meaning that in-game it is being second to only AMX CDC (35.29 hp/t, but it has 20% worse ground resistance). Bat Chat has the same HP/ton, but with about 30% better ground resistance.


Hard terrain resistance       1.20   


Medium terrain resistance  1.50   


Soft terrain resistance         2.30   


The T-28 is the most mobile tank in tier in traverse (40) and acceleration.  The terrain resistance values aren’t spectacular, but overall the tank performs great over a variety of surfaces and will always be able to act where its’ needed.


This overall mobility is not spectacular however. The outdated plungerspring type suspension with twin bogies limit the top speed to 45 km/h. With the same engine power the T-34, despite weighting more than 10 tonnes more, thanks to the Christie suspension it goes up to 56 km/h. T-34 is noticeably more sluggish, but will get up to top speed at hard ground. In the T-28 you will outrun lights uphill even on the grass, and keep the top speed under almost all conditions except swampy ground, where it drops to about 25.


 Consider your advantages and disadvantages carefully, like do not go hill on Mines since you will be late there, but on Prokhorovka you will be first and such stuff.




Early game


Get out in front of everyone to do some scouting.  The adequate camo and mobility should hide your tank until it gets to a pretty nice forward position to shoot at the enemy that hasn’t yet reached theirs. Spotting the half or sometimes even entire enemy team happens often with 445 m view range when binos kick in. At Ruinberg at E 7 bush you could spot all the tanks moving to city, and mid game from same spot you can spot and shoot the tanks that advance in city along the main road. Please refer to the Micropositioning tread;


 http://forum.wotlabs.net/index.php?/topic/18266-micropositioning-show-your-awesome-spots-now-compiled/#comment-449766 and other Map Guides available on this forum.


Spotting an enemy heavy and putting 3-4 shots in him 30 seconds after start of the game starts panic and disorganisation in the enemy team, and if you light him up the game is won in the first minute.


Middle game


Decide what path the game will take, and what role you’ll need to play.


Sometimes it’s scout work, especially if the game contains a lot of artillery and/or tank destroyers.  Sometimes maps like Murovanka / Malinovka dictate that you perform more of a scouting or TD role, as most scouts tend to die pretty early, and TDs are noobs.  The 392 view range will not have problems spotting even some of the higher camo tank destroyers in the tier, since they are almost blind, especially if you stop a few times to turn on the binoculars.


Flanking is the not always the preferred angle of approach since you have TD-levels of penetration, DPM and accuracy.  I do it mainly in higher tiers, and when I am too cheap to spend more gold on KVs.


  If you’re unsure about a flank or if there’s anyone in front of you, do not expose for more than a second, and see if the 6th sense triggers. Use that mobility to travel to several avenues on the map: at some point there’ll be an opportunity.


Pushing against higher tier tanks is suicide, best let them come to you, and pew-pew them from range.


End game


Usually, there are some crippled heavies left, alone with the base campers, td-s and arty. All easy pickings. However, be careful when going to kill the arty. If they can guess your angle of approach, try to always spot them first even if you need to stop and turn the binos on. Even splash could kill you, especially if ae not at full health any more. I lost a few games because of that.





The T-28 is not the best platform, but it has the Zis-4 57 mm gun at tier IV that if still very effective at tier 5 tanks, and could prove very efficient even at tier 6 mediums and lights if you shoot 50% gold. At tier IV it is absolute murder machine.


The ability to kill top-tier heavies contribute a lot to the winrate of this tank. If you have the opportunity to choose targets, do not shoot weaklings,  go for hardest target, or the one with highest firepower. Killing a KV 220 should be done ASAP, and not after it kills half of your team.


Only the huge size and unfortunate matchmaking of tier IV (you see only a bit of tier III tanks, but you go up to tier VI - higher tiers all have +2/-2 mm except limited MM premiums) keep it from being OP. It also pads very well since you shoot a lot higher tiers (and can reliably damage them).


I will upload some replays if anyone is interested in them.


Tier IV carries hard Tier VI battle and siemka team :

(can not upload pictures yet, server is limiting my upload)


I used T-54 – Soviet Superiority By RBS as a format for review, along with some lines that I felt could be applied to T-28 as well. TheMarine0341, Precambrian, Garbad and Oneechan provided a lot of inspiration in their numerous articles. 


P.S. I am having a slight formatting issues, and can not upload any more pictures (size are sensible, 200 KB per picture). This is my first guide, and I hope Mods will have patience and help me with that. If it gets attention, maybe it could be promoted to article...I also have T-34 guide in the pipeline (russian tier V medium), since it is also not covered extensively.

Edited by Felicius
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Wow... that's extensive work for what is basically a seal clubbing guide. Sorry I don't mean to be rude but dropping a 2.5 crew in a tier 4 vehicle? 

Perhaps a small part in your guide for those people who are "just moving through" possibly not even running a premium account. 75% crew is real for this tank and to be honest I think a lot of players will even start with a 50% crew because they don't have the credits to get a 75% crew. 

If they have a periscope, toolkit and camo net that's already a lot. 

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Well, i trained this crew in a T-28...after 300+ battles and a premium account you got a rather nice crew...and i have a similar one in the T-34. I feel now ready to move into the T-54 and T-62A domain. 

Regarding the seal clubbing...well it is not completley like that. I mean, it may look so, but there are reasons for people playing lower tiers even after so many battles. One of the reasons are that I am a history aficionado, and higher tier tanks are mostly fantasy tanks or prototypes. Seeing the tank in Kubinka or the  Deutsches Panzermuseum really gets me itching to play it... Other reasons include better moneymaking at tier IV-VI (if you pick your tanks good, you do not need more than 5% gold used), and dirt cheap repair costs...along with crew training. You would be surprised, but I see at most 20-30% of people with less than 5 k battles in the lower tiers. Actually, most of bots and hopeless players gathered around tier VI and VII, since the grind time goes exponentially after first few tiers, and most never make it to tier VIII-X due to being constantly broke, or they go back a tier to earn money. they rarely revert several tiers lower. They have the mentality that they need "just another tier up" that is fueled by every time they got stomped by top tier tank. Tier II is actually notorious for being populated by more than 50% seal clubbers at EU servers, with green and blue dominating colours, and red being a minority.

During the "golden era" of seal clubbing the most hated by seals were people driving tier IV vehicles like SU85b, and T40...390-400 m view range is the tier 9 standard, along with better guns than a lot of tier V tanks and OP camo values. I never liked these tanks since while they were grossly unfair, but actually boring to play, forcing you to static gameplay...Or the Cruiser III...Glad that map rotation now favors more my beloved Pz. II (which is now still far from OP, but was never really a dog)...Now the tier IV-V is mostly cleaned from seal clubbers, although Hetzers still hetz...sometimes with full Heat loadout.

Regarding the people that have 50% crew...well, they do not read Wotlabs, so effort would be wasted. I aim more at bored old players looking for some low-tier relax, or a good money maker. Also, russian med crews are always handy, and this tank has 6 crew members, meaning you can take out a few, and use the accelerated training to bring the fresh recruits up to decent skill level fast.

Also, some people (and a lot more on the NA than EU server) start their russian tech tree later (grinding USA, UK or German tree), meaning they already have some decent skill level, but they lack good crew. Also, T-28 has a good crew setup even if you continue to the heavy line: all crew members are present, and the extra radio operator could be used as a second loader if you do not mind 500 gold.

I more often feel like i am clubbing at Cromwell or Obj 416 (with around 50% Heat), and the T-34 is definitely better for true clubbing. 

T-34 is much harder target to hit with the above mentioned 50% or 75% crews, harder to spot, and sees pretty much same number of tier III tanks if you play it outside prime time. It also has better top speed, higher ROF and better gun depression, making the use of micropositioning spots that seals do not know easier and more devastating, along with safar in general. It also has better camo...But that is already part of my next review...




translation please?

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Good guide. Pretty much sums up my experience with the tank though I pretty much like a lot of people started off with a 75% crew. (Which by the way is totally playable that way unlike some tanks. lol)

One of the things I don't get about WG is this placement in the heavy tank tree. It really ought to be the tank right before the T-34 considering it has more in common play-style wise with the T-34 than it does with the KV-1.

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Well, WG tries to make "historical" tech trees, thus the KV 1 is after the T-28. Historical fact is that the experience from T-28 (and its bigger brother T-35) influenced KV series of tanks. T-28 even served for testing the KV suspension. In-game this tank is a true medium, but in reality it was slower, heavier (guess what, it had 28 tonnes) infantry support tank. Just looking at the historical main armament (the short barreled 76.2 mm gun) you see that it was not designed to fight other tanks primarily (not that there was much real tanks in early 30s). 57 mm gun is pure fiction. However, the design is older than Pz I and Pz II tanks, and superior to them in every aspect, speed, armor, armament...even had a radio, which is rare for Soviet design. It is around the same vintage as the Leichttraktor.

But yes, having this tank in the tier IV medium spot would save a lot of pubbie tiers by not having to grind through A-20 and other tier 3 lights (some get scout mm)

57 mm gun is probably the best stock gun in the game when you unlock the KV.

Edited by Felicius
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I kept my T-34 and -85 for crew training but then Rudy happened and that crew now suits in my T-43... I still play the other 2 occasionally but that crew is so much stronger from the start. 

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It's a lot of fun to drive if it suits your playstyle.  

As a noob I always assumed it was awful, since you'd see awful people driving it in an awful manner.  When I finally got to it I couldn't believe how good of a tank it was.

I played virtually all of my games with it back when the thing would see tier 7 heavies.  Lots of fun to peck T-29's to death from half way across the map.

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Due to the current On Track event, I needed some cheap tanks to use for it along with my KV-3 so I picked up the T-46 and the T-28.  I had a spare good LT crew for the T-46 and a 100% T-62 (from the rental tanks) crew that I stuck into the T-28.  The T-46 is a decent light tank but it seemed to be really hampered by mm in tier 3 as it always seemed I was bottom tier.  The T-28 was pure gold though.  I don't remember liking this tank when I first played it on my way up the medium line, but I think it's a keeper now.  Over the last week (61 games), I had a win rate of almost 69% (all solo) and a wn8 of 2300.  :dealdog:

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Stalin made this one stronk!




My WN8 is around 4000 in this tank, and 70% WR, overall WR is now 64%, and 393 battles. First 80 or so were when i was 1k battles noob, and had avg dmg of 90 and 45% WR on that tank...


Now, regarding the draw distance changed from square to circle, it benefited this tank nicely. 740 m was really too much for the 57 mm, but increase in circular means you now have more time to chew thru 2-3 heavies charging on Karelia and such maps, if someone spots for you.


Some carrying hard against higher tiers






I will soon post my T-34 guide...a lot of similar points, but some differences, too. I personally kept only these 2  low tier CCCP meds. T-34-85 was not of my liking. pew pew till death...and Cromwell is actually more of a spirit successor to these 2 than the T-34-85 (accurate pew pew gun, high dpm, great mobility, no armor...).

Regarding Russian meds, tier 6 and 7 do not actually suck (A-43 as t-34 on steroids and 34/85 being a solid tank, and i had great fun ramming and derping in A-44 - you learn sidescraping that will get useful at obj 430 v II) but are not as great performers as some other same tier meds, and i feel that i need to spam gold too much. OBJ 416 is OP as hell, both tier 9 are good, but T-54 does more damage, but less winrate (obj 430 II could hold heavy tank alley in tier X by itself if not rushed, etc...facehug JPE 100 to death...), but T62A is the real deal.

So i kept the T-28, T-34, Obj 416, and T-62A (dont have it on my acc, but tried it on brothers-along with the Obj 140, which is rubbish. ammorack on tracks, weak turret - mickey mouse ears+overmatch that traverses slowly compared to 62a, and bad gun depression). Currently grinding theT-54, at 2200 dmg and 59% WR solopub. Not satisfied with the armor, turret is paper, and UFP is bad. You lose the stalinum coated turret from obj 430 v II and autobounce UFP for gun depression that is still so bad that you need to expose half of the hull. No engine fires every match, thou. Obj 430 v II still stronker, and the turret is better than any tier X except 62A or buffed E5.



Obj 430 v II and A-43 are keepers if you have money to run full gold loadout.


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T-28 is a keeper then. Played it a few battles  on my sons account. Its quite good even stock with only first 57 mm.

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Top 57 is pure murder...and the soft stats are actually pretty decent, better than in T-34. IT also makes money better than most tier 5 bc ppl are deep red down there...basically only tier 6 heavies and perfecrly angled kv-1 need Gold.I am running 70% wr solo. I stil stand by my eq choice...rolled malinovka and did just 1k dmg(cleanup), but got Patrol duty and scout...in tier 6.  4 k assist with assist dmg on 12 tanks, lol. I just rolled off spawn and spotted almost whole enemy team. Magic

bush in 2 nd minute.






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