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Kranvagan Clan Wars Viability

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This is a question I figured would belong here since the vehicle is discussed specifically.

I am a noob caller and planner in my own clan, and although I've been working hard to get things going I feel like I don't have enough experience to analyze the effectiveness of certain tanks I'm unfamiliar with.

I'd like to know how viable the kranvagan is as a specialized clan wars tank, positioned to use the most sellable feature of it to full advantage, which is the turret armor and gun depression. I've thought of using it to provide a crossfire on tanks that try to rush positions by placing it on hills the enemy cannot reach easily, which may make it vulnerable to arty, but has the potential to do some serious and unexpected damage to an assault.

I realize that it holds weaknesses with its lower DPM, weaker gun, and long reload. I've thought of minimizing the long reload effect by having a TVP or STB accompany it to provide consistent support.

 

Since our clan does not possess one of these tanks yet, I've only been able to look at theory, rather than practice, and I'd like to grind it out myself if it would be useful. I'd like to ask if any higher tier clans have had practical experience operating this tank in special roles within CW battles.

I don't consider the question too generalized, since it's obvious that the thing should only be set up in a position that is completely hull down and can take advantage of peeking, and unloading without being damaged. I'm mainly looking for the impressions that it gave upon actual use, but I appreciate discussion as well. I've been wondering about how useful it's abilities really are against an organized team and if it is viable to use compared to other auto loaders.

 

All the best to you guys!

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You're welcome to sort it out with me, I sent you an in-game PM. I'll do my best to make it right, I personally don't like people who resort to game disruption, I just want to confirm some things.

Hopefully we can both handle this smoothly and with respect.

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My clan has used them a couple of times already, hard to say how useful they are because most of the time they get spg-ed or rushed, it will take a while for their effectiveness to be known imo. Hopefully someone from the top 10 EU/NA clans can comment on this, server might make a difference due to the server cw meta (mostly meds on asia except town maps like Himmselsdorf where we go vk7201k meme xd)

 

Mostly used as alternative/replacement for 50B/t57 really, where hulldown is worth it.

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Our callers have been letting the few guys that have one bring them as a replacement for other heavies on maps with hull down opportunities/autoloader rolls to see what they can do.  They are not common enough to build strats around yet.  I think we have as many Object 260s as we do Krans right now.

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thanks for the insight guys. For me its just a question of whether the hulldown advantage it possesses is valuable enough to compensate it's defects. It wont be able to stay hulldown forever, and eventually that advantage will have to be abandoned in order for it to support other lines of combat.

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the Kran just seems to be specialised in that hull-down position, otherwise the T57 and AMX 50B seems to be the better options for dealing burst damage IMO

i recall CROWN did a full 15 T57 Heavies in Himmelsdorf. It went quite well.

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I think at most VILIN has pulled has been two at a time. They're used more as a mid area flex/defensive force, to give other tanks the time to move as needed. But, for the most part you're still much better off having more 50Bs and some T57H's. Especially with the looming alpha buff

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22 hours ago, TheMarine0341 said:

I think at most VILIN has pulled has been two at a time. They're used more as a mid area flex/defensive force, to give other tanks the time to move as needed. But, for the most part you're still much better off having more 50Bs and some T57H's. Especially with the looming alpha buff

Wwwwhat?:nyes:

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9 hours ago, TheMarine0341 said:

All 120mm guns are getting their alpha buffed to 440 over 400. In the case of HT Auto's, this now moved them from 4x400=1600 burst to 4x400=1760 burst

I have found it only on sandbox. That is actually going to live? I thought that stuff from sandbox will never be implemented..but I do not follow it at all, maybe changes in the last year originally came from sandbox. I remember only nerf on medium apcr/heat as a test server, for example...     

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