Jump to content

Guide to Team Battle Mode by ISG,Efficiency and Avant Garde

Recommended Posts

Wrote a 4-part guide with two other teams from scratch that got published by WG, forgot to port it over to Wotlabs, figured this would be good for internet reputation points people who want to get into 7/42 and people who wish to become better in 7/42,the version I'm porting over is the our original*(img links were reuploaded) google doc we submitted to WG filled with our uh...authentic language.

Links to original WG page : 






Insidious Gaming, Team Efficiency and Avant Garde’s English Guide to 7/42 E-Sports for the masses.


Greetings to those who are interested in 7/42 E-Sports and its Tournaments.

WG has requested that we make this gloriously exquisite guide to the unwanted, unwashed, downtrodden and demoralized men of the ASIA server who seek leadership and guidance to play 7/42 after numerous crushing defeats.


It was then authorized by the Supreme and Glorious Heir of the Righteous One, Duchess of the Pubs, Ruthless Slayer of the Unworthy, Gracious Savior of the Uneducated Masses, Grand Connoisseur of The Most Fine Cuisine, Steadfast Carrier of the Undeserving, Most Purple of the Unicum of Unicums, Treasurer of Tiny Fortunes, The Loyal Lieutenant of Insidious Gaming, Daring Diplomat of the Dumb Pubbeh Safari, Most Holy Leader and Pioneer of the T1 Master Race, Fearless Comnisar of the People’s YOLO Party, and the One True Princess that the ASIA Server needs but does not deserve,





“If a princess does not lead the charge, her subjects will not follow”

That we fulfill the request of WG and as such, after many hours of menial labour, motivated by the working people who look upon us to deliver them from defeat at the hands of the ruthlessly barbaric pubbies, that we present to you our Finest Work of Art.

Let this guide be able to assist you in your endeavours.

Firstly, our credentials.

Who is ISG?



ISG is Insidious Gaming. Last time we Alpha Team Singapore. But den the ISG ppl see us like wah... machiam got potential sia, so they offer us sponsor in exchange for publicity lor. So we accept lor.


Who is Team Efficiency?




Red Panda+Donkey+Skyfox+Malaysian/Singaporean Pro Tankers+Indonesian Pro Arty ***


Who is Avant Garde?




Previously we were Grumpy Old Men and formed from the PANZAC clan player pool. We have since picked up a sponsor “Avant Garde” and joined DPS when the clan was created.


Our 3 Tournament Teams makes the Core of DPS

1) What is 7/42


7/42 is the standard international WoT E-Sports tournament format.

There are 7 players and the team has 42 max points and Tier 8 is the max tier.

Hence the usual lineup is 5 Tier 8s and 2 Tier 1s.

There have been other lineups, but it is generally not recommended.


2) The Team for 7/42


In the team of 7. There are 3 groups of people.


i) The Captain / Battle Caller / Field Commander(FC)




The Captain (or caller) is the one who has the final say and commands a team during 7/42 battles, to his team, his voice is like the word of God. Coordination of the team rests on this poor person’s shoulders. The caller is usually in a Tier 1 in city maps as it ensures that he can focus better as he is less agitated or likely to panic as being in a Tier 8 taking fire and calling a team is very difficult to do. Generally the caller drives a T8 on wide open maps due to the T1’s lack of radio range or by choice. Most teams have a backup caller/ Lieutenant who knows when to take over if the main caller is not making calls or has become involved too deeply in a battle with another tank. Usually this person will also call if/when the primary caller is unavailable.


ii) The Tier 8s




The tier 8 drivers are the soldiers of the team. They must know what the FC wants from them and they must be able to work together effectively and know their relative positions.

Initiative is the keyword. In order for sucess, one driving a T8 must be aware that the FC is unable to see everything that is happening on the battlefield and hence must have the ability to be proactive and cooperate with his/her FC during a match. Knowledge of Sharing HP and Focus Fire is expected. Firing Lanes and Map Knowledge is recommended.


Inside the T8 player group there is a subgroup these are your 2 primary scout players. They generally are your most aware and best crewed 13-90 players. These 2 players will generally know what your caller wants before he actually asks for it and will have an inate sense on when to fight and when to be passive as well as intimate knowledge of scouting spots and safe routes of passage for ALL tourney maps.


iii) The Tier 1s.




Never underestimate the power of the Tier 1. As Nisa would say

“There are 5 Tier 8s, but only 2 Tier 1s. It’s OBVIOUS which one is more important.”

The Tier 1s are the eyes and early warning system of the team. They are often used as Passive spotters. They can effectively halt an enemy advance just by spotting them. The T1 drivers have to be extremely skilled as losing a T1 engagement causes the team to be unable to push that flank without being spotted. Depending on the strat, T1s may be outfitted with optics and GLD for aggressive attacks against enemy T1s. Camo net and binocs are used for passive purposes in order to spot much further.


DO NOT EVER just throw away your T1’s they can cap just as fast as a T8!


The Captain MUST know his team well. Some members are great at Single shot vehicles. And some love autoloaders. And some are skilled at T1s such as Nisa who believes that #T1MASTERRACEYOLO420NOSCOPE. Hence, Nisa was promoted to T1 duty due to exceptional performance in the TAM Season 1 Grand Finals.

Make sure your members play tanks they are comfortable with. Never force them to play something they hate or are uncomfortable with as this would be detrimental to your team.


Ideally your team will have the following specialists.


2 Dedicated T1 Drivers (Sealclubbers/Statpadders can fit this role well as they are used to low tier combat,they must know how to keep their cool and win T1 engagements from time to time)


2 Light Specialists (Dedicated AMX 13 90/WZ-132 Drivers, must also be able to handle at least one Heavy/Support vehicle for urban settings, usually 13 90 drivers are put in 50 100s for city maps for their distinct similarity, however a T69 or other Support class vehicles may also work depending on what the player is comfortable with)


2 Brawlers/Heavies (Dedicated IS-3/110/T32/KV-5 Drivers, must also be able to handle Support vehiles if Heavies aren’t being used. Usually an AMX 50 100/M26/T69/Rhm Borsig or a Obj 416 will suffice when the team needs it.)


1 All-Rounder (This player will be your filler, he will be the one who is ready to fill any role necessary. This player may not be your best scout or heavy, but he will fufill multiple roles when the situation calls upon it.)


iv) Finding and Joining a team for 7/42.


It’s not fun to play with randoms in Team Battle mode.

Trust us, no communication means that it will probably result in losses more often than wins.

Playing with people you know and those who are on voice comms is generally more effective.

Most Tournament teams start on the basis of a group of players who know each other by some means whether it be platoon buddies, forum buddies, clanmates, or even those you know personally by face.


If you lack these options then the best way to start is to find a clan which is competitive enough to put together a team. Most of the time there will be someone with the initiative to create the team, however if there is no one willing to be the Captain then be prepared to take that role.

Find some people who seem nice and willing to cooperate with a team, this is key as good communication is crucial in 7/42, remember to ask them what tanks they are comfortable in.

Start off by playing a few platoons together to see how well you gel/mesh with the poential team member, this is often the best way to see how well you work as a team.


When ready, try some team battles to get a feel of the 7/42 mode.

When you feel you have mastered 7/42 and are comfortable with your current team, try signing up for an official tournament.


3) Tanks for 7/42


IS-3 - The IS-3 is the standard Tier 8 Single shot for 7/42s. They usually work in pairs and they are a very nice tier 8 tank to brawl. Its sideskirts allow for effective rear sidescraping and they have good alpha. This tank brawls with other tier 8s and soak hits to ensure that their AMX 50s can fire safely.


Red Panda’s Tip: This is the easiest tank to learn but one of the hardest to master, generally this is the failsafe tank, an All-Purpose Heavy ready for most situations. Assign your all-rounders or brawlers in this tank. Survivability of this tank is generally underestimated as when rushed, the IS-3 can be relied upon to hold it’s ground for a decent amount of time before it goes down if it has a good driver who knows how to use it.

Engagements are best in mid-close range to an all out brawl, arguably the best tank to peek-a-boo with. Generally used in city maps or maps that offer cover without long sight lines.



- Side Skirts make this tank almost invulnerable to any tank firing HEAT premium ammo

- Very nice first strike damage on the 122mm BL-9 (390 average - packs a big punch per shot)

- Good mobility for a heavy tank (makes aggressive flex strats work)

- Good accuracy on the move

- Tough turret overall (minus the weakspots), useable for window/hulldown positions

- Fires APCR *lol*



- Armour is poor against APCR rounds when this tank is exposed (in the open) to enemy fire

- Frontal hull armor is pathetic, made worse after the recent IS-3 nerf.

- Sustained firepower is underwhelming, it will lose a sustained firefight in the open without cover

- Accuracy and aim-time is not suited for long range sniping

- View Range is abysmal (350m), the most blind tier 8 tank

- Ammo Rack is fragile (prepare to get one shotted or have a 20 sec reload when unlucky)




110 - The 110 is an alternative to the IS-3. It has a faster firing and more accurate gun but has lower alpha. It is slightly more mobile than the IS-3 but lacks sideskirts to sidescrape in order to hold a flank. This is a more aggresive IS-3 but is much harder to master.


Red Panda’s Tip: An IS-3 with a higher DPM gun for sustained gunfights, armour transferred from the side to the front, tougher frontal but weaker sides when compared to the IS-3. Works best when piloted by experienced Heavy drivers as armour is harder to use against multiple enemies. Close-mid range engagements are best suited, however this tank is better at sustaining constant fire rather than peek-a-boo trading. Generally seen replacing the IS-3 on city maps or semi open maps depending on the strat either being more aggressive or defensive.



- Very good frontal pike armour, very resistant to enemy fire front on, APCR ammo included

- Quick reload on 100mm gun (~8 seconds), allows for continuous fire against enemy tanks

- Mobility is slightly better than the IS-3, this makes this tank a very good spearhead for an assault

- Fires APCR

- Good at 1v1 tank duels (sustained, not peeking)



- Weak side and rear armour, easily penetrated by flanking autoloaders

- Accuracy when moving is not the best

- IS-3 sidescrapes better than the 110

- Dies really quick when ganged by multiple enemies dues to the lack of side armour skirts




AMX 50 100 - This is the standard Tier 8 Autoloader for 7/42s. They are usually in pairs. They can effectively clip any tier 8 tank. KV-5 included if they roll high.

They are mobile enough to keep up with IS-3 packs but has relatively poor camo and extremely soft armor that can be penetrated by tier 1’s.


Red Panda’s Tip: The standard ‘clipper’ tank. ~1800 damage dumped in under 15 seconds, fast chassis, no armour, long reload. Used as an ambusher or as a fast strike tank/flanker, make sure players on your team who are driving this has a lot of experience with autoloaders as missing/bouncing even one or two shots may be crucial. Meant for medium-long range combat, this tank does not fare well against return fire, so it’s best to set it up to deal damage without taking any. Usually seen as the universal damage dealing tank, useable on any map, however on open maps it is very vulnerable as it is easily spotted.



- Autoloader - Kills extremely fast (provided all shots penetrate lol) Spike damage is excellent

- Fast, can speed around the map and relocate very quickly to different shooting positions

- Heavy with good speed means it can ram kill T1s without shooting them

- Versatile vehicle, can support a defence or an assault.

- Fires APCR



- Armour……. lol…. What armour??

- Camo value…….. Camo?? What the heck is that?

- Magazine Reload……….




Rhm-Borsig - Invisible Punisher. This is pretty much a single shot version of the AMX 50. It’s a good sniping tank and its high camo value means that enemy teams are unable to easily push a flank that this vehicle is covering. Do not get spotted in this tank as it is not mobile enough to run away and can be easily peforated by any tier 1.


Red Panda’s Tip: The Slipper of Doom. Ability to mount a long range sniping 128mm cannon (490) or a 150mm derp howitzer (750). This vehicle is basically an AMX 50 100 TD version without an autoloader, it can lay waste to any other T8 tank at range provided it is not exposed. Excellent camouflage and firepower, however mobility is poor to say the least. Devastating tank when piloted by the best shooter on the team, best suited at long range when using the 128mm cannon or the 150mm in CQC. Again, a vehicle that can be employed on most maps, however it must be used correctly to spell success.



- 2 gun choices, allows for flexibility in strats

- Great damage dealer, both cannons can demolish other tanks very quickly

- Excellent Camo Value, very hard to detect when hidden behind cover

- Excellent View Range (400m base)



- Gets murdered by T1 tanks due to it not having any sort of armour whatsoever

- 1100 HP, not alot when getting shot at

- Slow, very slow. The IS-3 and the 110 moves faster.




Obj. 416 - This also works like the Borsig but with some armor and a faster firing lower alpha gun, it’s effectiveness is significantly lowered when facing a well played IS-3 or hull down Pershing due to it’s HEAT premium ammo. Is also very prone to module damage more so from the front where most hits will take the engine.


Red Panda’s Tip: T-54 at T8 without the armour. This tank has everything the T-54 offers with a rear mounted turret. Stealthy and mobile, this tank is an excellent choice for open maps. Very easy to handle and used out in the open, any medium tank driver should feel at home with this tank. Best used as a mobile stealth sniper on open/semi-open maps, Engagement ranges are usually suited for longer ranges to allow this vehicle to retain it’s camo, however it can brawl in an emergency as it will kill (out DPM) all T8 tanks bar autoloaders.



- T-54 gun, very high DPM, whatever is exposed out in the open will die very quickly to this gun.

- Amazing camouflage values, won’t get spotted most of the time if well hidden.

- Mobility is superb, like the 50 100, this tank can relocate quickly

- Amazing accuracy on the move, when charging an enemy without armour, autoaim is viable



- 1200 HP isn’t much when caught out by multiple enemies

- HEAT ammo………...

- Lack of gun depression means that engagement areas must be selected carefully

- Prone to engine damage (front mounted engine)

- Turret does not rotate 360 degrees but is sufficient.




AMX 13 90 - This is the standard T8 active scout. Extremely mobile coupled with a high burst damage output and good camo makes it a excellent scout. Usually used in pairs just like the 50 100 as well. Note that it must stop to shoot at 200m or more. Do not waste your shots as it after all an autoloader.


Red Panda’s Tip: An all-time favourite Light for professional teams, view range+speed and an autoloader all in one. Used on semi open/open maps due to it’s versatility, essentially an alternative to the AMX 50, just trading firepower and gun control for speed an camo. Recommended only for those who knows vision/camo mechanics and also has superb situational awareness with experience managing a magazine reload.



- Fastest T8 Tournament tank (50-65kph on flat ground), moves very well

- High Camo Value

- Nimble and Agile, ability to dodge shells and circle strafe Heavies

- Autoloader (High spike damage, 240x6 dumped in under 15 sec)

- Excellent View Range (400m base)

- Fires APCR



- Magazine Reload……….

- Horrible gun control (terribad on-the-move dispersion and aim time)

- Frontal Engine with a tendency to take damage and/or get set on fire.

- The humiliation when a T1 kills you.




WZ-132 - An alternative to the AMX 13 90. Its single shot and hence can shoot on the move in hopes to hit a tank. It has 2 gun choices. The 85mm and the 100mm. The 85mm has more DPM but fires HEAT which struggles against opponents equipped with spaced armour. The 100mm fires APCR, and more alpha but has lower DPM. The choice is yours to decide which gun you prefer.


Red Panda’s Tip: The ignored alternative to the 13 90, usually not chosen because of it’s unreliable premium ammunition (85mm) and it’s lack of burst/spike damage. However in some ways it is more versatile than the AMX 13 90 with the absence of the magazine reload and also provides the same speed/agility along with being less prone to fires as the engine is located at the rear of the tank. Good choice for those who are new to Light Tanks as the autoloader on the AMX 13 is harder to manage, this tank is fairly easy to handle and has decent gun control coupled with two gun options.



- Easier to manage than the AMX 13 90

- Decent accuracy and aim-time compared to the AMX 13 90

- Excellent View Range (400m base)

- Great at taking out T1s without the need to reload a clip



- 85mm fires HEAT

- 100mm has low DPM

- Loses to AMX 13 90 in a brawl




T32 - The T32 is a solid tier 8 tank. Its turret armor is an invaluable asset to any team. Once hull down, it is nearly impossible to debunk unless you hit its copula repeatedly without being shot at. That being said, it has HORRIBLE hull traverse. This is a tank that has to be used defensively. Avoid using it offensively unless it can obtain hulldown positions safely as it will be punished if caught in the open. It also responds well to using the 90mm gun over the 105mm as the increased rate of fire enhances its suppressive factor.


Red Panda’s Tip: The terrain abuser, this vehicle has a monster of a turret that can bounce T10 guns along with scout level View Range, hence it is usually used in a defensive role on open/semi-open maps. Firepower and Mobility is fairly underwhelming with nothing special to mention besides that the gun does it’s job ok and straight line speed is decent. Yet again an all purpose Heavy for a more defensive team and used on maps where terrain can be abused. Very user friendly so beginners/new team members may find themselves at home with this vehicle. Engagement ranges are usually mid-long range, however this tank can brawl in a pinch due to it’s decent DPM and suppressive effect.



- Stronk turret armor (near invulnerable), useable in hulldown positions

- Excellent View Range (400m base)

- Decent selection of 2 guns

- Large tracks are quite HEAT resistant, much like the IS-3 side skirts

- Excellent gun depression and elevation angles



- Turns like a dying whale on a beach

- Generally slow and lacks mobility when compared to other Heavy Tanks

- Does not fare well when flanked or rushed as the weaker hull will get perforated with the inability to escape quickly.




T69 - The T69 is an alternative to the AMX 50 100 when better gun depression and mobility is required. It reloads faster than the 50100 and clips faster and hence spends less time getting shot at. It is up to your FC to decide which one he feels is more beneficial to your team. Since it fires HEAT ammo, it will struggle when facing the spaced armour of IS-3’s and hulldown Pershings (mantlet).


Red Panda’s Tip: The ‘faster’ AMX 50 100, this tank is more suited to hit-n-run tactics due to it’s faster reload and limited clip size. HEAT rounds are very unreliable, making this tank not a priority pick since the HEAT nerf, the poor gun penetration when it comes to fighting Heavies does not have security to cover the increased DPM when compared to the AMX 50 100 therefore rendering this tank redundant to some extent in certain situations where it’s spike is cancelled out by non-penetrating HEAT ammo. Requires a player with knowledge of weakspots and superb situational awareness, suited to mid range combat, this tank can lay waste to enemy Lights and tanks with no armour.



- Very high spike damage (~960 damage in 6 seconds)

- Similar Mobility to the AMX 50 100 (Fast, can support different positions/relocate very quickly)

- Better gun depression when compared to the 50 100

- Decent Camo Value

- Excellent View Range (400m base)

- Fast autoloader drum/clip reload (23-25 sec)



- HEAT ammo……..

- HEAT ammo………………

- HEAT ammo…………………………….    -.-  This will sometimes cost you games…….

- Gun control similar to the AMX 13 90 (Bad aim-time and accuracy on the move)




M26 Pershing - The Pershing is the T32 version of the T69. It is somewhere in between the T32 and T69. Its mantlet is able to bounce shots but it is not invulnerable. It has a nice and comfortable gun that is superb when on the move shooting along with a considerable HP boost over the T69. However it wont last long in brawls due to its squishy hull and hence should be used for prolonged engagements.


Red Panda’s Tip: The tank that is used as a niche for strats that require a faster T32 to secure an early position at the sacrifice of the durability and the DPM. The turret is not invlunerable like the T32, however it is alot more durable than the T69 and is slightly faster and also offers an APCR round that will offer easier penetration when facing heavy armour (IS-3, T32 etc). Pretty much all players should feel comfortable in this tank, however the lack of specialty may be noticed by some who favour a particular style, best used in prolonged mid range poking engagements where terrain can be abused, this tank can hold very well against HEAT ammo, however at close range, many tanks will outperform the M26 due to it’s lack of sustained firepower.



- Fires APCR ammo with high pen of 268mm

- HEAT resistant turret mantlet.

- Excellent View Range (400m base)

- Moblility on par with the Obj. 416

- Better gun control than the T69



- Mediocre DPM (sustained fire)

- Jack-of-All-Trades (does abit of everything, but not to the extent which other tanks can do)

- Paper hull armour, will not last long in a close range engagement.





KV-5 - The ultimate YOLO tank. The tank that defines Nisa. This monster of a tier 8 boasts the highest HP and DPM. This is a pure offensive tank and is used to soak up all the damage. If it takes 18 shots from 3 AMX 50100s, it has effectively rendered your other 4 comrades to fire without fear for at least 45 seconds. Use this tank to violate your enemies ever so severely with extreme prejudice, great care and the Will of the People will guarantee your success.


Red Panda’s Tip: The Damage Sponge, this vehicle is the one chosen for it’s ability to take damage like there is no tomorrow, with 1780 HP, this is the highest amount of HP any T8 tank will go even surpassing some T9 vehicles in terms of durability. Suited to urban engagements, this tank can either be used very aggressively or very defensively due to it’s durability, best engagement ranges usually come down to mid-close range to allow the gun to target weakspots with it’s poor accuracy and penetration. Again like the T69, this tank requires someone with experience and knowledge of targeting weakspots.



- Nisa smiles upon those who drive this tank with the Will of the People

- Surprisingly fast for its size in a straight line

- Very high DPM, Fast reload

- Very high health pool that allows to soak many hits before going down



- Turns like a whale

- Overrated armour values

- Easily outmaneuvered by everything

- Low penetration APCR


4) Crew Skills

The minimum your crew should be at is debatable.


Deathskyz’s minimum is a 100% Crew, Commander with 6th Sense and Loader with Safe Stowage.


Grivyn’s minimum for teams looking to take 7/42 seriously is to have a 100% crew and partially trained third skill. If you are not looking at playing seriously then 100% crew with 6th sense should at least be obtained.


comix’s minimum is a 6th Sense Commander with other crew members having it’s 2nd crew skill being trained up. The more the better…...


6th Sense


6th Sense or go home……

No 6th Sense = Don’t even bother playing 7/42.


It is up to your FC to decide what is the minimum for your team.

It is up to the players to choose the Skills/Perks which suit their tank and playstyle/role on the team, but 6th Sense is always a must.


Helpful hint: To ensure rapid training of your tournament crew, purchase/obtain the corresponding premium tank (nation/class) in order to use your tourney crew for additional training daily doubles and x3/x5 when on offer.


4) Rules of Thumb for 7/42

1. Make sure you have thumbs.


2. Make sure to do a comms check to ensure everyone can hear and respond clearly to the calls as intended.


3. Do not underestimate the enemy.


4. Treat the opposing team with respect. Do not humiliate them no matter how easy they are.


5. Learn the proper times to suggest ideas to the FC and when NOT to do it. Examples of not suggesting ideas is when you are in a brawl.


6. Every member of the team is important, regardless of the tank he is playing.


7. Learn what equipment/crew setup would suit your tank best.


8. Location. Location. Location. Know where the enemy is before doing a push.



5) Things to avoid for 7/42

1. Spicy food. Always avoid spicy food, especially curry. You do not need an emergency bowel evacuation halfway in a match.

2. Do not overcall your FC. Ensure clear battle comms as having multiple people shouting does not help at all.

3. Avoid scolding in the heat of battle, save it for debrief. A stressed soldier does not get calmer with someone shouting in their headsets.

4. Avoid changing the strat right as the battle starts whenever possible, your comrades may be confused and may end up not knowing what to do/going to the wrong place/doing the wrong thing.


6) Simple Tactics and Strategies

1. Work as a Team, no matter how dumb this may sound to you, communication and positioning of tanks works wonders when done right, No matter how well a strat is planned, it is the execution of the plan or the quick reaction to an enemy movement which wins games.

2. Don’t be a lone wolf, stay together in pairs or groups for a force multiplier. A 2v1 or a 3v1 means that an enemy tank can be taken down very quickly in a matter of seconds without having to lose too much HP on your side.

3. Trade damage well, no need to peek out and take massive amounts of damage when you know there’s a small chance of landing damage on the enemy team. Only expose yourself to enemy fire is you know it’s going to be a worthy trade where they are going to lose more overall HP than your own tanks. Remember that its a trade. Not a donation.

4. Sharing damage means the life and death of your tanks when it comes down to an all out brawl. Take a hit for your teammate if he is about to go down, a 1HP tank is still a gun to use for shooting the enemy, always remember that.

5. Focus Fire will take down a group of enemies faster than if you spread the damage around, one dead enemy means one less gun shooting at you and less HP lost on your side when the brawl settles down.

6. Don’t waste shots in autoloaders, bouncing/missing or shooting at T1s when not necessary will cost your team on a number of occasions. If there’s a T1 in sight, get a single shot tank to kill it if possible, only fire at it with a clipper if it is capping the base or it is spotting your team and no one else is around to take it out.


7) Inspriring motivational speeches to the masses

Dont give up. No matter how badly you were thrashed by the enemy team, you can always learn what they do by watching their replays. Remember that all teams have to lose eventually and in some cases badly as well.

Never stop learning.

Every tank can make a significant difference.

Be humble in both victories and defeats.

Trust your team and they will trust you.






~~~~~~ This guide was brought to you by ~~~~~~

-Cute Boi Comix aka. Red Panda

-Nyan Hetzer Deathskyz

-All Blacks Kiwi Grivyn

-Princess Nisa

-Elite the Princess Consort Ellie

-Clan Donkey djuice

-SickTank the Malay Abang

Link to post
Share on other sites

Nice guide. 


No mention of 416 though? 

Link to post
Share on other sites

Nice guide. 


No mention of 416 though? 

Between the Borsig and 1390.

Link to post
Share on other sites



Don't listen to the Princess, she cost ISG TanksAsia Season 1 Champion.



Link to post
Share on other sites

I've seen fellow teammates bring a T-44 in 7/42 once when I played among them.


What is your thought on the T-44?

Link to post
Share on other sites

I've seen fellow teammates bring a T-44 in 7/42 once when I played among them.


What is your thought on the T-44?

Low HP,no real armor,No DPM/Autoloader sub-par gun to its peers and its mobility isn't good enough to justify since a 1390 would be better.

In other words,its weaknesses are glaringly obvious in 7/42 and its strengths are eclipsed by more specialised tanks.


Link to post
Share on other sites

Dia confirmed blind.

Between the Borsig and 1390.


Oh god whoops.

Link to post
Share on other sites

Which gun for Cunninghams?

I prefer the 20mm Hispano Birgit because its more effective in T1 vs T1 and has higher chances of wrecking modules on soft targets.

Link to post
Share on other sites

I believe the gun on the T1 depends on the role. For instance if you are pushing down a flank scouting then the Hispano will be better because you are more likely to find an enemy T1. But if you are staying at base to light cap (say like on the K Line on Steppes south side) then the 37mm Browning Semiautomatic will be better because it can pen the tier 8s used on that map and the Hispano's pen goes to next to nothing after about 200 meters.

Link to post
Share on other sites

This guide is very nice and makes me happy.


Is there any viability for an ISU-152 in certain situations or on certain maps?

Link to post
Share on other sites

This guide is very nice and makes me happy.


Is there any viability for an ISU-152 in certain situations or on certain maps?


The aim time and accuracy gives it reliability issues. The 50 100 / Borsig would be better in the damage dealing role.

Link to post
Share on other sites

JP2 has better mobility, Borsig has similar gun with better camo and a turret. It's really not worth.

Link to post
Share on other sites

Which gun for Cunninghams?


As you might have noticed in this thread in the Purple Posters Section: I have spent probably way too much time researching and testing various configurations on the T1, including spending hours in training rooms with Agamemneon and others, and pestering every pro T1 driver I get a chance to talk to.


My research, testing, and personal experience of like 1000 team battles and 7/42 tourney games shows that 99.999999999% of the time, you'll want the 20 mm Hispano Souza. It's just so much infinitely better against enemy T1s (If I see the other T1 has the 32 I just rush him, eat a shot or two, and clip him out), and it isn't bad at range if you pulse the shots. It can also pen the back of a 50 100 (or even a T69) or the back and sides of the 13 90 with gold rounds.


The only time you might want the 32, apparently, is if you KNOW you're going to be used with the 8s, like leading the charge around the corner to potentially eat a shot in a brawl/harrass enemy 8s.


I can tell you that SIMP used the 20mm on Prok in a scrim I was fortunate to be able to participate in when a team needed an extra T1 to scrim them.

Link to post
Share on other sites

JP2 has better mobility, Borsig has similar gun with better camo and a turret. It's really not worth.


I'm hearing that the JP2 is viable.  pls confirm my bb is usefull.

Link to post
Share on other sites

I believe the gun on the T1 depends on the role. For instance if you are pushing down a flank scouting then the Hispano will be better because you are more likely to find an enemy T1. But if you are staying at base to light cap (say like on the K Line on Steppes south side) then the 37mm Browning Semiautomatic will be better because it can pen the tier 8s used on that map and the Hispano's pen goes to next to nothing after about 200 meters.


Get a Lolitraktor and its sexy 70+ APCR pen.

This guide is very nice and makes me happy.


Is there any viability for an ISU-152 in certain situations or on certain maps?

Outclassed,get a Borsig with the 150mm if you want alpha.


I'm hearing that the JP2 is viable.  pls confirm my bb is usefull.

Not really,its used as a hull down sniper (because the borsig is a better camo sniper) but the lack of a HP,Turret and mobility is pretty concerning.

Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...