Sau 12 evil eye is something to go through. LBZ on self-propelled guns: how and with what it is

For many players, the most difficult thing is completing a bunch of tasks on the way to various goodies and


Hello our young, or not so young, friends! We think everyone is already aware that as of January 15, personal combat missions have become available in World of Tanks, and that now you can play tanks not just for fun, but also, to some extent, “for passing.” If you don’t understand what we’re talking about, then go ahead.

For many players, the most difficult part is completing a bunch of tasks on the way to various goodies and unique tanks ( StuG IV, T28 HTC, T-55A, Object 260) there will be a need to step over yourself and pass the test of art. After all, sometimes it’s a matter of principle to never roll out a self-propelled gun into battle, even if it’s in the hangar, but for the sake of a great goal, you may have to. To prepare players for the unique gameplay, we decided to go through the entire chain of tasks for self-propelled guns. We will consider only the main tasks, so as not to let our thoughts wander too much.

Looking ahead, we immediately note that at first glance, LBZ on art is the easiest to perform. As specialized non-artists, who at one time played only this class of equipment, we estimated that 90% of the tasks set by the developers were completed quite successfully in random (even after the global nerf of art in patch 0.8.6, if that). But enough of the lyrics, it’s time to get straight to the point.

The 15 tasks of each operation (read the chains for obtaining a specific machine) are, in general, essentially the same and differ only in some additional conditions. For example, the first main task to obtain all four new tanks, SAU-1. Howitzer fire, absolutely identical: you just need to deal a certain amount of damage. To receive Shtuga – 1000, T28 HTC – 2000, T-55A – 3000, Object 260 – 4000. As you can see, everything is logical, as the rates increase, the conditions become more complicated, but not so much that they cannot be met.

The first task SAU-1. Howitzer fire, all four operations can be performed without much difficulty on any self-propelled gun of level 7 and higher. With great desire and/or “skill”, 3-4 thousand damage per battle is achieved on a conditional basis G.W. Panther, and on the top art, God himself ordered it to be “damaged” like that. Using equipment of the minimum acceptable level to perform this task is not for everyone, or for a special connoisseur of a particular machine.



Performing SAU-2. Hidden and dangerous, you don’t have to reinvent the wheel either - will never appear in battle and at the same time shoot for Stug - 500 damage, T28 HTC - 1500 damage; for T55A and Object to be in the top 5 and top 3 in terms of damage. Almost any artillery piece with a normal firing range, 100% crew and a minimum set of equipment (camouflage net) is capable of this. Again, we recommend a universal option - G.W. Panther.

SAU-3. Accurate sight will make us just hit the target causing damage from 3 to 6 times per battle depending on the operation number (for example, for Shtug - 3 times, and for the 260th - 6 times, who did not understand). Here “sniper” self-propelled guns enter the arena, their accuracy will be higher than that of other relatives: Object 261, AMX 13 AM, FV304, yes and G.W. Panther again, it won’t be superfluous. Roughly speaking, it is best to use units with a gun spread of 0.7 m or less.



Performing SAU-4. Blind the enemy, you will have to rely on luck for the first time. We have to destroy enemy light tanks (Stug - 1 LT, T28 HTC - 1 LT in the first 3 minutes of the battle, T-55A - 2 LT, Object 260 - 2 LT in the first 5 minutes of the battle). It is clear that in order to meet the required number of “fireflies” in a random environment, who will agree to kill you at the beginning of the battle, you need special leniency from the VBR, and you can’t come up with a special guide for destroying LTsheks on art. Although, if you use art of the minimum acceptable level (from 4th to 6th), then the likelihood of encountering a larger number of tanks of the class we need, and even those that are not particularly fast (such as AMX 40, Valentine, Crusader), increases somewhat.

For SAU-5. Help in destruction It is best to have a “big gun” in the hangar with shells with a high rate of fragmentation. You will have to shoot down the tracks and hope that the “tagged” enemy will subsequently be killed by others (Shtug - shoot down the harp of the 1st enemy, T28 HTC - 2nd, T-55A - 3rd, Object 260 - 4th). Top "broads" ( T92, G.W. E 100, Conqueror GC) and gold landmines to help!





SAU-6. Hammerman: we simply kill opponents of a higher level. For Stug - 2 tanks of the same level or higher, T28 HTC - 3; for T55A – 3 vehicles per level higher, for Object 260 – 2 vehicles per 2 levels higher. It is immediately obvious that the top art is not suitable, which means the “finest hour” of “low-level” self-propelled guns is coming. We use equipment no higher than level 8, do not get to the top of the list, and here it is, the recipe for success. You can really cheat and go “trailer” into a platoon with equipment a level or two higher and be guaranteed to get the opponents you need. As random experience shows, with artillery such a trick is often quite effective - experience and silver are better farmed.

Execute SAU-7: Fighting against snipers, it seems, will not be difficult, because there are a huge number of tank destroyers in the random pool. However, the developers have added additional conditions. If it's simple kill a PT (for Shtug) and kill a PT at a higher level (for T28 HTC)- not a problem, then destroying 2 or 3 self-propelled guns (for the T-55A and Object, respectively) and at the same time winning the battle is a little more difficult. At this point we climb to higher levels and aim at the “glass” German cannons – waffenträgers and the sides of all sorts of “foshes”.

Task name SAU-8: Fire at heavy tanks! speaks for itself. All you need is inflict one thousand to three thousand damage (depending on the operation) only on heavy tanks. For this, it is also better to play at the top levels, where the number of hit points for vehicles is higher and the damage for weapons is larger. The positive effect of platoons with higher-level vehicles is also real.

SAU-9. Shooting with anticipation another task that requires not only direct hands, but also luck. Not only that need to damage a moving target, that after 0.8.6 it very much depends on the FBG, and also the target must move at a certain speed. From 10 to 40 km/h, depending on the level of the task. We use self-propelled guns with good flatness of projectile flight (the British immediately disappear) and projectiles with a large splash (“covered” also counts). You can also play at low levels, where there are more nimble tanks. The most important thing is to learn to determine the speed of the enemy by eye.

Tenth task SAU-10. Artillery Storm, should appeal to most art haters, because you need to kill your own kind. If you want to get a StuG IV, kill one enemy self-propelled gun, T28 HTC - two. For T-55A and Ob. 260 also one and two, respectively, but the enemy’s art has not yet been exposed. Thus, it can be assumed that soon, among artillery operators, get-togethers in battle will become common and other classes of equipment will be able to “breathe easy.” To complete this task, you will have to study the common habitats of the art and monitor the tracers. It also doesn’t hurt to ride in a platoon of two or three self-propelled guns in order to be guaranteed to encounter the required number of targets in battle and to have an extra pair of eyes to look for tracers of enemy shells.

SAU-11. Damage area will require the player's bombardier skills, because you need to hit 2-3 enemy vehicles with one shot (StuG IV - damage 2 vehicles, T28 HTC - 3. For T-55A - hit 3 vehicles, one of which must be destroyed, Object 260 – destroy 2 cars). It would seem that you just need to use “large caliber” and splash land mines, play at higher levels, where the technology is slower, but a lot will still depend on luck. Try and catch a successful crowd of enemy equipment and with one shot hit not only it, but also the necessary conditions of the task.

When performing this task, this machine would not hurt...




Task SAU-12. Drummer has the most different conditions for obtaining equipment from our four. By doing this, for Stug it is enough to get into the top 3 of your team in terms of damage and make 1 kill, for the T-28 HTC it is more difficult to get into the top 3 of both teams in terms of damage and kill two opponents, for the T-55A it is even more difficult to score more damage everyone on the team and kill three, and to get Object 260 needs to be the first in damage for both teams, make 4 kills and survive in the bargain. Here you need to demonstrate all your skills in playing artillery, which the player will have to develop on the way to completing previous tasks and simply carry out a successful battle. First of all, you need straight hands and knowledge of the best positions for firing, but luck won’t hurt either - a convenient map is already half the success.

SAU-13. Artbattery– a platoon task, where everything seems simple: take a friend or two and win by shooting at least 20% of the total damage of the entire team with your platoon. This is for starters, i.e. Shtuga. Further the platoon's contribution to victory increases to 30%, 40% and 50% damage (for operations on T-28 HTC, T-55A, Ob. 260, respectively). In principle, this can be done on self-propelled guns of any level, loading premium shells and not ending up at the very bottom of the list. In this case, it is advisable to focus one target and thus “take away” damage from your own team as intensively as possible. However, at low levels there are more inexperienced players and the likelihood of being “dragged” by a platoon, shooting the lion’s share of the damage, increases.

The penultimate mission is also a platoon mission - SAU-14. Joint action. Having at least one light tank in a platoon with artillery, personally inflict a certain amount of damage. To receive StuG IV – 2000, T28 HTC – 3000, T-55A – 4000, Object 260 – 5000. Relatively nothing complicated. LTs are supposed to just make the task easier, but starting from the realities of random, where very few people play fireflies effectively, we actually get a slightly more complicated very first task SAU-1. Howitzer fire. Therefore, we return to the advice in “point 1” and slightly exceed the plan.

The final task of the SAU-15: Gods of War will be the icing on the four cakes. Conditions for Shtug 4: we deal at least 2000 damage and get into the top 3 of our team in terms of experience and damage. For the T28 HTC chain it’s the same, only you need to get into the top 3 in experience and damage among both teams. T-55A and Object 260 will require 3000 damage and be the best in experience earned and damage dealt among your team and both teams, respectively. It is logical to assume that such results can be most easily obtained using non-top-level equipment. After all, the lower the level of technology, the greater the likelihood that for 2-3 thousand of damage caused you will get to the top in all respects. I will also remind you again about the opportunity to take risks and play with a platoon with vehicles of a higher level.

Phew, so we briefly went over the specifics of the LBZ on self-propelled guns. If all of the above causes fear and horror, then you can simply not perform artillery tasks. True, for this you will have to complete the final tasks for all other vehicle classes with honors, like this.

We remind you once again that you can find all the information on the new challenge in World of Tanks

For a long time, artillery irritated both those who played it (low accuracy and long reload time) and those who went to the Hangar after being fired “out of nowhere.” Be that as it may, there is artillery in the game, and it needed a serious overhaul to take its rightful place in the team and on the battlefield. You will see the results of this rework in version 9.18. In the upcoming update, a number of changes will be made regarding the performance characteristics and game mechanics of self-propelled guns, with the goal of making this class of equipment more team-oriented, enjoyable to play and causing less irritation among players. Instead of inflicting huge one-time damage and reducing the dynamics of the battle, artillery will now closely interact with the rest of the team, reduce the enemy’s effectiveness and set the direction of the attack. Single hit damage will be reduced, and one-shot kills will become rare. It will become easier for heavy tanks to push the direction and go on the attack, which in turn will push other classes of vehicles to take active action. In the announcement of the general test, we mentioned changes that should turn artillery into a class of long-range fire support. Today we will look at these changes in detail, and also talk about the economy and personal combat missions for self-propelled guns.

Limit on the number of self-propelled guns in battle

With the release of update 9.18, the game will have a limit on the number of self-propelled guns: no more than three vehicles per team; Also, self-propelled guns will not be able to play as a platoon. The limitation will help to avoid battles in which artillery dominates: the number of self-propelled guns should be sufficient to effectively support the team, and not to intimidate the enemy by the fact that he will be immediately destroyed when leaving cover.

Players often asked to remove the ability for self-propelled guns to play in a platoon. After all, after the introduction of a new balancer and the ability to unite into a platoon of three players, a situation may often arise when a platoon of three self-propelled guns will be the only vehicles at the top of the list. And three support vehicles cannot be the most powerful unit on the battlefield. In addition, after analyzing various scenarios of the behavior of a platoon of self-propelled guns in battle, we came to the conclusion that the influence of a platoon of several self-propelled guns on a single target is too great and is extremely negatively perceived by the “target” tank. At the same time, single self-propelled guns, due to a lower level of interaction with each other, will be able to better control the entire battlefield, providing uniform assistance to allies in all directions. Therefore, it was decided to disable the possibility of creating a platoon, both dynamic and in the Hangar, with the participation of self-propelled guns. Since self-propelled guns will not be able to join a platoon, personal combat missions for them will also be adjusted: the need to go into battle as a platoon will be removed from the conditions.

Changes in performance characteristics

The large caliber, combined with the high penetration of armor-piercing and cumulative shells, allowed the self-propelled guns to hit even heavily armored vehicles, often causing a critical amount of damage. Such situations forced players in regular vehicles to sit out the entire battle behind cover, which, in turn, reduced the dynamics of the battle and often led to a draw.

At the same time, an accurate hit, given the low accuracy and long reload time, is more like a lottery. You converge on the point where the enemy should appear, wait, shoot at a moving target and in most cases miss, after which you wait for a long time again. If you miss again, you seriously think about never playing with self-propelled guns again.

By changing the game mechanics for artillery, we tried to take into account both sides of the coin:

  • To reduce the likelihood of receiving a critical amount of damage and instant destruction with one shot, we have significantly reduced the armor penetration and damage of high-explosive fragmentation shells, and have completely removed armor-piercing, armor-piercing sub-caliber and cumulative shells from the researched vehicles. One-shot destruction is still possible if the shell hits the target and explodes the ammunition rack, but the likelihood of such an event is close to zero.
  • To make playing on self-propelled guns more comfortable, we have reduced the spread on the move, and also improved aiming speed and accuracy, and slightly speeded up the reload speed. Playing art is no longer like a lottery: you aim faster, you know exactly where the projectile will fly, and you are sure to stun the enemy who is within the radius of the fragments. In other words, self-propelled gun players can help the team.

Stun mechanics

New game mechanics for self-propelled guns are designed to turn artillery into effective team players. Now the performance characteristics of vehicles that find themselves within the radius of artillery shell fragments (we are talking about high-explosive fragmentation shells with a caliber above 122 mm) will temporarily decrease. This means that self-propelled guns can influence the outcome of a battle by providing support in attack or defense. They can provide their team with a few valuable seconds so that their allies can push the direction. At the same time, self-propelled guns will not destroy an enemy vehicle with one shot, as happened before. Now the explosion of a high-explosive fragmentation shell will stun the crew, thereby reducing mobility, accuracy and reload time for a short time. After the stun effect ends, the performance characteristics of the vehicles return to normal.

Stun Duration

The characteristics of high-explosive fragmentation shells have a maximum and minimum stun time. The stun time is the sum of two values ​​(static and dynamic) and cannot be less than 5 seconds. The minimum stun time is the guaranteed time that your vehicle will spend in a stunned state if you find yourself within the radius of artillery shell fragments. Moreover, a dynamic part of the stun time* will be added to this value, depending on the distance of the vehicle from the center of the explosion, the amount of damage received, installed equipment and consumables.

In addition to armor that partially absorbs damage and reduces stun time, it makes sense to install Splinter Lining and a Large First Aid Kit:

  • All types of anti-fragmentation linings reduce the stun time by 10%. However, the Super Heavy Shrapnel Liner will be the most effective, as it absorbs blast damage better than others.
  • Large First Aid Kit reduces stun time by 5%. At the same time, both Large and Small First Aid Kits can be used to instantly remove stun.

If a vehicle is stunned by several high-explosive fragmentation shells, the stun time will be calculated separately for each of them. The total time is not summed up: two stuns run “parallel” to each other, while the counter shows the time of the stun from the moment the first projectile hits until the moment when the stun of the last projectile that hits stops working.

“Object 261” hits the Type 5 Heavy tank, stunning the latter for 9 seconds. After 3 seconds G.W. Panther stuns the “Japanese” for 6 seconds, and after another second Conqueror Gun Carriage adds 12 seconds of stun.

In total, the Type 5 Heavy was stunned for 27 seconds, but in reality it was only stunned for 16 seconds. How does the stun mechanic work? When Object 261 has 6 seconds of stun remaining, G.W. Panther adds his 6 seconds. The effects stack on top of each other, and the stun applied by G.W. Panther is completely blocked by the stun from Object 261. 4 seconds after Object 261, the Conqueror GC hits the Type 5 Heavy. The stun effects from Object 261 and Conqueror GC apply for only 5 seconds, and the remaining 7 seconds are added to the original 9 seconds.

Stun effect

The explosion of a high-explosive fragmentation shell stuns the entire crew of the vehicle, which reduces the effectiveness of the vehicle in combat. The stun effect, in fact, like its duration, consists of two values: you are guaranteed to receive 75% of the maximum reduction in performance characteristics (see list below), as well as a certain value of the remaining 25% (this value directly depends on the damage received). If several projectiles hit, only one of them will affect the performance characteristics of the vehicle: the one that has the largest reduction coefficient.

  • The specific engine power is reduced by 30%, and the speed by 25%.
  • The chassis traverse speed is reduced by 20%, and the turret traverse speed is reduced by 40%.
  • The viewing radius is reduced by 25%.
  • The spread when the chassis moves, when the chassis rotates and when the turret rotates increases by 50%.
  • Reload and aim speeds are also reduced by 50%.
  • Accuracy is reduced by 25%.

The graph shows the conditional effect of stunning each self-propelled gun on the performance characteristics of the stunned tank.

Reusable equipment

Starting with update 9.18, players will be able to use Repair Kits, Fire Extinguishers and First Aid Kits as many times per battle as needed. For example, you used the Repair Kit in the first few minutes of the battle. Shortly after this, the enemy damages your ammo rack. Previously, you had to play with a damaged ammo rack until the end of the battle. Now you can repair the damaged module after restoring the Repair Kit and continue the battle with normal efficiency.

You will not have to pay additionally for repeated use of equipment. It doesn’t matter how many times you use the equipment in battle, at the end of it you pay the standard cost. If you did not use the Repair Kit, then, accordingly, its cost will not be written off based on the results of the battle. Equipment is restored automatically in battle. The only thing you need to remember is that it takes 90 seconds to recharge.

Damage to stunned vehicles

To further highlight the new role of artillery, we have slightly revised the economics of this vehicle class. Now self-propelled guns will receive experience and credits for the damage that allies inflict on a stunned enemy. This indicator, designated as “Damage dealt with your help,” can be found in the battle results, as well as in the achievements window.

All damage inflicted on a stunned enemy is divided among all self-propelled guns participating in the stun. The artillery that struck first will receive 70% of the total value. The remaining 30% will be equally divided among the remaining self-propelled guns that participated in the stun.

If a self-propelled gun stuns an enemy who is already stunned, it will receive 30% damage assistance until the stun effect of the first self-propelled gun ends. As soon as this happens, the second self-propelled gun will begin to receive 70% of the total value (while being stunned simultaneously with other self-propelled guns), until the effect of its stun ends, etc.

If only one self-propelled gun inflicted stun on an enemy who received damage, the assistance in dealing damage will be fully credited to that particular self-propelled gun.

And finally, the damage caused by the shot of the self-propelled gun itself at the moment of hitting and stunning the enemy will not be counted towards the damage caused with its help.

EXAMPLE: Let's go back to our Type 5 Heavy, "Object 261", G.W. Panther and Conqueror GC. “Object 261” is the first to stun the Type 5 Heavy tank. He receives 100% damage assistance while G.W. Panther did not make its hit, i.e. 3 seconds. The damage value is then split 70% to 30% between Object 261 and G.W. Panther until Conqueror GC joins. When this happens, Object 261 continues to receive 70% of its total damage assistance until the stun caused by its hit ends (another 5 seconds). The remaining 30% is divided between G.W. Panther and Conqueror GC until the stun effect caused by Object 261 and G.W. Panther ends. After this, Conqueror GC will receive 100% damage assistance against a stunned enemy for the remaining 7 seconds.

Coordination of activities within the team

To bring the team closer to victory, self-propelled guns must coordinate their actions with other players. We've added several elements to the game interface to make this interaction easier:

  • Marker designating the firing area for allied vehicles. SPG players can now notify their team of the area where their fire will be directed, which will alert their allies about the attack and give them a chance to escape from the fire. To designate an area of ​​fire (with a radius of up to 15 m), simply press the “Support fire / Attack!” button. (default is T).
  • Stun indicators. Players on self-propelled guns see the amount of damage dealt to vehicles they have stunned - this information is also displayed in the battle results as damage dealt with the help of the player. At the same time, the remaining stun time of the vehicle is displayed to allies (above the vehicle). When you stun your own vehicle, the stun time and detailed information about the damage received, as well as the deterioration of combat parameters, are displayed in the lower left corner of the combat interface.
  • Alternative sight. It was based on the fan-favorite Battle Assistant, which changes the aiming screen for self-propelled guns (by pressing the G key) and displays to the player a clear firing trajectory, as well as the surface of the game map, which provides better aiming. It works well when targeting targets that are behind large obstacles, and is indispensable on maps with a lot of buildings and uneven surfaces. Using a combination of standard and alternative sights will significantly increase the chance of a successful shot by a player on an SPG.

Gameplay

The change in performance characteristics, combined with an increase in the scattering radius of fragments and the stun effect, should push self-propelled gun players to change their playstyle. They must fire at enemy clusters, while their allies must deal damage to stunned targets. Now artillery will be able to significantly influence the outcome of the battle if it chooses the right tactics. SPG players will have to monitor the development of the battle and analyze the situation. If the enemy goes on the attack, the self-propelled gun can stop it. If the allies decide to attack, the self-propelled gun player can help them by reducing the enemy's effectiveness.

If you are not playing a self-propelled gun, still keep an eye on the mini-map. If an allied self-propelled gun shows you the point where it is concentrated, try to lure as many enemy tanks into the affected area as possible, but do not forget to get out of the fire yourself.

Personal combat missions

Following the fundamental changes in the game mechanics of self-propelled guns, we also made changes to personal combat missions. Check out the revised challenges below and complete them to earn your reward!

Intermediate and main rewards for completing personal combat missions have not changed, so we are only indicating new conditions for you.

Combat missions on the StuG IV

SAU-1 – Declare yourself

Basic condition

  • Stun enemy vehicles at least 3 times.

Additional condition

  • Use a shot or ram to damage enemy vehicles at least 3 times.

SAU-2 – Tick-tock

Basic condition

Additional condition

  • Destroy at least 1 enemy vehicle.

SAU-3 – Deprive advantage

Basic condition

  • Stun an enemy heavy tank or tank destroyer at least 2 times with damage.

Additional condition

  • Win the battle.

SAU-4 – Don’t stand under the arrow!

Basic condition

  • Stun an enemy heavy tank or tank destroyer for a total of 30 seconds or more. The shot that caused the stun must also deal damage.

Additional condition

  • Win the battle.

Basic condition

  • Help your allies inflict 600 units of damage or more to the enemy, stunning or immobilizing enemy vehicles.

Additional condition

  • Use shots or rams to damage enemy vehicles at least 3 times.

SAU-6 – Thor's Hammer

Basic condition

  • Help your allies deal damage to 2 or more enemy vehicles that have been stunned or immobilized by you.

Additional condition

  • Win the battle.

SAU-7 – Population control

Basic condition

  • Stun at least 2 different enemy vehicles.

Additional condition

  • Win the battle.

SAU-8 – Successful battle

Basic condition

  • Be in the top 7 players on your team based on experience.

Additional condition

  • Win the battle.

SAU-9 – Hit the bone

Basic condition

  • Disable at least 3 any modules or injure at least 3 crew members of enemy equipment. The sum of disabled modules, as well as wounded crew members, is counted for all enemy vehicles you damaged in battle.

Additional condition

  • Survive in battle.

SAU-10 – Full range of services

Basic condition

  • The amount of damage you inflict, as well as the damage inflicted by allies on targets stunned and immobilized by you, must be at least 1000.

Additional condition

SAU-11 – Damage area

Basic condition

  • Stun at least 2 enemy vehicles with one shot.

Additional condition

  • Stun enemy vehicles for a total of 50 seconds or more.

SAU-12 – Evil Eye

Basic condition

  • Stun enemy vehicles for a total of 50 seconds or more. Allies must destroy at least 1 enemy vehicle that was stunned or immobilized by you.

Additional condition

  • Win the battle.

SAU-13 – Joint actions

Basic condition

  • Deal damage 4 times or stun enemy vehicles 6 times.

Additional condition

  • Win the battle.

Basic condition

  • Stun enemy vehicles for a total of 70 seconds or more or help allies inflict at least 400 units of damage to the enemy by immobilizing enemy vehicles.

Additional condition

  • Win the battle.

SAU-15 – Gods of War

Basic condition

  • Help your allies deal 1000 damage or more by stunning or immobilizing enemy vehicles.

Additional condition

  • Survive in battle.

Combat missions on the T28 Concept

SAU-1 – Declare yourself

Basic condition

  • Stun enemy vehicles at least 5 times.

Additional condition

  • Use a shot or ram to damage enemy vehicles at least 5 times.

SAU-2 – Tick-tock

Basic condition

Additional condition

  • Destroy at least 2 enemy vehicles.

SAU-3 – Deprive advantage

Basic condition

  • Stun an enemy heavy tank or tank destroyer at least 4 times with damage.

Additional condition

  • Win the battle.
  • The shot that caused the stun must also deal damage.

SAU-4 – Don’t stand under the arrow!

Basic condition

  • Stun an enemy heavy tank or tank destroyer for a total of 50 seconds or more. The shot that caused the stun must also deal damage.

Additional condition

  • Win the battle.

SAU-5 – Over-the-horizon support

Basic condition

  • Help your allies inflict 1000 units of damage or more on the enemy, stunning or immobilizing enemy vehicles.

Additional condition

  • Use shots or rams to damage enemy vehicles at least 5 times.

SAU-6 – Thor's Hammer

Basic condition

  • Help your allies deal damage to 3 or more enemy vehicles that have been stunned or immobilized by you.

Additional condition

  • Win the battle.

SAU-7 – Population control

Basic condition

  • Stun at least 3 different enemy vehicles.

Additional condition

  • Win the battle.

SAU-8 – Successful battle

Basic condition

  • Be in the top 5 players on your team based on experience.

Additional condition

  • Win the battle.

SAU-9 – Hit the bone

Basic condition

  • Disable at least 5 any modules or injure at least 5 crew members of enemy equipment. The sum of disabled modules, as well as wounded crew members, is counted for all enemy vehicles you damaged in battle.

Additional condition

  • Survive in battle.
  • Win the battle.

SAU-10 – Full range of services

Basic condition

  • The amount of damage you inflict, as well as the damage inflicted by allies on targets stunned and immobilized by you, must be at least 2000.

Additional condition

  • Allies must destroy at least 1 enemy vehicle that was stunned or immobilized by you.

SAU-11 – Damage area

Basic condition

  • Stun at least 2 enemy vehicles twice with one shot.

Additional condition

  • Stun enemy vehicles for a total of 100 seconds or more.

SAU-12 – Evil Eye

Basic condition

  • Stun enemy vehicles for a total of 100 seconds or more. Allies must destroy at least 1 enemy vehicle that was stunned or immobilized by you.

Additional condition

  • Win the battle.

SAU-13 – Joint actions

Basic condition

  • Deal damage 6 times or stun enemy vehicles 8 times.

Additional condition

  • Win the battle.

SAU-14 – Part of the ship - part of the team

Basic condition

  • Stun enemy vehicles for a total of 100 seconds or more or help allies inflict at least 600 units of damage to the enemy by immobilizing enemy vehicles.

Additional condition

  • Win the battle.

SAU-15 – Gods of War

Basic condition

  • Be in the top 3 players on your team based on experience.
  • Help your allies deal 1500 damage or more by stunning or immobilizing enemy vehicles.

Additional condition

  • Survive in battle.

Combat missions on the T 55A

Combat missions on "Object 260"

The same thing, only a little more complicated than on the previous car

For many players, the most difficult thing is completing a bunch of tasks on the way to various goodies and


Hello our young, or not so young, friends! We think everyone is already aware that as of January 15, personal combat missions have become available in World of Tanks, and that now you can play tanks not just for fun, but also, to some extent, “for passing.” If you don’t understand what we’re talking about, then go ahead.

For many players, the most difficult part is completing a bunch of tasks on the way to various goodies and unique tanks ( StuG IV, T28 HTC, T-55A, Object 260) there will be a need to step over yourself and pass the test of art. After all, sometimes it’s a matter of principle to never roll out a self-propelled gun into battle, even if it’s in the hangar, but for the sake of a great goal, you may have to. To prepare players for the unique gameplay, we decided to go through the entire chain of tasks for self-propelled guns. We will consider only the main tasks, so as not to let our thoughts wander too much.

Looking ahead, we immediately note that at first glance, LBZ on art is the easiest to perform. As specialized non-artists, who at one time played only this class of equipment, we estimated that 90% of the tasks set by the developers were completed quite successfully in random (even after the global nerf of art in patch 0.8.6, if that). But enough of the lyrics, it’s time to get straight to the point.

The 15 tasks of each operation (read the chains for obtaining a specific machine) are, in general, essentially the same and differ only in some additional conditions. For example, the first main task to obtain all four new tanks, SAU-1. Howitzer fire, absolutely identical: you just need to deal a certain amount of damage. To receive Shtuga – 1000, T28 HTC – 2000, T-55A – 3000, Object 260 – 4000. As you can see, everything is logical, as the rates increase, the conditions become more complicated, but not so much that they cannot be met.

The first task SAU-1. Howitzer fire, all four operations can be performed without much difficulty on any self-propelled gun of level 7 and higher. With great desire and/or “skill”, 3-4 thousand damage per battle is achieved on a conditional basis G.W. Panther, and on the top art, God himself ordered it to be “damaged” like that. Using equipment of the minimum acceptable level to perform this task is not for everyone, or for a special connoisseur of a particular machine.



Performing SAU-2. Hidden and dangerous, you don’t have to reinvent the wheel either - will never appear in battle and at the same time shoot for Stug - 500 damage, T28 HTC - 1500 damage; for T55A and Object to be in the top 5 and top 3 in terms of damage. Almost any artillery piece with a normal firing range, 100% crew and a minimum set of equipment (camouflage net) is capable of this. Again, we recommend a universal option - G.W. Panther.

SAU-3. Accurate sight will make us just hit the target causing damage from 3 to 6 times per battle depending on the operation number (for example, for Shtug - 3 times, and for the 260th - 6 times, who did not understand). Here “sniper” self-propelled guns enter the arena, their accuracy will be higher than that of other relatives: Object 261, AMX 13 AM, FV304, yes and G.W. Panther again, it won’t be superfluous. Roughly speaking, it is best to use units with a gun spread of 0.7 m or less.



Performing SAU-4. Blind the enemy, you will have to rely on luck for the first time. We have to destroy enemy light tanks (Stug - 1 LT, T28 HTC - 1 LT in the first 3 minutes of the battle, T-55A - 2 LT, Object 260 - 2 LT in the first 5 minutes of the battle). It is clear that in order to meet the required number of “fireflies” in a random environment, who will agree to kill you at the beginning of the battle, you need special leniency from the VBR, and you can’t come up with a special guide for destroying LTsheks on art. Although, if you use art of the minimum acceptable level (from 4th to 6th), then the likelihood of encountering a larger number of tanks of the class we need, and even those that are not particularly fast (such as AMX 40, Valentine, Crusader), increases somewhat.

For SAU-5. Help in destruction It is best to have a “big gun” in the hangar with shells with a high rate of fragmentation. You will have to shoot down the tracks and hope that the “tagged” enemy will subsequently be killed by others (Shtug - shoot down the harp of the 1st enemy, T28 HTC - 2nd, T-55A - 3rd, Object 260 - 4th). Top "broads" ( T92, G.W. E 100, Conqueror GC) and gold landmines to help!





SAU-6. Hammerman: we simply kill opponents of a higher level. For Stug - 2 tanks of the same level or higher, T28 HTC - 3; for T55A – 3 vehicles per level higher, for Object 260 – 2 vehicles per 2 levels higher. It is immediately obvious that the top art is not suitable, which means the “finest hour” of “low-level” self-propelled guns is coming. We use equipment no higher than level 8, do not get to the top of the list, and here it is, the recipe for success. You can really cheat and go “trailer” into a platoon with equipment a level or two higher and be guaranteed to get the opponents you need. As random experience shows, with artillery such a trick is often quite effective - experience and silver are better farmed.

Execute SAU-7: Fighting against snipers, it seems, will not be difficult, because there are a huge number of tank destroyers in the random pool. However, the developers have added additional conditions. If it's simple kill a PT (for Shtug) and kill a PT at a higher level (for T28 HTC)- not a problem, then destroying 2 or 3 self-propelled guns (for the T-55A and Object, respectively) and at the same time winning the battle is a little more difficult. At this point we climb to higher levels and aim at the “glass” German cannons – waffenträgers and the sides of all sorts of “foshes”.

Task name SAU-8: Fire at heavy tanks! speaks for itself. All you need is inflict one thousand to three thousand damage (depending on the operation) only on heavy tanks. For this, it is also better to play at the top levels, where the number of hit points for vehicles is higher and the damage for weapons is larger. The positive effect of platoons with higher-level vehicles is also real.

SAU-9. Shooting with anticipation another task that requires not only direct hands, but also luck. Not only that need to damage a moving target, that after 0.8.6 it very much depends on the FBG, and also the target must move at a certain speed. From 10 to 40 km/h, depending on the level of the task. We use self-propelled guns with good flatness of projectile flight (the British immediately disappear) and projectiles with a large splash (“covered” also counts). You can also play at low levels, where there are more nimble tanks. The most important thing is to learn to determine the speed of the enemy by eye.

Tenth task SAU-10. Artillery Storm, should appeal to most art haters, because you need to kill your own kind. If you want to get a StuG IV, kill one enemy self-propelled gun, T28 HTC - two. For T-55A and Ob. 260 also one and two, respectively, but the enemy’s art has not yet been exposed. Thus, it can be assumed that soon, among artillery operators, get-togethers in battle will become common and other classes of equipment will be able to “breathe easy.” To complete this task, you will have to study the common habitats of the art and monitor the tracers. It also doesn’t hurt to ride in a platoon of two or three self-propelled guns in order to be guaranteed to encounter the required number of targets in battle and to have an extra pair of eyes to look for tracers of enemy shells.

SAU-11. Damage area will require the player's bombardier skills, because you need to hit 2-3 enemy vehicles with one shot (StuG IV - damage 2 vehicles, T28 HTC - 3. For T-55A - hit 3 vehicles, one of which must be destroyed, Object 260 – destroy 2 cars). It would seem that you just need to use “large caliber” and splash land mines, play at higher levels, where the technology is slower, but a lot will still depend on luck. Try and catch a successful crowd of enemy equipment and with one shot hit not only it, but also the necessary conditions of the task.

When performing this task, this machine would not hurt...




Task SAU-12. Drummer has the most different conditions for obtaining equipment from our four. By doing this, for Stug it is enough to get into the top 3 of your team in terms of damage and make 1 kill, for the T-28 HTC it is more difficult to get into the top 3 of both teams in terms of damage and kill two opponents, for the T-55A it is even more difficult to score more damage everyone on the team and kill three, and to get Object 260 needs to be the first in damage for both teams, make 4 kills and survive in the bargain. Here you need to demonstrate all your skills in playing artillery, which the player will have to develop on the way to completing previous tasks and simply carry out a successful battle. First of all, you need straight hands and knowledge of the best positions for firing, but luck won’t hurt either - a convenient map is already half the success.

SAU-13. Artbattery– a platoon task, where everything seems simple: take a friend or two and win by shooting at least 20% of the total damage of the entire team with your platoon. This is for starters, i.e. Shtuga. Further the platoon's contribution to victory increases to 30%, 40% and 50% damage (for operations on T-28 HTC, T-55A, Ob. 260, respectively). In principle, this can be done on self-propelled guns of any level, loading premium shells and not ending up at the very bottom of the list. In this case, it is advisable to focus one target and thus “take away” damage from your own team as intensively as possible. However, at low levels there are more inexperienced players and the likelihood of being “dragged” by a platoon, shooting the lion’s share of the damage, increases.

The penultimate mission is also a platoon mission - SAU-14. Joint action. Having at least one light tank in a platoon with artillery, personally inflict a certain amount of damage. To receive StuG IV – 2000, T28 HTC – 3000, T-55A – 4000, Object 260 – 5000. Relatively nothing complicated. LTs are supposed to just make the task easier, but starting from the realities of random, where very few people play fireflies effectively, we actually get a slightly more complicated very first task SAU-1. Howitzer fire. Therefore, we return to the advice in “point 1” and slightly exceed the plan.

The final task of the SAU-15: Gods of War will be the icing on the four cakes. Conditions for Shtug 4: we deal at least 2000 damage and get into the top 3 of our team in terms of experience and damage. For the T28 HTC chain it’s the same, only you need to get into the top 3 in experience and damage among both teams. T-55A and Object 260 will require 3000 damage and be the best in experience earned and damage dealt among your team and both teams, respectively. It is logical to assume that such results can be most easily obtained using non-top-level equipment. After all, the lower the level of technology, the greater the likelihood that for 2-3 thousand of damage caused you will get to the top in all respects. I will also remind you again about the opportunity to take risks and play with a platoon with vehicles of a higher level.

Phew, so we briefly went over the specifics of the LBZ on self-propelled guns. If all of the above causes fear and horror, then you can simply not perform artillery tasks. True, for this you will have to complete the final tasks for all other vehicle classes with honors, like this.

We remind you once again that you can find all the information on the new challenge in World of Tanks