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4s | the shooting range |
---|---|
8s | in this episode pages of history the |
11s | churchill's hapless replacements |
14s | tactics and strategy improving tankers |
17s | skills and metal beasts a french bomber |
21s | with extra skills |
24s | [Music] |
32s | today we'd like to continue talking |
35s | about the unfairly missed old vehicles |
38s | that have been in your tech trees for a |
40s | while and the metal beast we want to |
43s | discuss is the low ranking plane that |
46s | can fulfill way more tasks than you'd |
48s | expect from it please welcome |
51s | the french dive bomber the a-35b |
55s | vengeance |
57s | this machine has a 14-cylinder radial |
60s | engine the wing hides self-sealing fuel |
63s | tanks and fixed armament six large |
66s | caliber machine guns with a total ammo |
68s | pool of 2 |
70s | 250 rounds the upper rear is also |
73s | protected by a turret with another large |
76s | caliber mg armored plates and |
78s | bulletproof glass protect the crew from |
80s | incoming fire for suspended armament |
83s | this plane can carry bombs with calibers |
86s | between 250 and 1000 pounds |
90s | as all other bombers the a35 spawns into |
94s | battle already flying |
97s | it allows the plane to finish the |
99s | bombing business first before switching |
101s | to enemy aircraft if you go through the |
104s | first point of your agenda quickly |
106s | enough you can have some head start left |
109s | for the second point and intercept enemy |
111s | fighters before they gain altitude |
114s | hitting a target that hasn't gained |
116s | enough speed yet is rarely an issue |
119s | especially if you remember there's a lot |
122s | of players who go away from the keyboard |
125s | maybe to make a cup of tea |
127s | this frenchy is more than capable of |
130s | fighting enemy air with its six large |
132s | caliber mgs and a hefty ammo pool |
136s | with such a low rank this arsenal is |
138s | good enough to feel comfortable even in |
141s | frontal attacks |
142s | moreover wing-mounted machine guns |
145s | produce a wide spray of bullets which |
147s | means lower accuracy requirements for |
150s | the pilot |
153s | attacking enemies below you is fun but |
157s | what do you do with those on your level |
159s | or higher the vengeance has only two |
162s | options in such a situation either |
164s | perform a frontal attack or retreat |
168s | should you fail to destroy or at least |
170s | deliver critical damage to your opponent |
172s | in a frontal attack dogfights are better |
175s | avoided |
176s | even with flaps employed the a35 can't |
180s | out-turn a fighter hence the only |
182s | correct decision is to run when |
185s | necessary you can do a nosedive the |
188s | fuselage is sturdy enough to handle it |
191s | oh by the way don't forget to use your |
193s | rear turret to keep the enemy in shape |
196s | we've learned that a couple of |
197s | incendiary rounds to the engine are a |
200s | good deterrent for chasers |
204s | well air battles are fun but the |
207s | bomber's main task is still destroying |
209s | ground targets |
211s | no matter how good this french plane may |
213s | be in fighting enemy air its main |
216s | advantages are meant for mixed battles |
218s | each of his three bomb drops can ensure |
221s | a trip to the hangar for any enemy heavy |
224s | while ap rounds are enough for light |
227s | vehicles |
231s | [Music] |
240s | by the middle of the 20th century the |
242s | race between the armor and the shell had |
245s | led military mines to the concept of a |
247s | heavy tank |
249s | not a particularly quick machine but |
251s | with a powerful gun and reliable armor |
255s | only three nations mass-produced and |
257s | used these tanks during world war ii the |
259s | soviet union germany and great britain |
263s | in the former the obsolescent kvs were |
266s | replaced by the is tanks even better |
269s | than the predecessors the german |
271s | engineers were improving their tigers |
273s | complicated but captivating machines |
276s | with excellent guns the brits however |
279s | spent the entire war with their |
280s | churchills they had their own advantages |
283s | indeed but on the whole those tanks |
286s | turned out to be |
287s | controversial stemming from the idea of |
290s | infantry tanks sluggish well-armored |
292s | machines they felt like they were |
294s | getting ready to plow the fields of |
296s | world war one with their archaic chassis |
299s | yet the new war was a war of engines and |
303s | that threw some cold water on the |
305s | british military infantry tanks were |
308s | simply too slow while cruise tanks were |
310s | too vulnerable they needed a new |
313s | versatile approach a machine with both |
316s | reliable armor and good mobility they |
319s | didn't have any time to design new |
321s | machines however so by june 1941 the |
325s | mass production of the churchill began |
328s | the rushed early versions were already |
330s | unsatisfactory for the army suffering |
332s | from frequent breakdowns no wonder they |
336s | started considering a replacement for |
337s | the church of the very same year |
340s | as it turned out the engineers had just |
342s | the project lying around |
344s | the future cruiser tank the cromwell |
348s | why not use it as the foundation the |
350s | hull and the turret were welded and |
352s | overall armor increased the solution for |
355s | the chassis issue didn't take too long |
358s | they simply borrowed it from the |
359s | american t1 the heaviest tank at the |
362s | moment |
363s | the resulting design was named the |
366s | excelsior it turned out to be better |
368s | protected than early churchill's and |
370s | could accelerate up to 38 kph |
373s | to be on the safe side the british army |
376s | also commissioned the american engineers |
378s | to design an assault tank |
381s | it was a reasonable decision for their |
383s | own cruiser tank program was having |
385s | issues and |
387s | there also was a chance for the british |
389s | industry wouldn't be able to handle the |
391s | production |
392s | the americans chose the british way |
395s | they took the sherman's design and the |
397s | t1's chassis but reworked many more |
400s | units |
401s | the result was the t14 assault tank |
405s | this new machine received sloped armor a |
408s | spacious turret for more powerful |
410s | weaponry and a high-powered engine the |
413s | expectations were so high that the |
415s | british were ready to order no less than |
417s | 8 |
418s | 500 of these tanks but the tests soon |
421s | brought disappointment the t14's chassis |
425s | turned out to be very unreliable the |
428s | road wheels experienced a lot of wear |
431s | and the tracks would often fall off |
433s | there were other issues as well most of |
435s | them familiar thanks to the excelsior |
438s | and while the british engineers created |
441s | their machines chassis from scratch the |
443s | americans simply waved off the t14 since |
446s | the tank turned out to be no good to |
448s | anyone |
449s | while the hapless relief tanks were |
451s | breaking down on the move the churchills |
453s | were pushing the front lines |
456s | the six-pounder gun modification showed |
458s | a good performance in north africa and |
461s | great britain sent some to the soviet |
463s | union the churchill mark 7 received |
466s | improved armor pushing its thickness to |
469s | 152 millimeters |
471s | in the end it was the very same archaic |
474s | churchill tanks that served for 10 long |
477s | years taking part in their last combat |
480s | in korea in 1951. |
487s | [Music] |
497s | we often tell you about the best ways to |
499s | use all kinds of vehicles and weapons |
502s | but preparation for combat actually |
504s | starts right on the hanger screen |
507s | because your crew plays an important |
508s | role too |
510s | today we'll talk about tankers skills |
512s | and how to improve them |
514s | we'll talk about which things you should |
516s | consider first and which may wait |
522s | first |
523s | we'll need the crew experience points |
525s | that you can earn in battle |
527s | the experience you get directly depends |
530s | on the research points you earn during |
532s | the battle and the game mode for 4 000 |
535s | rp in arcade mode you will get 120 crew |
540s | points |
541s | in realistic mode 46 and in simulator |
545s | mode 36 |
547s | to improve a tank crew all the way to |
550s | the maximum level of 150 |
552s | you need 71 |
554s | 130 points |
556s | this is a lot but you don't need to have |
559s | all the points at once just know which |
562s | skills are better developed first |
565s | if you want to speed up the process you |
567s | can always purchase crew points for |
568s | golden eagles |
573s | the tank crew menu is divided into six |
575s | sub-groups one for each of the five crew |
578s | members and one more for the logistical |
581s | services |
582s | the latter is responsible for repair |
584s | speed in the hangar and thus has no |
586s | effect on the battle so we'll research |
589s | them last each crew member has their own |
592s | unique skill that has a major effect on |
595s | the vehicle's performance so it's wise |
597s | to improve it first |
603s | if you want to sort them by priority we |
606s | recommend you take a look at the |
607s | targeting skill |
609s | a beginner gunner moves the gun by a |
611s | single axis at a time which slows the |
614s | shooting process |
616s | as this skill develops the tanker starts |
618s | to aim the gun both horizontally and |
621s | vertically at the same time |
623s | next you can choose between two options |
625s | depending on your preference |
627s | maneuverability or firepower |
630s | for a light tank the tank driving skill |
632s | is worth investing into it allows the |
635s | driver to shift gears faster which |
637s | improves the overall dynamics of the |
639s | machine |
640s | if you're planning on driving heavier |
642s | machines then it makes sense to invest |
645s | in the weapon reloading skill which |
647s | significantly improves the rate of fire |
651s | another important unique skill is the |
653s | leadership one for the commander |
655s | as you develop it it can improve the |
658s | skill of all other crew members by up to |
660s | 10 percent which means it's a good idea |
663s | to develop it together with the |
665s | targeting driving and loading skills |
669s | the last unique skill are radio |
672s | communication and to artillery skills |
674s | for the radio operator gunner |
677s | these don't need to be rushed since |
679s | their role is much less important |
682s | instead we recommend putting crew points |
685s | into the field repair skill found in |
687s | each crew member's tab it affects the |
690s | repair speed for your vehicles in battle |
693s | it's important to note that the effect |
695s | of this skill is calculated as the |
698s | average of each tanker's level no matter |
701s | how many members each particular tank |
703s | has |
704s | the same principle is used when |
706s | calculating the agility of your crew |
708s | which is the next important skill |
711s | it affects how quickly tankers can |
713s | replace a knocked out crew member which |
716s | defines whether the crew will be able to |
718s | respond to an attack or retreat from |
721s | under fire |
722s | next one is vitality |
725s | this one's simple |
726s | the higher it is the more hits and |
729s | shrapnel your crew can sustain within |
732s | reason of course |
733s | it's much safer to avoid hits altogether |
735s | which is why we put vitality so low on |
739s | our list |
740s | and the last one is the keen vision |
743s | skill it seems the maximum distance at |
745s | which your crew can detect the enemy |
748s | which means how far the markers can |
750s | start appearing |
754s | use your crew points well |
757s | and may each next battle become a little |
760s | easier for you |
761s | meanwhile it's time we answered some of |
764s | the questions you asked us in the |
766s | comments |
770s | [Music] |
780s | [Music] |
781s | the first question was sent by a player |
783s | called aditi you dweepy |
787s | can you help me how to use guided bombs |
791s | either there are so many guided bombs we |
794s | really |
794s | can't tell you |
796s | about all of them in this section but |
798s | you can always watch episode 280 of the |
801s | shooting range where we had a detailed |
804s | review of guided munitions including |
807s | control settings and ways to use them |
811s | electronite asks i keep blacking out |
814s | when i turn in a dogfight how do i avoid |
818s | that |
819s | greetings sir knight in today's tactics |
822s | and strategy we told you about tank |
824s | crews but what you need is to improve |
828s | your aircraft crew try to upgrade the g |
831s | tolerance and the stamina skills these |
834s | are the ones responsible for |
835s | unconsciousness and recovery time of |
838s | your pilot |
839s | moreover many jets have the g-suit |
841s | modification |
842s | helping with overloads as well |
846s | another question comes from douglas |
849s | can you tell me what that long pole on |
852s | the a4 skyhawk is used for |
855s | hi douglas it's just a flying boom for |
858s | air refueling many other planes have it |
861s | too |
861s | like the f3h the f-100d or the f-104c |
868s | matzi writes |
870s | can air 2m missiles be redirected by |
872s | flares that it penetrates or even kills |
875s | a tank |
876s | [Music] |
877s | hi matza |
878s | in theory an air-to-air missile can hit |
881s | a tank by chance but it's quite hard to |
884s | achieve this still a hit wouldn't |
887s | guarantee a destruction since the |
889s | warheads in aams aren't that powerful |
892s | against tanks |
894s | and the last comment for today was |
896s | written by well gg bro challenge |
899s | anti-air abrams with m830a1 |
905s | either |
907s | too easy the muzzle velocity is high the |
910s | proximity fuse works perfectly so |
913s | hitting a low flying helicopter or a |
915s | plane is a piece of cake |
917s | as you well know that's it for today |
920s | you've been watching the shooting range |
923s | by gaijin entertainment and the next |
925s | episode will premiere the following |
927s | sunday at 4 pm gmt or noon eastern time |
931s | subscribe and click the bell if you |
933s | don't want to miss our next videos |
936s | don't forget to leave a like |
938s | unfortunately i often forget so i'm |
940s | reminding you anyway |
941s | spend your crew points wisely and please |
945s | share your thoughts and comments because |
947s | we really enjoy them and we expect to |
950s | see you |
951s | next week |
952s | [Music] |
977s | you |