WZ-113G FT in Advance Battles - My Opinion
The WZ-113G FT falls under the "Never Used" category of vehicle choice during competitive battles. All this poor armour combined with a large size results in unnecessary bulk, however this does not stop it from becoming a damage powerhouse for 14 other team members.
Advantages:
- Can pivot between defensive and offensive tactics decently well.
- Very quick reverse and hull traverse speed. Able to out-speed Super Conqueror, T110E3, and defensive HT variants. Therefore performs corner-wedging assaults better than the T110E3.
- Nearly invincible gun mantlet.
- Virtually no frontal weak spots on the superstructure. Most of the time the enemy is shorter than the WZ-113G FT in height and will not reach the tiny cupola on the roof.
- HEAT shells can severely punish and counter HTs and MTs. Possibility of easily destroying Object 279 (e) is very high.
- HE shells has superb damage potential against soviet HTs and their similar variants due to caliber, penetration and damage.
- Crew and modules rather occasionally get hurt when armour is penetrated frontally, not as much as other vehicles in the competitive meta.
- Surprisingly great camouflage for it's own size.
- Using it's height and with a cupola that acts as a spotting device, it has a higher chance of spotting other vehicles hiding in smaller bushes.
- Can replace Coated Optics for Gun Laying Drive since view range can exceed 450m.
- Rather quick aiming time.
- One of the bulkiest HP pools of all TDs in the game.
Disadvantages:
- Very slow acceleration and under-powered forwards speed, causes it to lose momentum when applying offensive tactics.
- Tracks are extremely weak, gets stuck in the same position from time to time.
- Side-scraping tactics will always fail due to lackluster cheek armour.
- Relies greatly on armour angling and higher ground to increase effectiveness of superstructure armour.
- All armour beneath superstructure is a guaranteed penetration spot.
- Same DPM as T110E3, which performs way better at stalling enemies and applying defensive tactics.
- Highly inaccurate cannon. Forced to always follow allied HTs from behind.
- The worst shell velocity of all tier 10 TDs at 760m/s.
- HEAT shells with large caliber have a great tendency to hit side spaced armour, which renders HEAT useless.
- When corner-wedging out, failing to wedge out in a certain angle will allow enemies to hit the weak cheeks.
- Always fails in 1v1 brawls with tanks that has equal or greater speed, unless WZ-113G FT is hugging the red line.
- Highly inconsistent results, can either do 0 damage or a maximum average of 6500 damage in subsequent battles.
The WZ-113G FT trades overall armour for speed and flexibility, so the Driver is the priority crew member that needs immediate healing after death. A sniping WZ-113G FT has a 5% chance of performing on par with other teammates. It is always better to choose WZ-113G FT for maps that have narrow alleys and city landscape such as Abbey and Ensk. However WZ-113G FT and T110E3 dominates Ensk, where the WZ-113G FT prefers the city landscape and the T110E3 prefers the straightforward train railways. Without HT support, the WZ-113G FT is rendered useless on it's own.
At the earlier stage of a battle, the WZ-113G FT should stay at a lone spot on the map where it can spot for enemies that attempt to peek in line. Then the WZ-113G FT will follow the HTs inside the city center or defend together. WZ-113G FT should stay behind the allied HT (using the HT as a substitute), and wait for the HT to make it's move. After the HT has shot and attempts to side-scrape or back off, WZ-113G FT at it's ready-to-fire position shoots and retreats diagonally backwards. The HT will switch into it's offensive stance and the process repeats. During this stage, the WZ-113G FT might take the shot from a patient enemy. Repeat this process until both the allied HT and WZ-113G FT has equal HP and immediately rush towards the crippled enemy, finishing it off. Using this tactic fully utilises the higher armour capability and HP pool of the allied HT, and the sheer firepower of the WZ-113G FT.
In the event where WZ-113G FT is the leading tank, it has no choice but to wiggle left and right, hoping that the enemy will deflect their shots. The lower armour parts will be guaranteed a major weakspot, so this tactic will increase the chances of the tracks being hit rather than the armour. A dead driver will always result in a dead WZ-113G FT, so save that medical kit for the driver. Due to the fact that in this situation the WZ-113G FT is in close combat and accuracy does not matter, it is worthless trying to heal the gunner and the commander. Healing the loader is dependent on highly situational events. Save the repair pack only for the tracks as the WZ-113G FT is a turretless TD and cannot afford to get stuck on the same spot for more than 4 seconds.
If there is a neutral mood and motivation to play, it is not recommended to even think of using WZ-113G FT. WZ-113G FT demands the player's high willingness to fight beside it. A good TD player can never master WZ-113G FT without the willingness to embrace it's weaknesses and partial strengths. Known as a masochist's toy, the WZ-113G FT is only for players who ardently believe that these partial strengths will overcome the strengths of the vehicles in the competitive meta.
An extreme example of HE damage proof:
A few WZ-113G FT competitive battles compilation:
Damage potential outside competitive gameplay:
Lucky WZ-113G FT sniping from 500m and hits a running EBR 105 moment:
There are a lot of replays in my Twitch channel that feature WZ-113G FT in Advance battles and random battles. These replays demonstrate inconsistency, but gives out unexpectedly great results from time to time.
That is my opinion of my WZ-113G FT in Advance battles.
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