Basic Tank Information
Crew of 6 - One of each crew with an additional loader.
Good gun mantlet and turret armour, depression and elevation, view range
Low RoF (~1811 DPM), average accuracy, penetration and mobility (noticeably worse on soft ground)
This tank has one of the easier and simple grinds than most tier 8s. The gun, engine and radio should all be brought over from the T29 (research these beforehand, you will thank yourself for it!). Only tracks and turret require researching and having Torsion Bars 5+t would benefit with the grind as you can focus on the turret. Getting turret first (with Torsion Bars) means you are slightly slower than an upgraded T32 on traverse by 21.4k XP but would cost 250-500k credits (if you don't have torsion bars already) and 10 gold to dismount (to use on future tanks). Without it, you have to research the tracks and then turret before being fully upgraded, taking 14.5k XP longer (but save on initial credit and gold upfront).
Turret provides an additional 150HP and 20m view range at the expense of 1 degree of turret rotation per second.
6th Sense - Mandatory for most tanks particularly heavies as they lack the camo. It’s useful for numerous situations like peeking over ridges and static defensive positions.
Snapshot & Smooth Ride - Helps with the aim time of your shots due to the lack of accuracy of the gun itself. More useful when you are playing aggressively and less playing defensively.
Adrenaline Rush/Safe Stowage - Since you have two loaders you could choose one each. Neither are as useful as repairs (and probably BIA). AR might be useful particularly in a defensive position for a couple of shots (<155HP so triggers occasionally) and ammo rack isn't very prone (loaders are more likely to be injured). You could substitute these skills for repairs or BIA instead.
Repairs - Mainly for tracks (especially in the open) and sometimes the gun. Could be substituted for BIA instead if preferred.
Brother In Arms - Helps with overall performance and works in conjunction with Vents. Does require all 6 crew members to have it too.
Vertical Stabliser Mk 2 - Helps with overall aim time improving snapshots and shooting on the move.
Large-Calibre Tank Gun Rammer - Helps with increasing RoF/DPM which the tank needs.
Improved Ventilation 3 (w/ BIA) or Enhanced Gun Laying Drive - Vents is useful for the overall performance (RoF and mobility main benefits) especially coupled with BIA and/or Food. GLD is less preferred as it only benefits better aim time which is not too bad on the tank especially if you have a VStab mounted.
Carrying capacity of ammo for the T32 is 43x100mm rounds. 21xAP, 20xAPCR, 2xHE would be a suggested loadout but increase or decrease depending on personal preference. The AP penetration is decent on T8s (149-248mm) but lacking on most T9s or higher, requiring the use of APCR (184-306mm). HE is for resetting or leveling some buildings more efficiently.
For tournaments, you’ll be expected to run APCR because AP is not reliable enough (e.g. IS-3 and T32) and you could miss or bounce some crucial shots. You can carry some AP for the less armoured tanks (AMXs and some light tanks) to shoot them with it.
Cheapest option - Small Repair Kit, Small First Aid Kit and Manual Fire Extinguisher / Automatic Fire Extinguisher (generally economical)
Expensive option - Large Repair Kit, Large First Aid Kit and Automatic Fire Extinguisher / Food / Small Repair Kit (not so much)
Crew are likely to occur (usually just one and generally a loader particularly from arty) which is why I generally suggest first aid kits. You can have food over AFE as well if you’re fine running it every game (particularly in defensive positions. I decided to suggest 2 repair kits if you don’t want to use the premium version first (e.g. tracked in the open) but is the lesser of the 3 options.
Pub Battle Capabilities/Roles
Plays similar to the T29 but your gun is now not as powerful as it was in T7. However, you have a lower profile and a little more mobility which helps getting around the map. An important thing to learn in this tank is where the are optimal defensive and offensive positions. These can be rocks, windows and hills that provide hull down situations (i.e. hiding your hull or as much of it as possible) allowing you to utilise the strong gun mantlet.
If you decide to take a defensive position (whatever the reason), choose positions that you can entrench yourself in (difficult to dig out). Generally aim for positions where you have a good distance and can suppress them from advancing or slow it down. This is important as if they are too close to you, they can easily push and swarm onto your position. If there is no ideal location, then look for positions you can retreat easily without taking too much damage once they get too close. Detecting them earlier should help the team respond accordingly.
Top Tier - Choose routes that allow you to utilise the turret armour more effectively. These positions should have hills and rocks that you can push around or above (probably not rocks though). When you aggressively push make sure you have some support since the tank does not have the best DPM/RoF (unless they are much lower in tier).
If you do not have much support, there is no need to push too aggressively (push before each shot - e.g. advance, shoot, retreat [a bit], repeat). It’s fine to take time to do this without giving away (or much) HP and remember to check the timer and your map for the rest of the team’s progress. If flanks are collapsing then you are taking too long and have to either push forward faster, retreat to support or provide flanking support (where possible). This would be a judgement call (if a flank does not have resistance, I suggest retreating unless you are closer to the cap) based on the severity of the tanks advancing and map type (encounter and assault are not generally worth capping but a good method of splitting their forces).
Mid Tier - Similar to being top tier but you have to be more cautious (and less aggressive) on the approach as tanks usually hit harder and faster. You can still be near the front since your turret is very tough but let other tanks be the ones to push (i.e. spot for the team). Stay within some support if playing defensively. Stall the advance on tanks you cannot reasonably penetrate by tracking them (especially if you have artillery that can support). You will need to hide your weak spots a bit better.
Low Tier - Support much like mid-tier but your gun is generally ineffective (unless you’re using APCR) against a large proportion of tanks. Look for opportunity to track targets instead of attempting to penetrate as you will still be rewarded for assisting (particularly with AP, APCR is a little bit of a waste personally) if they get hit.
Stock Role - Play like a medium of sorts but bigger and slower. You will be supporting your team (at about mid/short range, not sniping at long range) more than being at the forefront all the time. Pick on the easier targets first where possible so they don’t have much opportunity to chip at your HP.
Things to be wary of:
- Artillery reduce the effectiveness of your tank especially if they can hit or splash your sides.
- Rear and some side shots can damage the engine or fuel tanks.
- Don’t be too static in your defensive positions (especially at higher tiers unless you do not have much to show) as it gives them a better chance at penetrating your tank (mainly copula and hull), especially at high tier matches.
- Facehug (touching each other’s tank) high profile tanks (e.g. Tiger 2) as it’s harder penetrate the hull, not low tall profile tanks (e.g. IS-3) as they can aim straight into the hull easier.
Tips against it:
- Arty or draw him out of his position
- Overwhelm, flank or relocate (depending on the circumstances)
Tournament and Team Battle Capability/Role (7v7 - 54 Point and Tier 8 Max)
The T32 is a heavy defender in most situations positioned in windows or other hull-down position. The highest tier is 8 which is the reason it makes penetrating the tank harder and can be difficult to flush out. Generally you want to position the T32 where it is possible for the tank to reposition or respond (i.e flex) reasonably close (~100-200m) as the tank is not quick enough to react with highly mobile forces or teammates that need assistance (with some exceptions). As a result, the tank is not ideal for attacking although urban maps might be fine to select. I recommend only using at most one unless you have a strategy that makes good use of them.
The T32 can be used as bait for the opposing team by leaving very little support on one side and covering more heavily on another. Essentially if they push on the T32, you will provide firing support onto the enemy as they come as they try and focus on the heavy. It is important that your team is either nearby so they can flank or is within line of sight of their attack otherwise you are literally leaving the tank to die.
You can forego AFE for Food as you generally aren't expecting to be flanked. Your only concern would be artillery setting you alight which currently is not the metagame (or meta) but are occasionally used on certain maps.
Edited by rodac, 17 July 2015 - 08:49 PM.