Tank M24 Chaffee Guide World of Tanks

Let's start the guide with a comparison of the TTX with such tanks as: T50-2, Tolstopard and Elkoy .

The strength of the Chaffee is average - 400 units. The difference is felt only in comparison with the Frenchman , but the Christmas tree as a whole the device rather specific at least because at it the limited turn of a tower and there is no top radio. The weight is also average - 20 tons. At 5 tons less than Tolstopard, 4.5 tons more than the T52 and 13 tons more than the Elki. But the average is in comparison only with classmates, the overwhelming majority of tanks that are encountered in the Chaffee battle weigh a lot more. The only exceptions are French LT and SAU up to the 5th level inclusive. It should be remembered that Chaffee is afraid of a ram as a fire. Use this technique is possible only about the T50-2 and French fireflies, we will simply break the rest of the tanks without causing significant damage to the enemy. Situations when it is necessary to ram the artillery, even weighing less than you, are extremely rare and usually belong to the category of curiosities. The advantage of a relatively small mass is that the Chaffee World of Tanks has excellent overclocking and maneuverability. With such indicators, Chaffee is not the most skilled climber. Up the mountain it rises much more slowly than the T50-2 and ELC AMX, but on a par with Toltopard. Chaffee does not have the ability to use inertia to jump on, at first glance, impregnable steep. Therefore, where the T50-2 and the Elka get themselves, M24 will need help.

Chaffee WOT - very maneuverable tank. The speed of the turn in place is the largest among the LT of the 5th level. In motion on a flat surface along good and medium ground, it rotates well, losing speed at a slower rate than its counterparts. But the high-speed data from the Chaffee are outstanding, the maximum speed is 77 km / h. . His Soviet and German colleagues, he does not lose in speed. This fact is compensated by the fact that Chaffee has a good injectivity, although it is less than that of T52 and Elki. But, when Chaffee has already gained its maximum speed, his colleagues continue to disperse and swallow the dust of an American. We have to use all sorts of tricks, like churning out gusli, slipping in tight places, unexpected turns and the like. These circumstances largely determine the specifics of the game on this tank

The Chaffee World of Tanks is one of its two main strengths. To begin with, 76 mm gan t94 is a tool of the 6th level. The characteristics of this weapon are appropriate to its level. Before making a comparison with classmates, let's agree that Tolstopard, for comparison, will take a 7.5 cm cannon, and not a 10.5 cm fugasnitsu, since the latter is a very specific tool, worthy of describing more with a limited pair of phrases. The Chaffee gun has a very good rate of fire. Without modules and perks - 19 rounds per minute. And with the dispatcher, fan and "Combat Brotherhood", this indicator increases to 22 rounds per minute, which is more than Tolstopard and Elka, but less than T52. The average damage reaches 115 units, here Chaffee is second only to Elke, who has 240 units for a shot. Theoretically, an American can inflict 2185 damage per unit without modules and perks per minute. And with the dispatcher, fan and "Combat Brotherhood" as many as 2230. This is the biggest indicator among classmates. Moreover, the damage per minute for Chaffee is greater than for TT and ST of 5th and even 6th level, of course, if you do not take into account the fugitive

Fri 5 level, that's who we compare our damage per minute. The armor-piercing armor is 96 mm, sub-caliber is 143 mm. Problems with penetration arise.

Review video guide tank M24 Chaffee World of Tanks

The spread is 0.39, which is much larger than that of T52, slightly less than in VK2801 and slightly more than the spread in the Yolka. This is a very average indicator.

The gun can not be called more than accurate, but from a distance of 200-250 m you can confidently hit targets like the TT-side. The time of the data is 1.7 seconds, like the German colleague and much less than the T52 and ELC AMX.

After the shot, Chaffee manages to fully reduce, so that, unlike T52, the effective rate of fire when firing at a long distance does not fall.

The spread after a shot in motion and after the turn of the tower at Chaffee is small, less than that of classmates. Taking into account the fact that M24 is reduced rapidly, it is quite feasible at a distance of 10-5 meters to aim fire at the vulnerable zones of the enemy.

The angles of gun guidance are comfortable. The gun is lowered and rises freely. What makes it possible to shoot because of all sorts of folds of the terrain and to fire at the enemy, hanging from above.

The tower rotates quickly, though slightly slower than that of colleagues. However, the rotation speed is quite enough to keep the enemy under the gun in the carousel and on the swing. The problem inherent in the American tower PT, when the tower does not have time for the rotation of the body in the carousel, Chaffee is not observed.

Using the rotation of the turret and turning the hull, you can change the direction of the gun by 180 degrees, in about 2 seconds.

Booking. According to this indicator, Chaffee completely loses to its classmates, all but the Fur-tree, whose lack of armor is a national tradition. Body armor: 25 mm forehead and bead, 19 mm karma, 38 mm tower, bead and karma 25 mm. In Tolstopard even karma is thicker than the forehead of Chaffee. The corners of the slope on the body in front are quite impressive - 60 degrees, considering the ridiculous thickness of the armor, there is no special sense from them.

Yes, the Chaffee makes its way to the forehead with all the weapons, starting from the 3rd level, and the board and karma, even the tanks of the 1st level will strike without straining. Interesting fact: Chaffee from the rear can break even the M2 LT, equipped with a 12.7 mm machine gun. You probably ask why there is no use from angles of inclination? They also increase the reduced thickness of the armor and give a better chance of a rebound. I answer: because of the initially small thickness of the armor, the reduced thickness still does not exceed 50 mm, minus the normalization.

Chaffee Mi rTankov breaks even with land mines, from level 5 and higher. Do not pierce landmines when hit in a caterpillar or in a gun mask, or in case the mine was released from a low-level gun and hit the corner with a high pressure on the forehead. In other cases, Chaffee will pierce the so-called Chaffee armor and inflict complete damage. In addition, because of its cartoonity, Chaffee often suffers from a splash of art-acoustics. The only place where Chaffee has at least some kind of booking is the mask of the gun. We can say that the armor, as such, Chaffee is missing. The absolute majority of the shells that hit the body or tower, will cause damage. The only salvation in combat is maneuverability.

The walkie-talkie is a Chaffee of the 10th level, which is a sign of top-end radiation. The communication range is 745 m, which is sufficient in 99% of cases.

The review is the second main advantage of the Chaffee, as much as 400 m. And this means that without additional modules we can see also as the top TT and ST of the 10th level. Further, Chaffee sees only Paton and Paton 3 - 410 and 420 m respectively. Classmates in the range of visibility lose: Tolstopard sees 390 m, T52 - at 370 m.

With a competent choice of additional modules and crew perks, you can bring the M24 survey to the maximum possible - 445 m and at the same time get a very large bonus, in the form of an enemy masking.

So the Chaffee with ventilation and enlightened optics, "Battle Brotherhood", "Eagle Eye" and "Radio Interception" in the crew sees the T52 with 100% masking from a distance of 330 m. Any TT Chaffee will notice from a maximum distance of 445 m. If you take also a stereotube, even the ST with masking start to shine from the same distance.

Top Chaffee, as it is supposed LT, is barely noticeable. TT of the 10th level without modules and perks sees an American with 100% camouflage and camouflage with a distance of 275 m. Further 405 m no tank in the game with all the modules, perks and extra rations can not see Chaffee, of course, if the latter will not lead Fire.

On the totality of the characteristics of the review and visibility, Chaffee, like his colleagues in level, has the ability to shine the enemy without using bushes, even without entering the weapon zone.

Summarizing the TTX Chaffee you can say the following: a maneuverable, inconspicuous, very eye-catching tank, albeit with anti-bullet armor, but with the speed of the CT and the firepower of the PT. Also, very accurately describes the characteristics of Chaffee is one of his nicknames - mini-Patton.

Consider the additional modules and perks of the crew, allowing you to use the Chaffee in completely different ways. There are two different styles of play on the Chaffee static light and a-la CT. For static light from the optional modules, you should choose a stereo tube, optics and ventilation, or camouflage net. All these modules are needed to increase the range and quality of the review. Ventilation, to that increases the speed of occupying positions for illumination. Well, a camouflage net for someone who has not fully understood the purpose of classes in the right position in the bushes.

From perks we take the following: "Masking" to everyone, to the commander - "Sixth Sense" and "Eagle Eye", to the gunner - "Evil" and "Repair", to the driver - "Offroad King" and "Virtuoso", radio operator - "Radio interception" and " Repair ", finally charging -" Contactless laying "and also" Repair. " The third or fourth perk to the whole crew will not hurt to study "Combat Brotherhood".

For aggressive style a-la CT from the additional modules will need - "Ventilation", "Sender" and "Stabilizer vertical guidance". Standard as a matter of fact set for ST-domagera, thanks to which the rate of fire increases and the variation in motion decreases. Of the perks: all "Repair", the second-third perk - "Battle Brotherhood", the commander does not hurt the "Sixth Sense", the gunner will give the "Sniper" and "Smooth Turn of the Tower", the driver - "King of the roads" and "Virtuoso" - "Radio interception" and "Masking", charging - "Contactless" and "Masking." That is, we take all the perks to increase the rate of fire, reduce the spread and cause critical damage to the enemy. In addition, camouflage will not hurt, 5% of camouflage will not be superfluous. From the additional equipment you can take a first aid kit, repair kit and do not stint on 100 octane gasoline. The latter, quite acceptable, increases the sensitivity of the Chaffee and the speed of the turn, both the hull and the tower.

So, Chaffee in top-end configuration goes into battle. It is necessary to immediately decide on its role in the coming battle. This role depends on three factors: the first - the level of combat, the second - the card, finally, the third - the setup of additional modules and perks. And, from the third factor, your behavior in combat depends least.

Once in a low level battle, you need to clearly understand the following: if you get into any bush for highlighting and do not shoot yourself, the team will lose an excellent DPM in your face, and according to your light, every detail will shoot, not causing any special damage to the enemy. In such situations, you must immediately or aggressively play as a CT, moving along with the allied ST and TT, tying with the enemy close combat, or if the map allows you to take a comfortable position for simultaneous light and fire and working as a model PT.

When the goals disappear, take the next position and continue to implement the high DP Chaffee. If all the enemies are hiding, or a map of the city and convenient PT-shnyh positions are not there, we are looking for some lone enemy TT, better with low maneuverability, slow turn of the tower and begin its carousel. In case of victory, we repeat these actions until the opponents finish. Do not hesitate to help the allies in their duel with the enemy, getting to the enemy tank on the side or back. If possible, we destroy enemy artillery in close combat, but we must remember that you can only go hunts for SAU when you are sure that only art itself will notice you, and even then after you start shooting at it.

If you are in a high-level battle and around tanks from level 8 and above, then immediately playing in the style of a la CT is extremely dangerous and in most cases ineffective. Yet in the forehead of the Chaffee in such battles it only breaks through the art, and it's not so easy to get to the sides and karmas of the rest of the opponents, so we recommend starting such fights in the role of a static firefly. We choose a position for the light, rise and shine. Shoot from the bushes is not worth it, because the probability of penetrating the enemy is not so high. Damage can be inflicted, but relatively small, and the likelihood that we will be discovered and immediately destroyed is very large. Chaffee ignominiously burned, and the team will remain without intelligence, let it be better in your light shoot allies. At the slightest threat of detection, we retreat and occupy another position, where we continue to highlight. Having gained impudence, you can return to the old place, if possible, without unmasking. Try to prevent the enemy from seeing you until the very end of the battle. Go to close combat is only if there is absolute certainty that your light is absolutely no use to anyone. For example, all the enemies already and without you are shining and not lost from the light, or our artillery is beaten, and allied TT and PT can not shoot at your light.

Choose single tanks, preferably connected by fighting with your ally. Do not forget that you will be killed with one, a maximum of two shots, and you probably will not be able to escape.

It is advisable to occupy such positions for an attack, where on the one hand there is room for maneuver, and on the other, some kind of shelter for which you can quickly escape if the enemy takes offense at you and wants to punish.

When your team has an art of level 4 or higher, and the enemy team possesses LT or fast CTs, you need to figure out where they will shine and try to intercept the enemy at the time they are directed to your art. If you are at the breakthrough point, then there is no sense in chasing the firefly, you need to try to kill him from your position, or go where the enemy firefly is going to arrive. Usually this is the standard position of your artillery and destroy the enemy already in close combat.

Do not pretend to be a dumb homing missile of the first generation, which flies to the place where the enemy is now. Do not forget that in most cases the enemy firefly is going at least with your speed, and you can not catch up with it. It is necessary, having guessed the enemy's route to cut the path and being in the right place, at the right time to destroy the enemy.

Chaffee can and actively highlight, but given its speed and dimensions, you need to do it carefully, using the folds of the terrain and systematically disappearing from the light.

In close combat on the Chaffee, you can use the same techniques as the other LT and CT.

Rapprochement with the enemy at an acute angle, a carousel, a swing, catching up, thin trolling, the last in the Chaffee is more interesting due to greater armor penetration and DMF. Note that the close contact in patch 8.0 does not work.

It should be remembered that it is easier for Chaffee to perform such tricks on the one hand, because it's faster to unfold, and on the other hand it's more difficult, because speed dialing is slower and it's much more difficult to run away.

In patch 8.0 the resistance of the ground increased, so it is better not to fight with the enemy in swamps and difficultly passable places, like railroad tracks. Stuck, lost maneuverability, consider yourself an easy prey

In the forest, also be careful, one downed tree is a loss to half the speed, two in a row - almost a full stop and a reservation for a ticket to the hangar.

Also, do not lose sight of the various stones, logs, poles, cars and tractors, not to mention the fences and buildings. For any destruction on the map you will pay a sharp braking, which usually leads to the most unfortunate consequences.

A carousel on a hillside can turn into an unpleasant surprise, when climbing a mountain you will significantly reduce the speed and increase the probability of hitting a defenseless Chaffee. Therefore, carousel the enemy on steep slopes with the utmost care and a pre-calculated plan. In addition, when turning on a slope at maximum speed while moving down, the tank can carry, although not very much, but even this will give your opponent a chance to guide the gun and shoot. However, the steep slope is fraught with unexpected pluses, you can deceive the enemy, suddenly riding back down the mountain. After patch 8.2 karma forward you can go much faster, and gaining speed very quickly.

Also it is necessary to remember that the stock of shells at M24 is 60 pieces. For most tanks, this amount is enough for the eyes, but given the high rate of the American 60 shells, he can shoot in just 3 minutes, quickly remaining without ammunition. Therefore, do not take only high-explosive shells with them, since they have extremely low armor penetration and small naminal damage. Capture can be brought down by shooting at the caterpillar or karma of the enemy. Secondly, do not shoot at targets that you probably will not break, especially with long-range shooting, not only will you be spotted, but you'll also waste shells. Remember that Chaffee should live as long as possible, providing intelligence for his team, this is his main vocation, especially in high-level battles.

Inflicting damage to the enemy is the second most important task, but the breakthroughs under the enemy's fire to the art and the insolent light in the center at the beginning of the battle, not for him.

Through his actions, literate Chaffee reminds a sniper-a special forcesman, a march to the zone of combat operations, taking a pre-selected position, from which one can observe, wait and finally a few well-aimed shots at nothing to the unsuspecting enemy. At the same time, our commando is trained to conduct close combat, but without the need for it does not enter, although one-on-one can defeat a much stronger opponent.

World of Tanks - M24 Chaffee "Highway"

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