Tank M12 Guide World of Tanks




If you wrote to the chat when you were playing on the ART of a SAU that you need to change positions more often and you are a bad leader, then riding on M12 you can relax and say: "Arta does not go, she shoots". Of course, changing positions always brings results, and you need to ride more often. And although the maximum speed of 36 km / h is not so small, the M12's agility is its weakest point. 20 degrees per second beat off all the desire to go somewhere.
General information.
Although many will rightly notice that as a tank M12 is not very, like the SAU it is quite doing well. After all, the main attraction of the self-propelled gun is a cannon, but it is quite accurate, with fast mixing, sufficient rate of fire and a good one-time damage. You can not miss the parabolicity of the projectile's flight. Of course, in this you can see a minus. At long distances, the projectile flies for a long time, and it is more difficult to hit the moving targets. But it's always more important to see the plus and take advantage of it. M12 can throw shells for most obstructing obstacles and shelters.
Detailed main features:
Cannon:
• One-time average damage - 1250 units.
• Rate of fire - 1.6 rounds per minute.
• Recording time -7.5 seconds.
• The accuracy spread is 0.72 m.
Recommended equipment.
It's not even worth commenting on the sender and the aiming drives. If you have reached the 7th level, then you and so it will be clear. But the third slot can cause a lot of disagreement. Let's consider the main options below.
• The howitzer cannoner.
• Drives of information.
• Enlightened optics (a good option, especially at the end of the fight, when you need to change position and drag). Stereotube (also helps to drag battles, is especially important when you are the only one in the team). Masking network (improves survival in most fights).
Equipment , as usual. But in the third slot it is better to put a box of cola, so that there was at least some sense. If there is no money on the cola, you can leave it empty.
• Repair kit.
• First Aid Kit.
• Box of cola.
Crew.
The entire crew, along with the returning radio operator, is disguising himself. The only exception is that the commander, he teaches the 6th feeling first, and the secrets of disguise begin to be learned by studying the second perk. Charging in the future will swing intuition and contactless combat laying. The gunner takes a smooth turn of the tower - this is an important combat skill. One of the few that will give a tangible advantage in combat. Mehvod is the king of impassability. In fact, I would very much like to pump the virtuoso, but we will postpone it to the 4th place not earlier, because on poor soil M12 practically does not go at all. The radist will study the only thing that can be useful - radio interception. In any case, an extra review will never hurt. The third perkom is studying combat brotherhood.
As a result of skills such:
• Commander: 6th sense, disguise, Combat brotherhood.
• Mechanic driver: disguise, Virtuoso, Combat brotherhood, Virtuoso.
• Gunner: disguise, smooth turn of the tower, Battle Brotherhood.
• Radist: disguise, radio interception, Combat brotherhood.
• Charging: disguise, Intuition, Battle brotherhood.
• Charging: disguise, contactless combat, combat brotherhood.
Weaknesses of M12.
Once again, and note the weak mobility and low speed of the chassis turning. In addition, the M12 has fairly large dimensions, especially the length of the tank. Due to these factors, it becomes an easy target for the enemy's artillery.
Strengths M12.
Despite any shortcomings, the M12 is the ART of the SAU and it performs its role on 5+. An excellent tool is the main advantage. A good one-time damage, excellent accuracy and speed of data, and quite comfortable reloading makes our machine a useful ally on the battlefield capable of providing tangible support.
Battle tactics on M12.
There's no point in inventing something new. We are located in the bushes near the base and are aiming at the thickest enemy tanks. At the beginning of the battle, you should choose the slowest opponents with a lot of hits. One accurate shot of the M12, can dramatically change the result of a skirmish between heavy tanks. Only towards the end of the battle, when "standing" begins, one should think about changing positions and changing the angle of fire.

See also guides on other tanks: