If you are reading this, you need some help with the American Tank destroyer line, or just want to know more about it. In this article I will discuss how to get from tank to tank and how to play the ones you have. First thing you want to remember about TDs, you do not just blow out into the battle field and brawl. Find a bushy spot overlooking a valley or something, and wait. Too many people die not doing this. I know I did. Just stay still, when they show up, turn, nail em a couple times, and fall back. Wait, go up, and nail them. This will shower you with the XP that you need. TDs don't have the armor of battle tanks that are of the same tier. I have the T25/2 with 850 HP. A battle tank of the same tier has around 1,350 HP. So if you want to live, hide. Also unless I say otherwise, RESEARCH THE NEW SUSPENSION FIRST!! Let’s start with the low tier ones. If you have the free XP, skip as many of the lower ones as you can as it will make life much easier. If you have questions, feel free to reply with your inquiry.
T18: This tier 2 tank destroyer is a fun start, but not something you want to keep if you want to speed through this line. First, take the fastest route the T82. The faster you get to a primary line (T40 or M8A1) the better. If that is not your style, try getting the engines and tracks. But most modules can be mounted without a track upgrade. I just got the gun and moved up. The T18 excels in the tier of battles it gets into, so you may or may not be surprised with its performance.
T82: This TD can be a little easier if you researched the final engine for the T18. Also, since this requires more XP and your battle tier is increasing, get the upgraded gun before you work toward the next tank of your choice. The reason for this is that if you stay with the tiny gun, you will be raped while your shots bounce off of the other tanks. Get the 105mm Howitzer for best damage. Then, once there, comes picking your next tank. I picked the turreted line because it costs less XP to move through and you can get on the non-turreted line later at the T28 prototype. Also on the non turreted line, if you lose a track, the attackers can get behind you and kill you because your gun doesn't rotate. On the other hand, the turreted line has access to bigger guns. So if you like to hide or camp a lot and know you won't be flanked, go on the left line. If you advance a lot and change hiding spaces frequently, go on the right line. It all depends on your goals and playing style. I am doing both lines.
M8A1: This TD can quickly change positions, engage moving targets with ease, and sneak into enemy lines. I loved this TD because it can dominate its battles and can perform many roles. I primarily used this vehicle as a counter arty machine. The proper way to perform counter arty is to let the enemy have some time to exit the area around their base. Once it is found where the main enemy battle group is, avoid that area, and search bushes and wooden areas near the enemy base. If you succeed in destroying the enemy's artillery, you will have racked up some points and done your team a great service. If the other team is smart and has posted guards, you can leave, or, if it is clear that you would win, destroy the guards. If you choose to destroy the guards, you will have very little time to kill the arty because as soon as the guards are down they will cry for help and help will come. Usually in the form of main battle tanks.
T40: This is a great example of true TDing. This tank destroyer is usually used to cover a main battle group. I would recommend that to use this TD to the full extent of its power get the 105mm right away. Use this TD to park in a high spot overlooking the main battle group. As the group progresses, they are sure to meet resistance. Sometimes they cannot directly attack, so get crushed (I have seen this happen a million times). Then you step in and take out a few. The main battle group keeps moving. Also a great service. In my TDs I have saved the team from a tier 8 blasting em to bits from a hill where they can't shoot at lest they die.
T49: This little TD I found cannot stand up to the tanks it regularly meets in its matches. If you wish to strengthen it, go for the new turret. Other than that, go for the M18 as fast as you can. I hated this one.
M10 Wolverine: I would recommend using this TD in the same fashion as the T40, except that this tank is better at that job. A bigger gun and turret make it an effective asset on the battlefield. Its turret keeps the vehicle stealthy because you do not have to rotate the entire vehicle body to get a shot.
M18 Hellcat: My favorite vehicle in the game for many reasons. It is very fast and mobile, stealthy, and is topped off with at 90mm AT gun at the end. Wow. You can play infinite roles with this from counter arty to assault tank. I liked to change roles a lot during the battle. I would snipe, then run into counter arty, kill players around the base, and return to my team. Snipe for them, rush the enemy, hit their back sides, escape, etc.
M36 Slugger: This yet again uses pretty much the same playing style at the M10. But with the bigger gun, turret, etc. But it has more HP and shell damage than the M18. This is the last of the turreted tanks on the non turreted line. As the line was developed on the basis of non turreted tanks, it tends not to be as good as the other line.
T25/2: This tank is a nice TD to own much like the T25 AT. Like the other turreted TDs, you can remain stealthy and pack a punch at the same time. In fact, from the cover of bushes, I did over 800 damage to a T110E5 and killed a M103 on my own. But sadly it doesn’t have access to the 105mm gun like the T25 AT. The disadvantages of this TD are that in the beginning thanks to an open turret, your crew automatically becomes arty food but gives you a better view range. Also as described earlier in this article, does not have access to armor like other tier 7s.
T25 AT: This TD when used right can decimate the enemy team and change the course of the battle. With its 105mm gun it can shred almost any tank to bits. Although it doesn’t have the stealth and armor of the T25/2, it can stand up to arty fire more easily and it’s lower profile makes it great for sitting in those holes in building like in Himmelsdorf and not getting hit.
T28 prototype: Like the T28 and T95, this thing is SLOW SLOW SLOW. No exaggeration whatsoever. It crawls along and is not very good at evading. Also, its turret does not turn all the way around, only about 286 degrees. But it has good armor save for weak spots on the front. But can be loaded with a T95 tier 10 gun which will literally blast tanks apart. If you just find a path to your base and wait, the enemy will run right into your 120mm gun.
T28: This tank can be accessed by the T28 prot. and is EXACTLY the same as the T28 prot. Except for a few minor items.
T30: This tier 9 TD packs and enormous punch with a 155mm gun and has more speed and maneuverability that the T28 prot. and T95. It has weak armor though and in some cases its armor can be penetrated by even tier 5s. This tank is an excellent one though and follows the basic TD rules.
T95: Hell on treads. Its armor is almost never penetrated from the front and has and has an enormous gun. If it has someone protecting it from flankers, it will decimate ANY tank in its path. Like I said earlier, it is SLOW SLOW SLOW. If you just look at it, it explains itself. All playing style needed is to have a heavy tank guarding the sides and rear of the tank.
I WOULD LIKE TO REMIND YOU TO COMMENT AND ASK QUESTIONS BELOW!
Edited by chunk3114, Jun 09 2012 - 03:28.