57mm AT Gun ideas and usage
26 Aug 2014, 09:22 AM
#1
Posts: 209
Main question do you use the special ability the British ammo? And do you use it offensively or in pure defense?
26 Aug 2014, 13:06 PM
#2
Posts: 196
The AP rounds ability is well worth using, but only against heavy armour such as Tigers and KTs since IIRC it only adds penetration, and the AT gun can usually penetrate meduim tanks just fine without the ability.
As with all AT guns it is easier to use defensively, but it is often necessary to use it offensively if you don't have a Jackson out (or even a Sherman). Just make sure not to leave it too exposed if you are forced to retreat, so it doesn't get overrun.
Aside from that, the most important advice I can give is that once you get it to Vet 1, activate the "Take Aim!" ability and never off. This is a toggle ability that (bizarrely) costs munitions to activate, but the extra range makes the 57mm one of the most potent AT guns in the game.
As with all AT guns it is easier to use defensively, but it is often necessary to use it offensively if you don't have a Jackson out (or even a Sherman). Just make sure not to leave it too exposed if you are forced to retreat, so it doesn't get overrun.
Aside from that, the most important advice I can give is that once you get it to Vet 1, activate the "Take Aim!" ability and never off. This is a toggle ability that (bizarrely) costs munitions to activate, but the extra range makes the 57mm one of the most potent AT guns in the game.
26 Aug 2014, 16:17 PM
#3
Posts: 209
Thanks for the advice. Much appreciated.
26 Aug 2014, 16:21 PM
#4
Posts: 2693 | Subs: 1
The 57mm AT gun actually only has 115 pen at max range. This means that ostheer medium tanks actually have a decent chance of deflecting frontal hits. P4s have 180 front armor, Stugs have 140.
The AP rounds are useless against halftracks and armored cars, light tanks (P2 Luchs) and Ostwinds (110 front armor).
The AP rounds are useless against halftracks and armored cars, light tanks (P2 Luchs) and Ostwinds (110 front armor).
26 Aug 2014, 16:35 PM
#5
Posts: 950 | Subs: 1
the AP rounds essentially turn the 57mm AT gun into a pak (by giving 50% penetration).
also, dont forget to use the "take aim" vet 1 ability. it gives you forward sight, just like the su85 ability, so it can spot for itself. it also increases the weapons range by 10 so it outranges other AT guns. i see a lot of american players forgetting/not knowing about this one.
also, dont forget to use the "take aim" vet 1 ability. it gives you forward sight, just like the su85 ability, so it can spot for itself. it also increases the weapons range by 10 so it outranges other AT guns. i see a lot of american players forgetting/not knowing about this one.
26 Aug 2014, 22:44 PM
#6
Posts: 209
Thanks for the feedback. I just played two games and used the 57 in everyone. With the 1 vet and take aim turned on together with the AP rounds it did very well and made me a happy Panda.
PAGES (1)
1 user is browsing this thread:
1 guest
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1231
Board Info
740 users are online:
740 guests
1 post in the last 24h
7 posts in the last week
39 posts in the last month
7 posts in the last week
39 posts in the last month
Registered members: 49061
Welcome our newest member, Rihedcfrd
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, Rihedcfrd
Most online: 2043 users on 29 Oct 2023, 01:04 AM