Centurion 7 1 additional equipment. Crew and additional skills

  • 08.01.2020

British STs have excellent DEL and good overview, but, unfortunately, the strength of the tower is not always enough to fully use these advantages of the top British machines. That is why we are planning to improve the front armor of medium tank turrets from Tier VIII to X. Now the given armor will start from 240 mm, which will allow you to work more confidently from the folds of the terrain and feel more protected.

We did not ignore the British premium ST FV 4202. In addition to improving the front of the turret, which is common for all top medium tanks, we will also increase the armor of the front of the hull, bringing it to 223 mm of reduced armor. Thanks to this, the FV 4202 will be able to confidently fight opponents using a strong forehead. In addition, we will increase the engine power to 650 hp, which will allow this tank to gain maximum speed faster and, in general, become much more mobile and dynamic.

Changes (ap) for the tank FV4202 (ST-8, Great Britain, premium):

- Power from 510 to 650;
- Specific power from 12.26 to 15.63;
- Improved booking:
hull forehead armor from 50.8 to 76.2;
turret forehead armor from 170 to 240.

Changes (up) for the Centurion Mk. I (ST-8, UK, pumpable):

- Improved booking:

Changes (up) for the Centurion Mk. 7/1 (ST-9, UK, pumpable):

- Changed the description of the tank;
- Improved armor (identical to Centurion Mk. I):
turret forehead armor from 152.4 to 254.

Changes (ap) for the tank Centurion Action X (CT-10, Great Britain, pumped):

- Improved booking:
turret forehead armor from 198.1 to 254.

6-09-2016, 09:50

Hello, dear fans of tank battles, the site is with you! Today, our guest of honor was a rather unusual car from the UK, medium tank the ninth level of World of Tanks - in front of you is the Centurion Mk. 7/1 guide.

As usual, we will consider the characteristics of this unit, highlight its most important advantages and disadvantages of the Centurion Mk. 7/1 WoT, we will equip it with everything you need in battle and talk about tactics, sit back.

TTX Centurion Mk. 7/1

So, we have at our disposal a typical margin of safety for medium tanks of the ninth level, but more importantly, we have at our disposal the largest basic view of 410 meters among our classmates.

Speaking of survivability properties, the Centurion Mk. 7/1 armor characteristics do not stagger the imagination, however, our armor cannot be called frankly weak either. The strongest part of the tank is the forehead of the turret, but it becomes extremely difficult to compete with tier 9-10 guns.

Regarding the hardness of the VLD, this part is able to withstand the blows of eights, if you tighten it properly, otherwise it's better not to risk it and hide the case. Particular attention should be paid to the fact that the Centurion Mk. 7/1 WoT tank unable to tank with the side, it is better not to substitute this part even at an angle.

In terms of mobility, already starting from the eighth level, British MTs become rather slow, and so we will be up to the top tank. So the Centurion Mk. Although 7/1 World of Tanks is endowed with good dynamics, its maximum speed leaves much to be desired, but this is not surprising, given its impressive dimensions.

gun

With weapons, the situation is much more interesting, one might even say confusing. The point is that we have two different guns and the choice of each player will depend on individual preferences and style of play.

The pre-top Centurion Mk. 7/1 gun stands out with a small alpha strike, weak penetration basic projectile (you have to carry more than 50% of the gold ammo), but it has a really good rate of fire, due to which we can deal about 2400 damage per minute. In addition, this gun is reduced much faster.

As for the top gun, the Centurion Mk. 7/1 World of Tanks has powerful one-time damage, excellent penetration with the base sub-caliber, but loses a lot of DPM due to a very long reload. It is also worth noting that in this configuration, the conventional and gold HE shells act as an alternative to the sub-caliber projectile, which also imposes certain restrictions.

However, both guns have parameters that can be generalized, and they will please you. Regardless of the choice, the Centurion Mk. 7/1 WoT has good accuracy due to the initially small circle of information, as well as excellent stabilization. Let's add here the gun depression angle of -10 degrees and we will get very enviable results.

Summing up the first result, it must be said that everyone must decide for himself what is more important to him, high DPM or powerful one-time damage.

Advantages and disadvantages

Since a detailed analysis general characteristics the tank and its weapons were left behind, in order to improve the perception of information, especially regarding guns, it is worth systematizing everything, highlighting the main strengths and weaknesses of the Centurion Mk. 7/1.
Pros:
Weapon variability;
Good DPM of the pre-top gun;
Powerful alpha strike of the top gun;
Decent accuracy in both cases (scatter, information, stabilization);
Good dynamics and maneuverability;
Comfortable vertical aiming angles;
Best Review at the level.
Minuses:
Strong gold dependence and weak alpha strike for the pre-top gun;
Poor damage per minute for the top gun;
Limited top speed;
Large dimensions of the tank;
Mediocre booking.

Equipment for the Centurion Mk. 7/1

Regardless of which weapon you choose, the choice of additional modules for the tank will be the same, because for our ST, in any case, the most important criteria will be increasing the DPM and improving stabilization. This means that the Centurion Mk. 7/1 equipment is installed as follows:
1. - the amount of damage dealt per minute is important for any tank, so this module is indispensable.
2. - the best option in our case, to improve accuracy.
3. - gives a 5% boost to the characteristics of the crew, positively affecting several of the most important characteristics at once.

There is a third point and a worthy replacement -. Despite the fact that our viewing range is excellent, it will not be superfluous to bring this indicator to the top values, especially for those whose crew has not yet been properly pumped.

Crew training

Although in our hands and not quite a typical medium tank in terms of its indicators, the so-called standard set of skills is quite suitable for it. In other words, only the essentials should be taken, so for the Centurion Mk. 7/1 perks download the following:
Commander - , , , .
Gunner - , , , .
Driver mechanic - , , , .
Loader (radio operator) - , , , .

Equipment for the Centurion Mk. 7/1

The choice of consumables is another standard situation that does not differ in most situations. For those who have problems with silver supplies, especially if you have chosen a pre-top gun, you can stop at , , . But situations in combat are different, and in order to be ready for anything, it is better to carry on the Centurion Mk. 7/1 equipment in the form of , , , where the last option, if desired, can be safely replaced by .

Game tactics on the Centurion Mk. 7/1

Regardless of which vehicle you go into battle with, it is very important not only to remember its strengths and weaknesses, but also to be able to apply this knowledge.

For Centurion Mk. 7/1 battle tactics are based primarily on the fact that we have a low maximum speed at our disposal, which is why it is unlikely that it will be possible to quickly take some key position, and mediocre armor imposes a distance fight, it is dangerous to get close to the enemy.

Luckily, both guns are accurate enough that the Centurion Mk. The 7/1 tank could easily deal damage not only at medium, but also at long distances. It’s worth making a clarification here, if you took a pre-top gun, it’s better to stay away, because when they don’t see you, you can use a high rate of fire without fear.

In the case of a top gun, it is better to keep a medium distance, mainly because in this case Centurion Mk. 7/1 World of Tanks is reduced a little longer. However, powerful one-time damage and a long cooldown make it possible to play from the alpha, when it is enough to make one shot and roll back to a safe place.

If, nevertheless, close combat was imposed on you, in no case should you expose the sides, stand with your forehead to the enemy, slightly tucking your body and try to move, wag, in order to complicate the process of aiming for your opponent. Ideally, the British tank Centurion Mk. 7/1 WoT should play from the tower, it is stronger, and comfortable UVN allow.

Otherwise, we are mobile enough to change directions of attack if necessary, or move from flank to flank to support the allies. To do this, it is enough to follow the mini-map and make decisions in time. Remember Centurion Mk. A 7/1 tank is strong enough to influence the outcome of a battle.

Level 9, with excellent performance characteristics, but as you know, there is one tank on paper, but in real life it is different. Consider all the positive and negative qualities of this machine. The first thing that catches your eye is the 105 mm Royal Ordnance L7A1 gun with a penetration of 268 mm and an alpha of 390 HP, the rate of fire is only 5 rounds per minute, but the accuracy is as much as 0.32 m/100 m, and the aiming speed is 2.3 s. Slow speed (40km/h) pays off with excellent dynamics, we easily overcome hillocks and mounds, without losing speed we enter turns. Weak armor (building 121/51/35, tower 165/112/112) does not allow you to play a role TT, but we will not do this, our task is to shoot the enemy from the second line. Another strong quality of our car is the review (410 m). Well, the walkie-talkie 750 m finishes to any corner of the map.

pros

  • Excellent accuracy, you can target weak spots in the enemy's armor
  • Excellent dynamics
  • Communication range
  • The best review, on a par with M46Patton

Minuses

  • Huge silhouette
  • Low top speed
  • bad armor
  • Low rate of fire
  • Ammunition is often critical

Crew and additional skills

Centurion Mk. 7/1 World of Tanks plays the role of support from the second line, therefore we will develop in this direction. With the first skill we pump over repairs, a downed harp is equivalent to death. The exception is the commander, who is the first to pump the "Sixth Sense". With the second perk, we pump “Smooth turn of the tower”, “King of off-road”, “Radio interception”. The third perk is pumping "Eagle Eye", "Virtuoso", "Sniper", "Desperate".

Additional modules

When playing a support role, you need to increase your DPM at close and medium distances. The rammer is a unique module installed on almost all tanks. Ventilation increases all indicators, and in close combat this is the main thing. The last one can be either aiming drives, if you like to shoot from afar, or a vertical aiming stabilizer, it will help us in close combat, especially on city maps when playing "swing".

Tactics

Our main “plus” is the accuracy of the gun, and it must be used at 100%. At the beginning of the battle, we are not in a hurry, we determine where our TTs and STs went, we cannot fully play the role of STs, low rate of fire, low maximum speed and lack of armor will make us an easy target. We choose the direction of the TT, but we are not in a hurry, we drive behind without breaking ahead. At the first stage of the battle, we wait until our TTs start a fight with the enemy, at this time we can perfectly deal damage from a safe distance for us, the view and the gun allow us to do this. As soon as you see that the enemy is stuck in a local battle with your allies, you can use our dynamics and quickly reduce the distance to go into the side of the enemy, but remember, we reload very slowly, so after each shot there is a need to hide behind cover or "bodies" of allies . In general, use the tank as a support, don't go too far forward and damage the enemy from a safe distance.

Penetration zones Centurion Mk. 7/1

Penetration zones Centurion Mk. 7/1's are hard to spot because they're punching us everywhere. The forehead of the tower can only withstand hits of level 7, well, maybe level 8 if it is stock. Especially weak point is our ammo rack, any hit on the sides from the first or second shot is critical. Also, when shooting in the forehead at the harp, not only do we lose it, it also damages completely. VLD ricochets if you put a rhombus quite often.

Level 9, with excellent performance characteristics, but as you know, there is one tank on paper, but in real life it is different. Consider all the positive and negative qualities of this machine. The first thing that catches your eye is the 105 mm Royal Ordnance L7A1 gun with a penetration of 268 mm and an alpha of 390 HP, the rate of fire is only 5 rounds per minute, but the accuracy is as much as 0.32 m/100 m, and the aiming speed is 2.3 s. Slow speed (40km/h) pays off with excellent dynamics, we easily overcome hillocks and mounds, without losing speed we enter turns. Weak armor (hull 121/51/35, turret 165/112/112) does not allow us to play a role, but we will not do this, our task is to shoot the enemy from the second line. Another strong quality of our car is the review (410 m). Well, the walkie-talkie 750 m finishes to any corner of the map.

pros

  • Excellent accuracy, you can target weak spots in the enemy's armor
  • Excellent dynamics
  • Communication range
  • The best review, on a par with

Minuses

  • Huge silhouette
  • Low top speed
  • bad armor
  • Low rate of fire
  • Ammunition is often critical

Centurion Mk. 7/1 World of Tanks plays the role of support from the second line, therefore we will develop in this direction. With the first skill we pump over repairs, a downed harp is equivalent to death. The exception is the commander, who is the first to pump the "Sixth Sense". With the second perk, we pump “Smooth turn of the tower”, “King of off-road”, “Radio interception”. The third perk is pumping "Eagle Eye", "Virtuoso", "Sniper", "Desperate".

Additional modules

When playing a support role, you need to increase your DPM at close and medium distances. The rammer is a unique module installed on almost all tanks. Ventilation increases all indicators, and in close combat this is the main thing. The last one can be either aiming drives, if you like to shoot from afar, or a vertical aiming stabilizer, it will help us in close combat, especially on city maps when playing "swing".

Tactics

Our main “plus” is the accuracy of the gun, and it must be used at 100%. At the beginning of the battle, we are not in a hurry, we determine where our TTs and STs went, we cannot fully play the role of STs, low rate of fire, low maximum speed and lack of armor will make us an easy target. We choose the direction of the TT, but we are not in a hurry, we drive behind without breaking ahead. At the first stage of the battle, we wait until our TTs start a fight with the enemy, at this time we can perfectly deal damage from a safe distance for us, the view and the gun allow us to do this. As soon as you see that the enemy is stuck in a local battle with your allies, you can use our dynamics and quickly reduce the distance to go into the side of the enemy, but remember, we reload very slowly, so after each shot there is a need to hide behind cover or "bodies" of allies . In general, use the tank as a support, don't go too far forward and damage the enemy from a safe distance.

Penetration zones Centurion Mk. 7/1

Penetration zones Centurion Mk. 7/1's are hard to spot because they're punching us everywhere. The forehead of the tower can only withstand hits of level 7, well, maybe level 8 if it is stock. A particularly weak point is our ammo rack, any hit on the sides from the first or second shot is critical. Also, when shooting in the forehead at the harp, not only do we lose it, it also damages completely. VLD ricochets if you put a rhombus quite often.