Tech Tree Showcase: The WZ-113G FT grind

From Feb 5 to March 5, 2021 the WZ-113G FT was On Track/Top of the Tree...

Overall this line is a bit of an oddball. The low tier tanks have ok mobility and are fairly decent, but by the time it gets to tier 8....there's just not much special about them except for good standard pen and decent alpha.

60G FT

This is the Tier 5 and like most Tier 5s it's a bit of an econobox however...it sets the tone for most of the line which is an exciting gun that often derps. 180 alpha at tier 5! 180 alpha at tier 5? Wow. Plus it fires fast.




Mobility is tolerable, camo and view range are Tier 5. Overall it's pretty decent. 

No real armor to speak of, but...tier 5.

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WZ-131G FT

The Tier 6 has better mobility and camo than the tier 6, the gun is still quite good. View range is a challenge but overall this one is pretty good at its tier too.




Keep in mind that lack of gun depression is an issue with all of the Chinese TDs. So are fully aimed shots that just miss for some reason. Chinese tanks across the board tend to be derpier than their stats would suggest; with the possible exception of the high tier heavies.

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T-34-2G FT

The Tier 7 might be the best tank in the line. 390 alpha and 192 pen on standard rounds. Quite good DPM, mobility is pretty good (50km/h top speed), camo is fine. View range and armor are an issue, but with binocs and being gentle with the W key you can more than overcome that. 

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WZ-111-1G FT

This is the Tier 8 and to be honest it's probably the worst tank in the line. The gun handling is typical Chinese (crap), the mobility even with the top engine is pretty meh. 180 frontal armor doesn't sound that bad, but there's not much angle to it and even MTs will just pen you in the face pretty easily.

With the top gun you get good standard pen and alpha, assuming you can actually hit anything.

WZ-111G FT

My first battle out with the tier 9 I got 4.3K damage, 4 kills, and a high caliber. That was prescient as this tank is MUCH better to play than the Tier 8. Of course that's not a high bar. 

In fact, comparing this tank to it's German counterpart (the Jagdtiger) and you'll find that the JT is better in almost every way. Better gun handling, better DPM, significantly better frontal armor, better terrain restance, even slightly faster top speed. The WZ has an edge for HP/Ton and better camo, but given the gun handling issues I don't know if you're really going to be a bush sniper with the WZ very much anyhow. Here's a comparison of the two at tanks.gg.

So, I found the WZ playable, but not great. If your team isn't good the long reload and lack of agility means you're probably going to be in trouble. You can't relocate quickly and you can't reload fast enough to fight off multiple aggressive opponents for long.




It's heavy and a bit slow, the 200mm frontal armor feels a little more workable than the Tier 8's 180 for some reason. 

There are two choices of gun - the first gun is the same as you had with the Tier 8, but somehow it seems to hit more consistently. The second gun has better alpha and pen, but slower reload and much worse accuracy. I played a few games with both and decided I like the first gun better. The top gun is just a bit too derpy for my taste and I'm not unhappy with 570 alpha and 270 standard pan most of the time.

WZ-113G FT

Top of the tree. Here's what Skill thinks of it:



Equipment

IMPORTANT: On the Tier 8 and Tier 9 I think it's imperative that you get improved rotation mechanism. The tanks are a bit sluggish, and that includes turning. Can't tell you how many times I ended up late in the game, having to play cat and mouse with a smaller, more nimble, tank, and my only chance was to be able to rotate quickly and snap off the kill shot.

Before that I tend to go with Rammer, Vents, and Camo Net. You can play around with that a bit, but that's the combination that seems to work best for me on those lower tiers.

If you want to run food, feel free. I rarely caught fire in these tanks so a fire extinguisher isn't essential.

Crew skills

This line is very considerate in that the whole line has the same crew slots: Commander, Gunner, Driver, Loader. For crew skills I think it's pretty much the usual load-out, with the exception of clutch braking for the driver being high priority.

Commander - Sixth Sense, Situational Awareness, Camo, Recon...
Gunner - Camo, Repairs, Snap shot...(snap shot is questionable on a casement TD). Armorer or Deadeye are arguably better choices than Snap shot.
Driver - Clutch braking (essential!), Off-road driving, Camo, Repairs...
Loader - Camo, Safe Stowage, Repairs...

And if you have the gold or silver and are comfortable with it then I recommend resetting after the Commander finishes their second skill and giving everybody Brothers in Arms.

What did you think of this line? Leave a note in the comments below!

GLHF!

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