The ARL 44 is quite a popular tank at level 6. In many ways, this applies to its weapons and good armor. The player is given a choice of 2 guns that will appeal to every tanker. At its level, this is one of the most dangerous heavy tanks.
TTX ARL 44
Dynamics
full speed | 37 km / h |
Specific power | 16.02 hp / t |
Chassis slew rate | 20 deg/s |
Turret traverse speed | 22 deg/s |
Vitality
Number of units strength | 820 units. |
Hull armor | 120/60/40 mm |
Tower reservation | 110/30/30 mm |
Firepower
value | 90 mm gun | 105 mm gun |
average one-time damage | 240 units. | 300 units. |
average armor penetration | 212 mm | 175 mm |
mixing speed | 3.4 seconds | 3.4 seconds |
gun dispersion | 0.38 m | 0.41 m |
damage per minute | 1440 units. | 1682 units. |
Review
View Radius | 350 m |
ARL 44 crew skills
Before pumping perks from the crew, it is necessary to study the strengths and weaknesses of the tank. Recommended skills that need to be upgraded step by step for the crew:
1 perk:
- commander - "sixth sense";
- gunner - "smooth turn of the tower";
- driver - "smooth ride";
- radio operator - "radio interception";
- loader - "non-contact ammo rack";
2 perk:
- commander - "combat brotherhood";
- gunner - "combat brotherhood";
- driver-mechanic - "combat brotherhood";
- radio operator - "combat brotherhood";
- loader - "combat brotherhood".
3 perk:
- commander - "eagle eye";
- gunner - "sniper";
- driver - "king off-road";
- radio operator - "with the last effort";
- loader - "repair".
4 perk:
- commander - "repair";
- gunner - "repair";
- driver - "virtuoso";
- radio operator - "repair";
- loader - "desperate".
The tank has powerful weapons and pays for it with a long reload. This factor should be taken into account when studying the skills of the crew. It is also important to improve the weak review score. To do this, you need to learn the skill "radio interception" and "eagle eye". The rest of the perks need to be pumped by default.
Booking ARL 44
The standard booking will be listed below.
Undoubtedly, these characteristics will not allow you to block high-level shells, but with a single-tier vehicle, the Frenchman will tank shells with the hull and turret quite often.
ARL 44 has good armor in the upper frontal part of the hull, which has impressive dimensions. The lower armor plate is traditionally weak for the game, but it will be quite difficult to hit it, since it is a narrow plate. The tower is less strong, but it often ricochets. Tanks with armor penetration below 160 mm will have difficulty if a Frenchman rides on them. Single-level vehicles can also be tanked with their sides, but only at optimal angles.
In general, the booking is quite comfortable for playing in the top. With high levels, these indicators, of course, will be weak, but there the tactics will be less aggressive.
Equipment ARL 44
ARL 44 is a classic heavy tank with good armor and a powerful gun, but slow reload and low accuracy. Given these data, it is recommended to install the following equipment:
- Large caliber rammer. This equipment must be installed first of all, since the reloading of the Frenchman is too long.
- Improved ventilation. This equipment will improve all tank characteristics by 5%, including reloading and aiming speed.
- Reinforced pickup drives. The standard aiming speed is 3.4 seconds, which is way too long. You can improve performance with the help of aiming drives, which will speed up mixing by 10%.
How to play ARL 44
The Frenchman would not differ from classmates of the 6th level, if not for his weapons.
ARL 44 has 2 guns, each of which has some differences.
The 90 mm gun has phenomenal armor penetration for its level with a base projectile of 212 mm and one-time damage of 240 HP, while a 105 mm gun can deal 300 HP. one-time damage, but armor penetration is 175mm.
Both guns have similar accuracy and reload, so the difference will only be in damage and armor penetration.
Of course, for a game in the top, it is better to install a 105 mm gun, since 175 mm armor penetration will be quite enough, while it will deal 300 damage.
But for tanks above the level, the gun will be already weak.
The 90 mm gun has excellent armor penetration of 212 mm, but the one-time damage is less - 240 HP. It is worth noting that the 105 mm gun is a bit faster. Both guns are worthy, so the choice will depend more on the desires of the player.
When playing in the top, you can safely conduct firefights with heavy tanks and create breakthroughs in enemy defenses. It is worth noting the comfort of playing on rough terrain, since the Frenchman boasts good gun depression angles of -10 degrees. This means that the tank will also be effective on the hills. True, the hull is too high, this will allow you to tank with a tower and deal damage on small hillocks. Moreover, the tower is not so strong that it is possible to easily contain the damage. Many tanks at level 6 have good guns with high armor penetration, so don't overdo it. When playing against high levels, it is better to stay on the 2nd line and provide fire support to allied tanks, and with the ARL 44 weapons, there will be no problems in dealing damage. It makes no sense to talk about stabilization at the 6th level, since it does not exist. Before each shot, you need to completely converge.
The review of the Frenchman is traditional for this class, so the tank will not be able to shine. True, the situation can be slightly improved by installing “coated optics” equipment. Up to 400 meters, the ARL 44 will have a chance to illuminate the enemy.
Dynamics can be attributed to the disadvantages. If acceleration and maximum speed are more or less, then the agility of the tank is too weak, and this also applies to the turret. At low levels, there are a lot of vehicles with good dynamics that can easily spin this heavy tank. To avoid such situations, you should not go to the position without the support of allies, otherwise you can get under any ST or LT.
In general, the tank stands out for its good weapons, while you can change the guns at your discretion. In the top, this is a formidable opponent who will break through armor with every shot and deal a lot of damage. But due to the long reload time, he should retreat to a secluded place, since the armor, although good, will not be enough to block the shells of enemy tank destroyers. In positional skirmishes against heavy tanks, the French will have a good privilege, especially with a 90 mm gun, where the armor penetration is 212 mm.
Advantages and disadvantages
Advantages | Disadvantages |
choice of weapons | accuracy |
armor penetration | dynamics |
one-time damage | reload time |
booking | viewing range |
margin of safety | agility |
Conclusion
ARL 44 is often left after passing through the branch, because the technique is really worthy. In the top, this is a formidable monster that will destroy everything in its path. The armor is enough to hold back attacks of the same-level vehicles, while you can comfortably exchange fire on relief terrain, since the French gun can tilt up to -10 degrees.
This TT is also often seen in tier 6 tournaments and clan outings, as it has a lot of perks compared to heavy tanks of its tier. The dynamics are low, but with the support of the allies, the ARL 44 will slowly but surely advance towards the enemy positions. Those who have not yet played this technique should try it out in action, and it will not take much time to reach the 6th level along the branch.
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