The Soviet heavy tank ST-1 has very good performance characteristics, especially strong armor and a powerful gun. This is exactly the tank that can fight with 10 levels on an equal footing. The Soviet heavy can be called one of the best TTs in the tier, as it has great privileges compared to the same tier vehicles.
TTX ST-1
Dynamics
full speed | 40 km / h |
Specific power | 11.48 hp / t |
Chassis slew rate | 26 deg/s |
Turret traverse speed | 18 deg/s |
Vitality
Number of units strength | 1900 units. |
Hull armor | 150/140/100 mm |
Tower reservation | 250/160/160 mm |
Firepower
Average one-time damage | 440 units. |
Medium armor penetration | 258 mm |
Mixing time | 3.4 seconds |
Recharge time | 12.75 seconds |
Gun dispersion | 0.38 m |
Ammunition | 40 piece. |
Review
View Radius | 380 m |
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:
commander | ||||
gunner | ||||
driver mechanic | ||||
charging | ||||
charging |
Undoubtedly, the council's first priority is to improve shooting on the move with the "smooth turret traverse" and "smooth roll" skills. Further, it is recommended to pump the “combat brotherhood” to the entire crew in order to improve the characteristics of the tank by 5%. Since the commander replaces the radio operator, he needs to learn “radio interception” and “eagle eye” with the next perks. A heavy tank does not have a good sight radius, so it is necessary to increase this characteristic. The rest of the skills can be learned at will, but it's best to level up "repair" as damaged modules will greatly reduce the council's firepower.
Equipment
The ST-1 is a heavy Soviet tank with good armament and poor dynamics. Since it is almost impossible to improve the dynamics, it is necessary to increase the firepower.
The large-caliber rammer should be placed on such vehicles in the first place, since this module will speed up reloading by 10%. The vertical stabilizer is also important, since the TT will mainly conduct positional firefights. Improved ventilation improves crew stats by 5%, including reloading, mixing, and vision.
As an alternative, you can change the combination a little:
By replacing improved ventilation with coated optics, the tank will be able to independently illuminate vehicles at medium and long distances. If the player is confident in the high-quality performance of allied light tanks, then the coated optics can be replaced with reinforced aiming drives. In this case, the convergence speed will improve by 10%.
Booking ST-1
In this characteristic, the ST-1 takes the first position in the level, since the tank has a very strong hull, and an even stronger turret.
ST-1 has strong armor almost everywhere, but it is worth highlighting the frontal projection of the turret and hull. Without taking into account the reduction, the thickness of the armor of the upper armor plate is 120 mm. But due to the optimal angles, the thickness increases significantly. But most importantly, flying projectiles will almost always ricochet. If the tank is located directly towards the opponent, then it is impossible to break through the cheeks, since they will also always ricochet. But when tanking from the sides or with a rhombus, these very cheeks will already be at a right angle, respectively, the chances of breaking through increase. The lower armor plate is standardly the thinnest, but at the slightest turn, it will often ricochet enemy shells. The thickness of the armor in the sides is 140 mm. And these are the most armored sides at the 9th level. The Soviet heavy will be simply flawless on city maps, since the sides, taking into account the reduced armor, will be impossible to penetrate with anything, except, of course, high-explosive fragmentation shells.
The ST-1 tower is his impenetrable fortress. In the frontal projection, the armor thickness is 250 mm, and these are standard indicators, without taking into account the given armor. The shape of the turret creates optimal ricochet angles, but the reduced armor reaches 400 mm. This means that the council tower cannot be penetrated. Even on the sides of the turret, more than 185 mm, and closer to the gun, the thickness reaches 260 mm, which again indicates non-penetration.
The tank is more than armored for its tier and can be played with both hull and turret, making it versatile.
How to play ST-1
You need to play on this tank using all its advantages, namely armor and firepower. In these characteristics, the council is superior to single-level machines.
It is most comfortable to play on ST-1 on city maps, since it is there that its full potential will be revealed. It will be comfortable to do both behind embankments and behind houses. Almost all cities have mounds of rubbish or ruins that will allow the CT-1 to take up position to play from the tower. The turret of a Soviet heavy tank will be able to hold back the shells of even the most powerful guns in the game, so you don’t have to think about danger in such positions.
The body, of course, is less armored, but here it will be necessary to connect the chassis a little. Turning the body, only skillful opponents will be able to break through, knowing the weak zones, and even then, it will not be often. It is also almost impossible to break through the boards of the council. When the council tanks with the sides, covering the lower armor plate, then the enemy will have practically no options on how to retreat.
Another advantage of the USSR TT is a 122mm gun that deals 440 average damage and is capable of penetrating 258mm of armor.
Of course, such a powerful weapon at level 9 will not be accurate, so it will only be effective at medium and close ranges. But ST-1 is not a sniper sitting on the base. This is a technique for breaking through enemy positions. Playing in the top, on the board, you can safely rush into battle in the 1st line, but you don’t need to overdo it and substitute the stern and sides. It is best to take your time, but confidently deal damage, being in complete safety, standing behind a house or embankment. In this situation, if it is not possible to break through the defense, then it will certainly not work to get through the council. This tank is valued among players as it has stats of level 10.
Another advantage of the TT can be considered the vertical declination angles of the gun -10 degrees, which is unusual for Soviet technology. With such angles, you can safely play on relief terrain, while the tower will be accompanied by complete safety. Since the body of the council is low, there will be no problems with hiding it on the hills at all. In urban locations, this quality is not so important, since they have strong sides and embankments, but in open areas it is recommended to always stick to hills or ravines.
Here, the dynamics of the ST-1 can be attributed to the disadvantages. But with such a booking, this is not surprising. Of course, in urban buildings, TT will be more comfortable than in the desert or steppe.
The maximum speed of 40 km/h can be considered quite good for a heavy armored tank, but with a specific power of 11 hp/t, the council will always move slowly, and will gain maximum speed in rare cases.
Nowadays, playing heavy vehicles on open maps is too difficult, since an accurate SPG will regularly deal damage while keeping the tank stunned. But you can somehow resist this. All artillery on the map occupies positions not far from the base, and these positions are often the same. When playing on a heavy tank, you need to look at the possible route of the projectile's arrival and try to create an obstacle for it. It can be hillocks or houses in the village. At the present time, almost all TTs arrange firefights in places more protected from artillery.
The visibility of the ST-1 is standard for the heavy class – 380 m. Of course, it can be improved with the help of the “radio interception” and “eagle eye” skills, as well as the “coated optics” equipment, but the tank will remain dependent on allied fireflies. Fully pumped skills will only help to detect enemy tanks at medium distances.
In general, the ST-1 is a real heavy tank, which has fairly strong armor and a powerful gun. With this technique, you can safely press the flanks and push the enemy back to the base. Even left alone with several enemy tanks, the council will have every chance of winning, in any case, this technique will hold on for a long time. Moreover, the tank is adapted to any map. In the city, it has no sides equal in thickness, and on open maps you can always use declination angles and play from the tower.
Advantages and disadvantages
Advantages | Disadvantages |
hull booking | specific engine power |
tower reservation | mixing time |
one-time damage | view radius |
armor penetration by the base projectile | gun stabilization |
gun elevation angles |
Conclusion
The path to CT-1 is not the easiest, because you will have to play vehicles such as KV-3 and KV-4, and it is too difficult for these tanks to play at the bottom of the list in the current random. But, nevertheless, every tanker who loves armored vehicles must reach this Soviet monster. The ST-1 has a powerful weapon that can deal a lot of damage on a regular basis, but its most important quality is its thick armor. This tank can confidently hold back shells not only from single-tier vehicles, but also from 10-tier ones. With the angles of inclination of the guns, you can play both behind embankments and on hills. In general, the Soviet TT is a universal technique that can adapt to any conditions. The only negative is the dynamics. The tip is too "slow-down", which makes it an easy target for enemy artillery. Also, any dynamic tank can spin it.
Of course, this technique has its drawbacks, but there are much more advantages, which obliges every tanker to purchase it. ST-1 is considered a passable tank, but it can be left for interesting gameplay.
Video reviews ST-1
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