VZ. 71 WOLF
- Spoiler:
We’re glad to present a new line of Czechoslovakian tracked light tanks which starts from Tier VII. Beginning from Tier VIII, every vehicle in the new branch (including the Premium one) bears armament unlike anything seen in the game before: autocannons with unique firing mechanics.
Though autocannons can be compared to machine guns of some lower-tier vehicles, they are quite different from them. Autocannons have larger calibers (up to 57 mm in case of the new Czechoslovaks) and much higher rates of fire (up to 3,000 shots per minute compared to 600 max for machine guns). Continuous fire lowers the significance of a single shot and makes relevant a new stat unique for autocannons: damage per second. Shooting in controlled bursts also requires the player to aim the autocannon as long as they keep their finger on the trigger. A burst will last while you keep the left mouse button pressed—or until the ammo cartridge is depleted and the process of reloading begins.
The first light tank from the new line to enter the Supertest is its Tier X apex: the Vz. 71 (“Wolf”). As usual, the top-tier vehicle embodies the very essence of its branch and serves as a showcase for its gameplay specifics.
The gameplay of the Vz. 71 is first and foremost defined by its twin autocannons which have a whole range of special features.
Rapid fire: the two 57 mm autocannons of the Vz. 71 spit out thousands of rounds per minute.
Relatively low armor pen due to the low caliber of the guns; aim for vulnerable spots!
Mind the dispersion: During a burst, the dispersion will be steadily increasing due to the physics of rapid-fire guns. There’s an efficiency indicator for your convenience.
Do damage at close range: Accuracy also decreases as the range to the target grows.
Keep aiming: As bursts can last for several seconds, make sure that the reticle is always staying on the enemy’s vulnerable spots. (Using target lock is also an option.)
Twin-barreled tank mechanics don‘t apply to twin autocannons: extremely high rate of fire negates consecutive/salvo shot mechanics. Plus, your rounds from both guns will be headed to a single point on the enemy vehicle rather than to two separate points.
"Ra-ta-ta-ta-ta" draws attention: Once you start firing, your camo values become very low.
Burst fire, burst damage: Despite their natural limitations, twin autocannons allow you to deal a great amount of damage over a short period of time—if you play the Vz. 71 right.
Good overall mobility of the Vz. 71 allows you to drive into an enemy’s flank or rear—and rip them apart. (Of course, when you‘ve depleted an ammo cartridge, you better move to a safer place to reload.) Needless to say, this vehicle is most dangerous for opponents who are overall lightly armored, including arty and other light tanks. The latter can be outmaneuvered and chased by the ferocious Vlk.
Having a good base view range and given a right set of equipment, the Vz. 71 can provide active spotting for its team along with fire support. Being (potentially) a real enemy shredder, it stays a full-fledged light tank.
The tactical versatility of the Vz. 71 is enhanced by the ammo options you have. Its autocannons can fire three kinds of rounds: AP, APCR, and HE with a special twist. The use of each type depends on the battlefield situation, and it’s important to mention that there’s no ‘special’ round for the Vz. 71 as there’s no great difference in price between the ammo types.
The AP rounds have less armor penetration but deal more damage (compared to the APCR rounds).
The APCR rounds do less damage but have more armor penetration than the AP ones.
The HE rounds deal high damage on penetration and also always deal some damage on a non-penetration. The numbers depend on the target’s armor thickness in the impact point but will always be above zero (therefore, the Vz. 71 may be a great base cap breaker).