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Vindicator UM
VII
Configuration
Provisions
Equipment
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1000
HP
5 / 16
255.0
View range
13 / 16
Firepower
Shell
2942
DPM
4 / 16
150
penetration
16 / 16
640
damage
1 / 16
203
devices/crew damage
1 / 16
burst damage
— / —
750
velocity
16 / 16
%
penetration loss over distance
— / —
explosion radius
— / —
2506
DPM
4 / 15
225
penetration
9 / 15
545
damage
1 / 15
203
devices/crew damage
1 / 15
burst damage
— / —
750
velocity
15 / 15
%
penetration loss over distance
— / —
explosion radius
— / —
4138
DPM
4 / 16
80
penetration
1 / 16
900
damage
1 / 16
203
devices/crew damage
1 / 16
burst damage
— / —
600
velocity
16 / 16
%
penetration loss over distance
— / —
3.66
explosion radius
1 / 16
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
155.0
Caliber
1 / 16
4.60
Rate of fire
16 / 16
13.05
Reload time
15 / 15
0.00
Magazin reload time
— / —
Magazine size
— / —
Shell reload time
— / —
Gun handling
2.44
Base aim time
16 / 16
0.453
Dispersion
16 / 16
Dispersion factors
0.21
when moving
9 / 16
0.08
when rotating
1 / 16
0.08
when rotating turret
1 / 16
3.00
after shot
2 / 16
Gun angles
2°
depression
16 / 16
15°
elevation
7 / 16
10°/10°
Aiming arc (left / right)
8 / 16
31.59
Turret traverse speed
3 / 16
Mobility
41.92
Weight
9 / 16
Speed
30
forward
12 / 16
15
backward
2 / 16
Effective Power / Weight ratio
11.93
on hard terrain
12 / 16
9.37
on medium terrain
12 / 16
6.91
on soft terrain
12 / 16
Traverse speed
31.59
on hard terrain
14 / 16
24.82
on medium terrain
15 / 16
18.29
on soft terrain
15 / 16
7.46m×4.55m×2.86m
Size
16 / 16
Armor profile
Click or tap on the image to see 3D model
Primary armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Spaced armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Weak
Strong
Chances of getting penetrated from 100m distance by average tank of given type:
  • — less than 30%
  • — between 30% and 70%
  • — more than 70%
Armor performance
Based on tank position, enemy tank type and shells
In battle vs:
Head on
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the side
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the back
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
Score is a recommendation whether tank is suitable for given tactic:
  • Good— perfect fit
  • Average— can perform quite good
  • Not recommended— result is not guaranteed
Click on the score to get more information.
Tactics
Tank's sutability for commonly used tactics based on tank's top stats and compared to others in the battle
In:
Peek-A-Boo Not recommended Not recommended
You hide behind a cover, fully reload your gun, pre-aim and sneak out just for a second to make one damaging shot. Before enemy realizes you are hidden again. Decent mobility and aiming stabilization and you surely can pull this one off.
Long range sniping Not recommended Not recommended
Hiding in the bush on the hill and shooting at enemies on the other side of the map. If you don't mind all the hate that comes with it then you just need good dispersion and penetration to make every shot count.
Front Line Average Not recommended
Forget rocks, hills, buildings and all other cover. Make youself a cover for your teammates. Of course, this works only if you have very good armor and know how to use it or… well if you're already dead.
Circle Of Death Not recommended Not recommended
Drive behind slow tank destoyers and heavy tanks and keep circling around them to avoid being hit while making easy shots into the back of the enemy. Good traverse speed and acceleration is required.
Hit & Run Not recommended Not recommended
Hide in the bush, spot the enemy without being seen. Take a shot and start running. Fast. Repeat until no enemies left. Master this technique and there are many masteries coming your way.
1 vs 1 brawl Good Good
Who would win in 1 on 1 brawl depends on too many variables. Armor, guns, mobility, tanks sizes and many others. One thing for sure: without good DPM it's better to stay in the group or keep your distance.