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Black Prince
VII
Configuration
Provisions
Equipment
Crew mastery: 100 %
Modules
VII
VII
VII
IV
V
VI
VII
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1450
HP
1 / 15
271.2
View range
5 / 15
Firepower
Shell
2127
DPM
6 / 15
171
penetration
14 / 15
160
damage
15 / 15
105
devices/crew damage
14 / 15
burst damage
— / —
884
velocity
9 / 15
5.85%
penetration loss over distance
1 / 15
explosion radius
— / —
1795
DPM
7 / 15
239
penetration
5 / 15
135
damage
15 / 15
105
devices/crew damage
14 / 15
burst damage
— / —
1105
velocity
7 / 15
8.79%
penetration loss over distance
9 / 14
explosion radius
— / —
2659
DPM
8 / 15
20
penetration
15 / 15
200
damage
15 / 15
105
devices/crew damage
14 / 15
burst damage
— / —
884
velocity
8 / 15
%
penetration loss over distance
— / —
1.09
explosion radius
15 / 15
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
76.2
Caliber
15 / 15
13.29
Rate of fire
2 / 15
4.51
Reload time
1 / 14
0.00
Magazin reload time
— / —
Magazine size
— / —
Shell reload time
— / —
Gun handling
2.08
Base aim time
2 / 15
0.308
Dispersion
1 / 15
Dispersion factors
0.16
when moving
1 / 15
0.16
when rotating
1 / 15
0.20
when rotating turret
10 / 15
4.00
after shot
3 / 15
Gun angles
8°
depression
5 / 15
20°
elevation
4 / 15
180°/180°
Aiming arc (left / right)
1 / 15
31.59
Turret traverse speed
7 / 15
Mobility
50.01
Weight
11 / 15
Speed
20
forward
15 / 15
12
backward
9 / 15
Effective Power / Weight ratio
11.00
on hard terrain
12 / 15
9.43
on medium terrain
9 / 15
7.33
on soft terrain
8 / 15
Traverse speed
40.08
on hard terrain
4 / 15
34.35
on medium terrain
4 / 15
26.72
on soft terrain
2 / 15
6.99m×3.21m×2.16m
Size
8 / 15
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 Average 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 Good Average
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 Average Not recommended
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.