Churchill III - Bending or Falsehood? What are the perks to download to the Churchill crew 3.

Tank Churchill 3 in the world of tanks is a Soviet heavy tank with British roots. Cars were delivered to the Soviet Union by Lend-Lease, so in the game the Briton is in the USSR development branch, comfortably located at the 5th level. The machine is quite peculiar, but in capable hands it is able to reveal its considerable potential.

Invite Churchill 3

Everyone already knows about the joint cooperation between Rostelecom and Wargaming, where you can get it in your personal account, and the validity period of the invite codes is until December 23, 2019. It’s very convenient if you are of course a Rostelecom subscriber or at least acquaintances have the opportunity to help get an invite code for Churchill 3 2017. According to our information, as of April 2017, the issuance of invite codes for Churchill 3 in Rostelecom’s personal account has been suspended, the technical support argues that that they issued all the invites they have. Yes, and with us they appear in very limited quantities. If it is possible to purchase, we recommend using our services.

Churchill 3 Guide

So let's get started. For its level, the heavy tank Churchill 3 has a very decent margin of safety in 700 units. The radius of the tank is 350 meters, the indicator is very mediocre, but for a heavy it is not the main parameter. It should be noted that Churchill 3 has a preferential level of battles, so in a random house the tank will only meet with classmates and opponents of the 6th level. Terrible sevens do not threaten us. Churchill costs 3 1500 units of game gold.
  Given this feature, the reservation of the "Briton" looks pretty decent, however, the tank can not be called mega-protected. In particular, in the frontal projection of the body can be observed 176 mm of armor, therefore, when staged with a rhombus, a heavy can confidently tank against classmates and even some representatives of the 6th level. However, weakly armored hatches and VLD are located here, which can easily be penetrated even by fours. Sides protected 76 mm   armor plates and reinforced screens. Therefore, with the correct body extension, the "Briton" can confidently tank side against sixes. However, you should not get carried away with this; experienced players break through the Churchill 3 set by the rhombus through the ice rink.
  With the reservation of the tower, things are deplorable: in total 88 mm armor located at right angles. Accordingly, everyone who is not too lazy will break through the heavy tower, without even bothering to heal vulnerable zones.
  The dynamics of the "Briton" also can not boast. A rather long 40-ton carcass hardly accelerates to 28 km / hchassis rotation speed 23.7 deg / s. Therefore, quick and maneuverable to call “Churchill” 3 does not turn the tongue.
In terms of weapons, the car looks spectacular and defiant. The Churchill 3 gun has a rather modest alpha ( 56 units of damage   for BB), but incredible rate of fire. As a result, the “British” PDM varies within 2,000 unitswhich is quite good even for high-level technology. Armor penetration also looks good: a 57-mm gun surely breaks through 110 mm   armor with an armor-piercing shell. This is enough to confidently hand out damage to classmates and sixes.
  However, this is where the advantages of Churchill 3 WoT weapons come to an end. The gun has a large spread, mediocre accuracy and poor stabilization. In addition, the dissatisfaction of the players is caused by the speed of information: the rate of fire of the gun does not allow to be brought to the end even with installed modules and pumped perks.

Perks and equipment on Churchill 3

The heavy tank "Churchill" 3, the crew of which consists of 5 people, will provide pumping of tankers for almost the entire branch of Soviet TT. Given that the premium car can train and transplant the crew without fines. Given this feature, players usually do not pump out the crew specifically for Churchill 3, preferring to ride a hodgepodge from different tanks on it. However, if anyone cares about this issue, we recommend that you consider this option:

The choice of perks is focused on a dynamic game, from review and PDM. Therefore, the choice looks quite justified: we shoot in motion, highlight from the bushes, and quickly repair modules damaged by the enemy.
  What equipment should I put on Churchill? In principle, the tank is quite comfortable in the game, even in the basic configuration. However, in order to fully reveal its potential, we recommend stopping at this choice:

How to play Churchill 3

How to play Churchill 3? There is no unambiguously tested tactics, much depends on the decision of the balancer, and accordingly the location of the tank in the team list. Therefore, there are two types of battle tactics on this desperate "Briton". Consider both.

Hit the top:
In advance, we choose the direction that we will confidently and methodically push through. Given the dynamics of the machine, it will not be possible to change the attack vector, so we are moving towards the enemy’s heavy tanks. Armor penetration indicators are enough to fill any oncoming tank with lead.
   The situation is familiar to many: turbo drain. While the heavy crawled to the desired position, more nimble allies have already gone to the hangar. Do not despair. We save ourselves from the artillery and begin to implement the awesome PDM, minus the trunks and, first of all, shooting potentially dangerous opponents.
   Passive light. Installed optics, coupled with the skill of "Combat Brotherhood" provides us with as many as 415 meters of vision. Therefore, you can quite confidently shine through the greenback, earning pleasant bonuses for the damage caused by the allies.

Threw to the sixth levels:
   Here it makes sense to enter into an open confrontation with high-level cords if at least one allied tank of the 6th level has chosen this direction for attack. In this case, Churchill 3 will play the role of a support tank: we use the rate of fire and keep the enemy on a ghoul while teammates deal with the adversary. Do not forget to send shot enemies in the hangar.
   You can push the secondary direction, where there are no heavily armored enemies. Due to the high rate of fire, we can confidently deal with light and medium tanks, the main thing is not to let ourselves spin.
   Protection. You can keep the direction from advancing enemies. However, do not try to damage well-protected targets. It will be much more efficient to shoot down caterpillars to opponents, simultaneously highlighting them for allied artillery and anti-tank missiles.
   Passive light. If the enemy fireflies have already gone to the hangar, you can try to highlight a convenient direction from the bushes. For such tactics, it is imperative to have the Sixth Sense perk pumped out: if you catch a light bulb, we immediately change our position. Given the armor of the "Briton", a direct hit by enemy artifacts is guaranteed to send us to the hangar.
  In general, it is necessary to respond in a timely manner to a changing environment and take reciprocal steps. “Churchill” 3 feels confident on city maps, but it’s also mono to find use in open areas.

  5 years and 10 months ago Comments: 26


This guide is dedicated to churchill 3 heavy tank. Hyde will consist of 7 parts:

  • 1. Getting to know the car
  • 2. TTX
  • 3. Pros and Cons
  • 4. Combat Application and Tactics
  • 5. Equipment and Crew, Equipment
  • 6. Farm
  • 7. Conclusion

Getting to know the car

Churchill 3 is a premium heavy tankhaving a great gun and a good one. This tank has a preferential level of battles, which means that it will not be thrown to level 7. Farm on it is stable, easy to use. Experience he receives significantly more classmates.

TTX - Performance Characteristics

The tank is premium and does not require spending experience on module research, i.e. he is already in top condition. Let's start with the gun:


As we can see, Churchill’s gun is a classic hole punch with a high rate of fire and small one-time damage. At its level, breaking through is enough for almost everyone. Do not be confused by small one-time damage, because of the high rate of fire we have (damage per minute) 1970 units - this is without modules, with a rammer and ventilation - 2340 units, which allows you to shoot many enemies. The gun does not have time to be reduced after each shot, since reloading takes 1.9-2 seconds. And this will affect the installed equipment. The gun is inaccurate, but our element is close combat.

Engine


Due to the low engine power and high mass of the tank, the dynamics are weak, but quite comfortable for a heavy tank.
Armor


It should be recalled that 176 mm of armor only in a small plate in the forehead of the tankEverything else is much finer. Leaving the shelter with a rhombus, some players begin to shoot at this particular plate and do not penetrate it. Knowledgeable players can easily break through our tower, which has a reservation of only 88 mm, also at a right angle. Caterpillars often absorb damage from medium guns

Overview

Our review is not the best, but 350 m good   for the British heavy tank at level 5. Strengthen it or not, more on that later.

Dynamics

Due to the low power of the engine and the low speed of rotation of the hull, we are rather sloppy, but we drive confidently in a straight line. Avoid swamps where we are vulnerable.

Disguise

Due to the low silhouette, Churchill hides well in the bushes (for a heavy tank), this will be needed when capturing the base on some maps

Advantages and disadvantages

Pros:
  •   A quick-firing gun with good penetration
  •   High PDM (damage per minute)
  •   Armor, when (beating shells)
  •   Preferential level of fights
  •   Stable farm experience and silver
  •   180 mm piercing by sub-calibers (gold shells)
  •   Quick turn of the tower
  •   Ability to shoot relatively accurately on the go
  •   Crew training from another Soviet heavy. Tank without retraining and fines
Minuses:
  •   Weak dynamics
  •   Cardboard tower
  •   Poor long-range combat
  • Lack of penetration of some tanks at lvl 6
  •   Modest review
  •   We suffer from artifacts, they can also break through with a one-shot

Combat Application and Tactics

The performance characteristics of our guns indicate that we must gain damage precisely in close combat, where PDM can be implemented. Our quick reload allows you to stuff the enemy with shells, of which 140 pieces. In the top we are one of the main damageers, we just merge the enemy tanks one by one, while not substituting for a large number of PTs and TTs. With our DPM, the enemy’s HP is quickly reduced. At the beginning of the battle, you choose the direction and slowly push it through. In the top Churchill 3 drags, the main thing is not to spend hp in vain.

One of the nice features of the rapid-firing gun is the "caterpillar landing", i.e. we can hold the tank on the caterpillar (knocking it down) and simply preventing it from leaving, while stuffing shells into it one by one. So you can merge a sloppy enemy who left without loss of hit points.

Dangerous enemies at level 5 are KV-1 and AT 2. Both are perfectly armored and have a high PDM. The first make their way into a strip of armor under the tower and in the NLD (lower frontal part). The second in the commander’s hatch and in the hole in the gun’s mask. If KV-1 pulled the case, then we break through only that strip. Be careful with the PT, breaking through them allows us to confidently damage and our 700 hp will quickly disappear. It is difficult to circle us, the tower is turning quickly.

Being at lvl 6, you need to be careful, there are too many dangerous opponents, the same KV-1C destroys us with two shots. At level 6, our armor disappears. We become vulnerable, in this case we must act like this: to shoot down tracks, shoot at cardboard targets, use subcaliber against rebound opponents. Here we turn into a support tank.

It is worth noting that on maps where long-range combat rules, we are uncomfortable. A vivid example is Koshmarin, just to go to an island, it’s not very convenient to go to church, but it’s possible - it all depends on the situation.
Equipment and Crew, Equipment


Guidance drives are required, the gun reloads faster than it comes down. The rammer is always useful, do not worry about “fighting” the speed of information and reloading, since in close combat you can not completely reduce it. If you don’t like this “struggle” of information and reloading, put optics or a stereo tube to enhance the view. Ventilation with a pumped BB (Battle Brotherhood -) allows you to increase all the characteristics of the tank, the gun will shoot more accurately, reduce faster, shoot a little more often, and the dynamics will improve slightly, like the review.

The equipment is standard, there is also a fire extinguisher, although the tank rarely burns, just do not substitute the side and the stern. Instead of a fire extinguisher, you can put oil, if you use a tank for fun and bending, load additional solders. Doppayek + BB + ventilation \u003d 20% of the crew skills, which makes the tank even more pleasant and flexible.

Crew


At choice:
  • 1. To the commander: Eagle Eye - improves visibility
  • 2. To the gunner: Sniper - we often shoot and, together with this perk, you can critically attack opponents, an alternative is to smoothly turn the tower
  • 3. Mekhvodu: Virtuoso or King of the impassability - improve dynamics and nimbleness, alternative - Smooth running
  • 4. To the radio operator: Radio interception - improves visibility
  • 5. Charger: Desperate - the rate of fire increases if we have less than 10% hp, which Churchill will definitely need

Farm on Churchill

Churchill fits as an economy farm tank, for shares it can be bought for as little as $ 100 with a penny. Without a premium account, when you shoot 700-1000 and higher, you get a clean 20-30k silver.
With a premium account 30-40k silver, and this is an excellent result for a level 5 tank. The tank brings experience simply in a huge amount, as for level 5. The average experience can be kept ~ 750 units, while not bending in each battle with 2k damage. For pumping crews the most.

Conclusion

One of the best premieres at level 5, if not the best in World of Tanks.   An excellent tool allows you to farm and bend perfectly, being in the top. If you do not get out on a large number of trunks and save your hp, choose the best directions and correctly assess the situation on the map, you this car   will definitely enjoy it. At the 6th level of battles, we become a support tank, there we are not so strong. The tank is not suitable for the "ololo", although it forgives some mistakes. I hope you didn’t think that I praise Churchill too much, I really liked him. But we must remember: at the 6th level of battles, they can easily send us to the hangar, arta loves us and sometimes breaks through with full damage. But the disadvantages are covered by the advantages of this "mobile hole punch". Only ardent fans of high one-time damage and completely inexperienced players will not like it. Some people understand the charms of this car, having passed 100-150 fights on it, i.e. understand how to use it. I wish you bending and farming.

Ugly Ducklings of Tier V: Churchill III

Greetings, dear tankers and tank crews! While an experiment called “The First Campaign” is in full swing on the Global Map, and there are live broadcasts from the WG League on the official website, a new review of premium vehicles of the fifth level has arrived in the heat of the day.

The ugly ducklings parade continues, and for the third article I chose a tank that also has the number “3” in its name. This tank is the most vivid example of the ugly duckling. As much as humiliation and persecution, he was not subjected in his game history. And in reality, this machine also came from the man himself, in whose honor it was named. Okay, what am I playing puzzles if the name of the tank is written in the title? Our hero today is the heavy tank Churchill III.

Tank late for both wars
  The history of the Churchill tank begins in 1939. It was assumed that the coming war would be a positional one, and the future Churchill was equipped with thick frontal armor and emphasized the passage of the ditch and embankments by the tank.

At first, the prototype did not have a tower, and the weapons were planned to be installed in sponsons. But soon this idea was abandoned, and the tower was installed in the middle of the building. The tank went into serial production in 1941 under the name of the Prime Minister of Great Britain - Winston Churchill.
  We will not consider in detail the use of the tank by the UK. There are a lot of “Churchill” in the World of Tanks, so I would like to preserve historical facts for pumped tanks from the British development branch.

I can only say that it was not without reason that I gave the historical reference the subtitle "Tank that was late for both wars." Its creation was influenced by the experience of the First World War, which was distinguished by its positional character. During World War I, the front line could remain unchanged for months, and hostilities often came down to continuous shelling of enemy positions. It was for these conditions that Churchill was being prepared. He had to accompany the attacking infantry, stay under fire for a long time and overcome trenches and embankments (hence the bizarre shape of the tank’s chassis). Such a tank was really needed on the fronts of the First World War. But he was very late for her.
Contrary to the expectations of the new positional meat grinder, World War II turned out to be a war of maneuver and speed, and the “face” of successful tank troops was shown by the Germans during the capture of France. The Second World War demanded swiftness and accuracy of the strike from the tank, and Churchill did not fit these requirements. So it turned out that the tank was late for both wars.

Now let's turn to the story british tank   on the eastern front. Like the Matilda, the Churchill tank was included in Lend-Lease supplies for the USSR. In total, 344 units “sailed” to the Union, but only 253 tanks were able to “sail”.
  On the Eastern Front, Churchill was faced with the typical problem of a foreign tank on Russian soil: nature. The tank had weak heaters, which had to be replaced with domestic ones. There were reports that the caterpillars broke down simply during movement. The rollers were breaking. The driver, who had already seen little in any other tank, in the Churchill had an even more limited view due to the protruding tracks. But the main problem for the Soviet tankers was the maneuverability of the tank: it coped poorly with wooded and swampy terrain.

  Churchill was used in the Battle of Stalingrad, in the battle of Kiev in 1943, on the Leningrad Front and on the Kursk Bulge. It is noted that the "Churchill" suffered huge losses in the battles. The use of these tanks ended in late 1944.
  Well, at the end of the historical reference, I can’t help but quote from Wikipedia about the attitude of Winston Churchill himself to the tank named after him: “The tank bearing my name has more shortcomings than myself!”

Sir Winston Churchill in Virtual Conditions
  In World of Tanks, the premium Churchill is a modification of a tank with a six-pound gun called the QF 6-pdr Mk. V. The game story of this tank is almost richer than the real story. To begin with, Churchill III is, if I am not mistaken, the first premium heavy tank in the game.

Well, then - directly "Game of Thrones." Here mixed love, hatred, envy, greed and nobility. Jokes are jokes, but many remember the days when at the beginning of the battle the Allies shouted something like “Churchill is to defeat!” and they themselves shot the poor man at the base.
  Then Churchill III was constantly blamed for the weak performance characteristics. We will turn to them.
  SCREEN TTX
  What is always better held in memory? That's right - flaws! Churchill III has them all. Let's start with the explicit ones:

  • Low speed, slowness. Churchill III does not like to ride. And he also does not like to turn. The situation can be saved a little by the skills of the driver “King of impassability” and “Virtuoso”.
  • Low alpha. The average damage to the gun is only 75 units.
  • Very long body. To get to Church is not a simple matter, but a very simple one.
  • The location of the tower. The tower is located in the center of the hull. Churchill-style skirmishes for Churchill are a deadly number. You can easily put "on the cuss", and at the same time you can not shoot at the enemy. This also includes the terrible angles of vertical aiming. Shooting from the slope on this tank is not a pleasant thing.
  In addition to these obvious shortcomings, there are also not noticeable at first glance. For example, in the technical specifications it is not indicated that Churchill has an unforgivably thin horizontal armor with a large area. I will say for myself: I am not an ardent hater of artillery, but when I play Churchill III, I swear at art as a shoemaker. Because of its slowness, this tank is already loved by enemy artillerymen, and because of the thin roof, full damage often with all the attendant critics of the crew and modules also flies into the car.

Another drawback also concerns armor. When buying a tank, the number 176mm captivates, which means the thickness of the front sheet. That's just in the TTX it is not written that such a thickness of armor is only in a small rectangle where the machine gun is located. In other places, booking is much thinner. And the picture is supplemented by tilt angles, but there are almost none. The armor is located vertically, and therefore easily breaks through.

Thus, the armor can protect the “Churchill III” from any “trifle”, but against the other heavy tank of the 5th level in armor it does not particularly compete.
  But it is not all that bad! Sir Winston's “Churchill” has a couple of aces up his sleeve.

  • Gun. The rate of fire of the gun surpasses. With a rammer and improved ventilation, my Churchill recharges in 1.93 seconds. Thus, you can create a real flurry of fire, which is especially effective against medium and light tanks.
  • Breaking through. It has a 110mm armor-piercing projectile and a 180mm sub-caliber weapon. An armor-piercing projectile is enough against most targets. The main problem for us is the KV-1, which is easier to punch on the forehead than on the side, where the “magic tracks” absorb damage.
  • Stabilization. Churchill shoots well on the go. A particularly useful advantage in a collision with medium tanks. Moving, we live longer under art, but at the same time destroy enemy equipment.
  • Strength. Churchill’s stock is slightly increased. The tank has 700 units of strength, and they often save the situation.
  • Large stock of shells. Personally, I, not sparing, I will fall at the enemy at any opportunity. Missiles enough "with the head." In total, you can take 140 pieces with you.
  Slightly spoils the impression of the gun its speed of reduction - 2.3 seconds. For other tanks, this would be acceptable, but with Churchill, reloading occurs earlier than reducing the scope. Given the already low accuracy (0.43m), already at an average distance there is a risk that part of the shells will go “into milk” or into impenetrable sections of the enemy’s armor.

Going to battle
  The first thing to remember in the Battle of Churchill: artillery. In our battles, it will most often consist of SU-5 and SU-26, and this is a big nuisance. The steep trajectory of the shells of this artillery makes many “hitchhikers” unsafe, and our roof, as I said, is thin and delicate.

If you hit the top, then you can work on pushing the direction. In this case, you need to use your rate of fire. Here is my set of equipment for maximum tank efficiency.

The rammer will increase the rate of fire. Improved ventilation will increase all tank performance. Well, reinforced pickup drives at Churchill are simply necessary in order to manage to realize their rate of fire.
  From my own experience, I would recommend avoiding frontal skirmishes with other heavy tanks. Although Churchill has an excellent rate of fire, he often does not penetrate the enemy without complete information, and most likely the duel will end in your defeat.
  My favorite areas are those where the enemy’s medium tanks are expected. Churchill is much easier to handle with their armor, and a wave of ST-shek can crash against this heavy tank.
  I highly recommend a platoon game on two or even three Churchillas. They create such continuous fire that enemies often miss simply because shells constantly fly in them and the sight goes astray.
  The main thing that can ruin your pleasure is getting to the “Church” in battle, where there are many tanks of the 6th level. Still, he is not quite suitable for such fights. Especially sad is the collision with the KV-1C, which in one shot removes more than half of the tank’s HP.
  As for the crew, it should be noted that a crew with IS-4 plus a radio operator is placed in Churchill. My radio operator is a veteran with KV-5, and the entire crew looks like this:

If you have your own crew, the first thing I would recommend is to learn from him “Combat Brotherhood” and “Repair”. I did not notice any particular benefit from the Sixth Sense specifically on this tank. Well, if you went to an open space - you’ll still get from art, whether you have a “light bulb” or not. To the detriment of the "repair", you can learn the "Virtuoso" or the "King of the impassability", to your taste.

Money is money, rubbish
  The cost of Churchill is 1,500 gold coins. The tank is often at discounts up to 50%.
  And here is a traditional screenshot with the economic performance of the tank.

A series of battles turned out to be very unsuccessful. A couple of “turbo-spills”, one compensation for timkill (it’s sinful, but the killed ally didn’t let me pass specifically). But at the end of the series, when I remembered the capabilities of the tank well, better results appeared. As you can see, on average it turned out to bring 15,000 credits per battle. However, with great luck, this bar will rise to 20-25 000.

In conclusion, I’ll say that, despite a mountain of shortcomings, the “Churchill III” fights very well thanks to its quick-firing gun and good stabilization on the go. This tank is very well combined with the cunning and sophisticated mind of the owner. It is in this form that the machine turns from a "dull box" into a "bending stick."
  That’s all for me. I wish you short rains, even tanning, and if you are still at work, then a speedy vacation!

Ladies and gentlemen, I’m obsessed with the stupid plums of the allies, but hello. In the random house, a lot of deer somehow divorced, right? Churchill 3 will do this very well, we'll talk about it today.

A game

In the game, this tank is presented in the form premium tank, and   this means that we will consider the characteristics for premium TTs. And the first, because of which the majority of WoT audience buy such tanks: profitability.

Profitability

And so, with an ammunition load of 100 warheads and 50 subcalibers, this tank is an excellent farm! We calculate the farm for 5 battles.

Conditions: 600+ damage and 200+ hit damage, without PA.
  1 fight: 15k dirty.

Conditions: 800+ damage and 500+ bumped, no PA.
  2 fight: 25k dirty.

Conditions: 1000+ damage and 700+ hit, without PA.
  3 fight: 35k dirty.
  4 fight: 35k dirty
  5 fight: 35k dirty

Total: 135k dirty (unprocessed. And clean ones depend on how much you shot with gold shells, but believe me, they are very cheap. Therefore, you can shoot them 20 times in battle and still remain in the black.

Dynamics

Oh, the dynamics for such a tank is quite acceptable.

20-27 km / h on a flat surface; 27-35 km / h from the hill; 5-10 km / h uphill.

Armament

We have a gun from level 4, but it’s quite stable. Accurate, penetrative (100+ penetration with conventional BBs), rapid-fire. Here we’ll talk about rate of fire now.

And so the recharge time without everything is:

2.5+ seconds. Eh, whether it is a lot or a lot, it's up to you.

But with a rammer, 100% crew and ventilation, the cd is a little less than 1.7 seconds. Not bad, right?

But the damage to the cannon ... Although, this is 4 lvl, and it doesn’t throw us to 7. And so, the damage is 70 units. And it throws us to only 6 levels, so we can feel like a fish in water.

And so, the guide is coming to an end and I would like to wish you tolerance on this tank. Good luck on the battlefield!