The first light tank to make its debut in the Supertest from the new line is its Tier X pinnacle: the Vz. 71 (“Wolf”).
As is customary, the top-tier vehicle encapsulates the core essence of its branch and serves as a display for its gameplay specifics.
The gameplay of the Vz. 71 is primarily characterized by its twin autocannons, which boast a variety of unique features.
Rapid fire
The Vz. 71’s two 57 mm autocannons unleash thousands of rounds per minute. Armor penetration is relatively low due to the guns’ small caliber; target weak spots! Be mindful of the dispersion: During a burst, the dispersion will steadily increase due to the physics of rapid-fire guns. An efficiency indicator is provided for your convenience. Inflict damage at close range: Accuracy also diminishes as the distance to the target increases. Maintain your aim: Since bursts can last for several seconds, ensure that the reticle consistently stays on the enemy’s vulnerable spots. (Utilizing target lock is also an option.) The mechanics of twin-barreled tanks don’t apply to twin autocannons: The extremely high rate of fire negates consecutive/salvo shot mechanics. Moreover, your rounds from both guns will be directed to a single point on the enemy vehicle rather than to two separate points. “Ra-ta-ta-ta-ta” attracts attention: The moment you start firing, your camo values plummet. Burst fire, burst damage: Despite their inherent limitations, twin autocannons enable you to inflict a substantial amount of damage in a short span of time—if you play the Vz. 71 correctly. The Vz. 71’s commendable overall mobility allows you to maneuver into an enemy’s flank or rear—and tear them to shreds. (Naturally, once you’ve exhausted an ammo cartridge, it’s best to relocate to a safer spot to reload.) It goes without saying, this vehicle poses the greatest threat to opponents who are generally lightly armored, including arty and other light tanks. The latter can be outflanked and pursued by the fierce Vlk.
Given a suitable set of equipment and a good base view range, the Vz. 71 can provide active spotting for its team in addition to fire support. While it has the potential to be a real enemy shredder, it remains a full-fledged light tank.
Tactical versatility
The tactical versatility of the Vz. 71 is amplified by the ammo options at your disposal. Its autocannons can fire three types of rounds: AP, APCR, and HE with a unique twist. The usage of each type is contingent on the battlefield situation, and it’s worth noting that there’s no ‘special’ round for the Vz. 71 as there’s no significant price difference between the ammo types.
The AP rounds have lower armor penetration but inflict more damage (compared to the APCR rounds). The APCR rounds inflict less damage but have higher armor penetration than the AP ones. The HE rounds inflict high damage upon penetration and always inflict some damage upon non-penetration. The numbers depend on the target’s armor thickness at the impact point but will always be above zero (hence, the Vz. 71 may be an excellent base cap breaker).
The Czechoslovakian tracked light tanks commence from Tier VII. Starting from Tier VIII, every vehicle in the new branch (including the Premium one) wields armament unlike anything previously seen in the game: autocannons with unique firing mechanics.
While autocannons can be likened to machine guns of some lower-tier vehicles, they are markedly different from them. Autocannons have larger calibers (up to 57 mm in the case of the new Czechoslovaks) and significantly higher rates of fire (up to 3,000 shots per minute compared to a maximum of 600 for machine guns). Continuous fire diminishes the significance of a single shot and introduces a new stat unique to autocannons: damage per second. Firing in controlled bursts also necessitates the player to aim the autocannon for as long as they keep their finger on the trigger. A burst will persist while you keep the left mouse button pressed—or until the ammo cartridge is depleted and the reloading process commences.
Vz. 71 (“Wolf”) – Full preliminary stats
FIREPOWER
- SHELL DAMAGE 12/ 9 / 25
- ARMOR PENETRATION 190/ 250 / 50 mm
- SHELL SPEED 800/1000/7200 m/s
- RELOAD TIME 15 s
- CLIP 0.05 sec
- CLIP SIZE 75 pcs
- AIMING TIME 2 s
- DISPERSION AT 100 M 0,4
- GUN ELEVATION ANGLE -12/30 deg
- AMMO CAPACITY 1200 pcs
MOBILITY
- MAXIMUM FORWARD/ BACKWARD SPEED 65/25 km/h
- POWER
- SPECIFIC POWER 38.2 h.p./t
- HULL TRAVERSE SPEED 45 deg/s
- GUN TRAVERSE SPEED 60 deg/s
SURVIVABILITY
- TOTAL HIT POINTS 1400 HP
- TURRET ARMOR 30/20/20 mm
- HULL ARMOR 20/25/20 mm
- CONCEALMENT 15.22/1.92%
- VIEW RANGE 390 m
- SIGNAL RANGE 730 m
The crew consists of four people: Commander, Gunner, Mechanic