Hello tankers!Today we will talk about a machine capable of picking any combat unit in the game, a car of the 8th level, a car that everyone is afraid of hitting, regardless of the level and armor. Meetingyte Isu-152 or "Soviet can opener"!

Main

The price of ISU-152 is 2,520,000 credits. Also, don't forget about the crew, the crew already on this car greatly influences its performance.
I strongly advise you to start playing already with a 100% crew (the car is in stock and so dull). There are 2 ways to achieve 100% crew:

  • 1st buy for gold which will be 200 * 5 = 1000 gold,
  • 2nd competently transplanted from the SU-152. Do not teach perks to the crew on the SU-152 and then when transferring for credits to the ISU you will receive 100%

crew, which will be 20,000 * 5 = 100,000 credits.
Pretty decent amounts, but what do you want? Tank 8th lvl...

Equipment

In the stock state, the tank behaves very badly, the high explosive gets on your nerves (with the exception of shooting gold), speed and maneuverability are poor, but endure and in the end you will get a completely different tank and the most terrible weapon in the game - BL-10. A gun from which even TT10 back behind cover, and tanks of lvl 6 and below burst with 1 hit.

Here is the research thread


Quite a lot of experience. Therefore, you will have to spend quite a few fights before you bring the car to the top.


On the stock chassis will be extra. equipment (rammer, mixing, etc.), but the top chassis will increase the turning speed, and this is very important for a comfortable game. Yes, and BL-10 will not be installed without it (unless you put reinforced torsion bars)


The top radio station should already be open on your Su-152, just install it. Well, if you have not opened it, then open it as quickly as possible, 360 m for the 8th level is very small.

A small digression, why the radio station is so important:

To play effectively, you need to know what is happening on the other side of the map, if you do not know what is happening on the other flank, for example, you cannot make the right decision and ask yourself questions:

Is the flank broken?

do you need support?

Where are the rest of the enemy forces?


If you downloaded a branch of Soviet TTs, then you should have opened the top engine on IS or IS3. If not, I recommend opening it after installing the top gun. The engine has a low fire %, there are very, very few cars in the game with such a % chance of fire on hit.


Stock gun - high explosive 152 mm:

Most likely, with it you will have to gain at least 60 thousand experience, 122 mm guns of levels 7 and 8 will no longer decide in those battles where we will get.
The advantages of the gun are that it doesn’t matter to us which part of the tank we will hit, the main thing is to hit the enemy, the damage will still pass. Yes, and the idea that with each hit the enemy will crit the module / crew member pleases, the main thing is to shoot only land mines
The disadvantages are that it is crooked, takes a long time to reduce and recharge.

You can still shoot prem. shells for silver, if there are premium and premium tanks for farming silver. But the level of battles, accuracy and penetration of shells even for gold, in my opinion, are incompatible. Although it's up to you.

Gun BL-9S:

The gun has medium penetration and high damage per minute. Many people prefer to get another 20,000 experience and buy a BT-10, so the weapon is not popular and is very rare to find. I will not consider it in more detail, in view of its low popularity.

Well, BL-10 or hide who can:

So you installed the chassis (or installed reinforced torsion bars) and opened this treasured gun.
As I said above, this is the best weapon in the game (it was before the introduction of PT and ST 10). 286 penetrations - the highest figure at level 9, paired with huge damage from 600 to 900, can instill fear in everyone who stands in front of the gun, and after the 1st hit, panic begins! No one wants to get the 2nd shot, which for many will be fatal ...
But as always there is a BUT, shells sometimes just want to ricochet or knock down a caterpillar without damage. Yes, yes, the gun is also famous for this.


Here, in my opinion, is the best option for pumping the ISU-152:

1. The radio station must be open, so just install- playing with a walkie-talkie is not very pleasant, you don’t know what is happening on the flank.
2. We save experience for running (if there are no problems with loans, we put torsion bars and do not swing the chassis) - without it there will be no top gun.
3.We install the BL-10 or BL-9S gun- with new guns we will get much more experience.
4.We swing the chassis(if there were torsion bars) - it will be much more pleasant to play with it on the tank, and the turning speed will increase noticeably
5.Downloading the engine- he still goes on about. 704+ will add dynamics to the tank.


In general, the following pros and cons of the tank can be distinguished:

Pros:

  • A good gun in the top.
  • Good dynamics and speed are also in the top configuration.
  • Very often at the top of the team.
  • A lot of positive sensations from the game in the top configuration.

Minuses:

  • Very often we glow after the 1st shot.
  • Enemies have high priority.
  • Cardboard armor.
  • The first light - minus 200 - 300 HP.

Profitability of ISU-152:

It all depends on what kind of tool you have:
If it costs 122 mm, then it’s not even worth talking about profitability and PA will not save, each shot is 1 thousand credits + repairs are about 10 thousand.
If - high explosive 152, then you can play with PA at 0.
Well, if BL-10 - without PA * to 0 or a small plus. With PA * there will be a small farm.

Naturally, gold on any weapon will lead to big minuses.

* - Premium account.

But in any case, you need a tank to farm credits, either lvl 5, 6, or any premium. tank 8 lvl.


Combat tactics on the ISU-152:

We are not a breakthrough PT like ob.704, Our armor will not withstand hits from medium guns.

Therefore, it is necessary to use the tactics of ambushes and supporting allies from behind the backs of TTs.

Do not forget that our gun strives to bring down the harp or ricochet, so aim well. The recharge is very long.

If you use ambushes, then choose places where you will be very good. it’s hard to light up (2nd, 3rd bushes) because after the shot, our tank glows like Christmas tree. Also, when using ambush tactics, one should not forget that after the 1st hit, many opponents "will not climb into a meeting with the 2nd projectile." Our task, together with a pair of TT / PT, is to take one of the directions and defend it.

Well, if you decide to support the TT with your fire, then you must follow these instructions:

If you are playing in the city and trying to pick out opponents from around the corner, choose the moment when all the splashes catch the TT, do not climb in front of them (our cardboard will not withstand even 1/3 hits)

Deal damage to the most terrible enemies, do not shoot at small things. Our gun pierces absolutely everyone, and you will get more experience...

Do not get hit, hide behind the backs of allied TTs

Also try not to launch ST or LT (especially French ones) in your side / stern, shoot down the harp with them, ram, do whatever you want, but do not launch.

Fight level:

This table shows that we get to the 8th - 10th level of battles, which means we can meet both PT 10 and ST 10.

I will spend short review according to PT 10 so that you know what to do when you see one or another opponent and why he is dangerous.

About. 268:

Tank pros:

  • Very fast
  • Gun with an average damage of 850
  • Good penetration
  • Frequent ricochets
  • Has the most accurate cannon among PT10

Tank cons:

  • Relatively poor armor
  • Bad aiming angles

Try to shoot only at the NLD, otherwise there may be ricochets and non-penetration. Built on the basis of the IS-8.

YagdPz E-100:

Tank pros:

  • Good penetration
  • good accuracy
  • impenetrable cabin and gun mask
  • average damage 1100

Tank cons:

  • Relatively slow
  • big silhouette
  • long reload
  • glows like a tree
  • cardboard NLD
  • artillery has high priority when shooting

PT can calmly swanshot you, do not get hit, hit exactly in the NLD

T110E3:

Tank pros:

  • good armor
  • big mask
  • good penetration and damage.

Tank cons:

  • Relatively slow
  • bad aiming angles

T110E4:

  • Tank pros:
  • good armor
  • the presence of a tower
  • good penetration and damage

Tank cons:

  • Relatively slow
  • the tower rotates only 90 degrees
  • very poor aiming angles and long convergence.

Shoot only at NLD (body from T110E5)

Franz PT10:

Tank pros:

  • Good dynamics
  • good frontal armor
  • drum for 3 projectiles, 850 damage each.

Tank cons:

  • Long cooldown

Shoot only at NLD or surveillance devices.

Equipment:

Universal set:

We can tank a bit, support the TT or just defeat the key points.

  1. Rammer - reload speed for PT is one of the important indicators.
  2. Fan - generally improves everything.
  3. Optics, stereo tube or amplified. pickup drives - 1st and 2nd led. viewing range, 3rd improves mixing.

Underbush set:

This kit is suitable for shooting from a distance, passive light and keypoint defense.

  1. Rammer - reload speed for PT is one of the important indicators
  2. Stereo tube - increases visibility
  3. Mask. net - increases stealth


Equipment:

Everything is standard

  1. repair kit
  2. first aid kit
  3. fire extinguisher
  • The latter can be exchanged for oil since the percentage of ignition is 12

Crew perks:

  • 1st perk - disguise is mandatory for all crew members, Isu already glows after a shot, but alas, there is no armor. But when you put the crew on about. 704 you will understand why download disguise ...
  • 2nd or more at your discretion, I recommend repairs to everyone except the commander, he has a sixth sense. But do not forget that repairs, fire fighting and the Brotherhood of War you need to download all at once.

All successful fights!

With excellent disguise, you have reached, so to speak, heavy tank destroyers and the St. John's wort is waiting for you ahead. In the review of this video guide SU-152, we will talk about what kind of unit it is, what additional modules to install on it and what consumables to use. In short, ahead of us is a conversation about the SU-152 guide for this car.

general characteristics

The SU-152 came to the World of Tanks a long time ago. In ancient times, this was still that bending machine and this is probably the only PT that will please you in stock. And the reason for this will be the 152 mm ML-20 gun. With it, you will forget that you are slow as a snail and you have no maneuverability, and that you are the first to shine, and that your eyesight is like that of a short-sighted person. Cannon, that's your strength. Now "Not broken" will sound extremely rare. In World of Tanks, the SU152 with a “high-explosive”, “drin”, “jamming”, “log” - the nicknames given to this gun by the players - is a very formidable opponent. The damage of the HE shell of this mortar is simply huge for the level of SU152 battles. Yes, and AP shells have no less power. Artillery goes into close combat, you can’t say otherwise. True, this "Dryn" has one flaw - the accuracy is such that sometimes you want to cry. She'll get on your nerves. But if you get used to it, then you will become a formidable opponent even for the TT 10. But I would advise you to install a 122 mm D-25s gun. Damage per minute is off scale, accuracy is also good and armor penetration is on the level. With proper luck and skill, you can make up to 10 frags per battle. But in general, you have a good machine in your hands with its minuses and pluses, which you just need to learn how to use in battle.

SU-152 video guide

Advantages and disadvantages

  • high damage;
  • average rate of fire.
  • weak booking;
  • great visibility;
  • bad review.

Combat use

SU-152 St. John's wort is a weighty argument on the battlefield. Especially if you use a howitzer. She terrifies even the "folders". True, the reload is quite long, so it is best to fire at long and medium distances. Indeed, in the game, Soviet anti-aircraft guns are not designed to take a hit, however, with the SU-152 (and in the future) we have a "trollface" - a mask that not every AP shell can penetrate. So the plus should also be used, and seeing that the spiteful critic is pointing the barrel at you, start dancing a little. Perhaps he will get into the mask. Otherwise, the SU152 is an ordinary PT (albeit with an unusual stock barrel) and you need to play it accordingly. Your task on the SU152 tank is to sit in the bushes or go in the second line of attack, or better in the third echelon. That's all.

The SU-152 has two cool guns in its arsenal: a stock high-explosive shell with huge damage per shot and a top-end hole puncher with a high rate of fire.

pumping

  • Researching SU-152 requires 31,500 experience points. Previous tank - SU-100;
  • First of all, we study the chassis, even though the top-end gun can also be installed on the stock one. We will be able to install additional equipment and will be able to rotate the body 3 degrees faster.
  • The pre-top gun is a through passage and does not have any advantages.
  • Engine. Raises top speed And dynamic characteristics SU-152.
  • The top gun demonstrates high damage per second, but it pays a high price for shells.
  • We study the radio station last.

Top equipment

Review

Advantages

  • high one-time damage of the stock high-explosive, which covers all the disadvantages of this anti-tank gun;
  • strong and large gun mask;
  • acceptable mobility;
  • high rate of fire of the top gun;
  • high penetration by a cumulative projectile.

Flaws

  • weak booking;
  • great visibility;
  • bad review;
  • extremely low accuracy of the stock high-explosive;
  • long reloading of the stock gun;
  • low penetration by an armor-piercing projectile;
  • small UVN.

Armament

122 mm D-25S arr. 1944

Choosing fast-firing and accurate guns with low damage - 57 mm ZiS-8S on AT-1, 57 mm ZiS-2 on SU-76, 85 mm D-5S on SU-85, 100 mm D-10S on SU-100 - then recommended choice - 122 mm D-25S arr. 1944, the top gun SU-152, has the highest DPM (damage per minute) - an excellent ratio of one-time damage and rate of fire, good accuracy, and good armor penetration. For shooting, it is best to use mainly armor-piercing shells, since high-explosive fragmentation shells have rather low damage. This gun is great for "close attack support" tactics.

152 mm ML-20 arr. 1931/37

Giving preference to guns with high single-shot damage - 76 mm L-10S on AT-1, 76 mm ZiS-3 on SU-76, 122 mm M-30S on SU-85, 122 mm D2-5S on SU-100 - then your choice - 152 mm ML-20 arr. 1931/37 - base gun SU-152. “High explosive”, “Dryn”, “Suppressed”, “Log” - the nicknames of this gun speak for themselves. 48 kg shells 152 mm ML-20 mod. 1931/37, despite the rather mediocre armor penetration, have huge damage.

Armor-piercing shells are capable of penetrating the armor of such "hard nuts" as the KV, Tiger, Royal Tiger, Ferdinand and even the formidable VK4502 (P) Ausf. B". However, remember - if you have an AP shell loaded, do not take risks, aim very carefully at the most vulnerable and weakly armored points of the enemy. Otherwise, if the armor is not broken, you will be destroyed even before you reload. It generally makes sense to load one AP projectile at the beginning of the fight, the first enemies you see will most likely be fireflies, and they are usually lightly armored.

High-explosive shells 152 mm ML-20 mod. 1931/37 have even more damage, but their armor penetration is very low. Basically, these shells are used in order to cripple and minimize the effectiveness of enemy heavy tanks: often, after a single hit by an HE shell, for example, on the Royal Tiger, half of the crew of the latter fails, and several modules are severely damaged at once: a gun, ammunition, caterpillars, surveillance devices.

And the last: 152 mm ML-20 arr. 1931/37 - one of the most inaccurate in the game. However, practically the only “niche” of the 152 mm ML-20 howitzer gun mod. 1931/37 in the game - firing from long and medium distances. In practice, close combat for the SU-152 ends very quickly - upon discovering you after your shot, the enemy first of all seeks to knock down your tracks, get close and go in from the side. In this case, without the support of his comrades, the SU-152 is doomed to death.

Crew skills and abilities

Equipment and equipment

Tactics

SU-152 is a weighty argument on the battlefield. In terms of tactics and combat power, the SU-152 is a bit like a heavy tank. When using HE shells for 152 mm ML-20 mod. 1931/37 even the most "fat" enemies high level they take significant damage from any position and often “stand on the harp”, which is a good help, since you can wait for a long reload behind cover. However, a real nightmare for the enemy comes if you manage to hit the weakly armored sides and stern: in this case, the absorption of high-explosive damage is minimal, and damage of 600 or more makes you feel like the master of the situation.

Soviet anti-tank guns in the game are ideologically not designed to withstand enemy fire, however, starting with the SU-152 (and further along the branch), the player has advantages - a thick and rather large gun mask, which is completely normal not to be penetrated by level 10 guns. Therefore, if there is a choice, you should stick out from behind the shelter on the right. If, nevertheless, there was a head-to-head close battle, it is necessary to follow exactly where the enemy is aiming, and “dance”, trying to substitute caterpillars or a mask. Sometimes this allows you to "miraculously escape" from certain death, when some IS-3 receives a couple of non-penetrations on the SU-152.

The most ideal tactic is attack and breakthrough. The SU-152 deals massive damage, leaving incapacitated half-dead enemies to finish off for allies. Speaking of allies, never neglect their support. Reload 152 mm ML-20 arr. 1931/37 very long and at this time the SU-152 is completely defenseless. Although the SU-152 resembles a heavy tank in terms of tactics, this tank destroyer cannot quickly deal damage to the left and right while taking on shells.

It is better not to stand on the defensive for the same reason of a long reload. Having put the SU-152 on the defensive, the advancing group will immediately lose the fire support of the SU-152. And 700 damage per shot will never be superfluous.

The choice of weapons - depending on the tactics that the player adheres to.

Historical reference

SU-152 is a heavy Soviet self-propelled artillery mount (SAU) of the times of the Great Patriotic War, built on the basis of the KV-1s heavy tank and armed with a powerful 152-mm ML-20S howitzer-gun. According to its combat mission, the SU-152 was equally a heavy tank destroyer and a heavy assault gun.

The construction of the first prototype SU-152 called Object 236 (also KV-14 or SU-14) was completed on January 24, 1943, with next month began its serial production. In connection with the discontinuation of the KV-1s SU-152 base tank in December 1943, they were replaced in production with the equivalent in armament and better armored ISU-152, in total 670 self-propelled artillery installations of this type were built.

The SU-152 heavy self-propelled gun was developed at the beginning of 1943 and was the first model of a heavy self-propelled artillery gun, manufactured at the Chelyabinsk plant on the basis of heavy tank KB-1C. The team of designers was headed by L.S. Troyanov.

In connection with the beginning of preparations for a decisive offensive near Stalingrad? The State Defense Committee made a decision in the shortest time(pf 25 days!) create a powerful self-propelled artillery mount. armed with a 152-mm howitzer cannon - a new effective means of fighting enemy tanks.

For designers, technologists - participants of high-speed design artillery self-propelled guns- It was a time of super-stressful work. Many lived right in the offices, slept on beds placed at the drawing boards, not leaving the workshop for weeks. It was necessary to solve many problems in a short time: how to position the fighting compartment and howitzer, taking into account its ballistics, how to reduce the load on the hull during firing in order to prevent breakage of torsion bars, how to allocate space for rollback, etc.

And now, on February 7, 1943, the newly created self-propelled guns are successfully being tested, and by March 1, the first series of 35 vehicles is being produced. Director of the Kirov Plant A.A. Goreglyad and Zh.Ya. Kotin reported to the People's Commissariat: "The task of the GKO ... for the design and manufacture of artillery self-propelled unit with a 152-mm howitzer gun of the 1937 model ML-20 based on the KB-1C was completed. Self-propelled gun KB-14 after factory tests transferred state commission". In the spring of 1943, new vehicles began to arrive in training units and in the army.

Then she received her new and final index SU-152. During the production process, changes were made to the design of the vehicle aimed at improving combat qualities. In particular, a turret was developed under DShK machine gun. However, the age of these machines in production was short-lived. Already in the autumn of 1943, ISU-152 took its place in the assembly shop. In total, over the period from spring to autumn of 1943, ChKZ produced more than 600 SU-152 vehicles.

Back to top Battle of Kursk several hundred 152-mm self-propelled guns were manufactured. The Germans were in the dark and mistook them for stationary artillery mounts, then for batteries of ship's guns or even for super-tanks. General layout of the SU-152. as in medium self-propelled guns: in the front part - control and combat compartments, in the stern - motor-transmission. In the bow of the hull, the word from the gun was the driver, to the right of the gun - the commander of the vehicle, to the left of the gun - the gunner. and in the aft part of the hull - two loaders.

The undercarriage was similar to the KB-1C tank and inherited all the shortcomings inherent in the engine-transmission group of this vehicle. Onboard
armor, only 60 mm thick, did not protect against German long-barreled 75 mm and 88 mm guns. Another drawback was the small horizontal aiming angle of the gun - about 12 "and, as a result, the vulnerability of the self-propelled guns from the flanks. But despite all this, the SU-152 earned a reputation among the front-line soldiers as a very necessary vehicle. All its shortcomings were covered by huge firepower.

The SU-152 received its baptism of fire in the battles of the Kursk Bulge, where the greatest effectiveness of the use of tank armies as a means of developing success was manifested. Self-propelled shells not only broke through the armor of the German "Panthers" and "Tigers", but often tore off their towers, smashed and overturned medium fascist tanks. walked recent months war. Gorodi fortress Koenigsberg were turned into a single powerful fortified area. Path Soviet tanks and the infantry was blocked by a ring of old forts and the latest reinforced concrete pillboxes. Fort Queen Louise was especially difficult. Our light anti-tank guns, which we managed to transport through the Land-Graben canal. unsuccessfully tried to break through the barricaded gates and walls of the fort.


Tactical and technical characteristics SU-152

Heavy guns were needed, which could not be delivered under dense destructive fire.
The resounding volley of heavy guns forced our submachine gunners to raise their heads - they were hitting 152-mm guns. After the second salvo, a battery of heavy self-propelled guns SU-152. The command vehicle stopped and fired at one of the "Tigers", and when the smoke cleared, the machine gunners saw a "Tiger" deployed sideways without a turret. The crew of the second "Tiger" left the car in a panic. Now the self-propelled guns, firing from short stops at the embrasures, quickly advanced to the gates of the fort. With each shot of self-propelled guns, flames flared up in the towers of the fort, firing points were suppressed, walls collapsed. Another powerful volley scattered the barricade at the gates, and the battery, together with the infantry, broke into the internal fortifications of the fort. 350 prisoners were taken. 9 tanks. 200 vehicles, fuel depots.

Battery of self-propelled guns SU-152. suppressed in April 1945 the firing points of one of the most fortified enemy forts, was part of the 350th Guards Artillery Self-Propelled Regiment. Its commander was Senior Lieutenant Alexander Kosmodemyansky.
In 1944, separate tank self-propelled artillery regiments (OTSAP) began to gradually re-equip with the new ISU-152 and ISU-122. In these vehicles, it was possible to eliminate the shortcomings inherent in the undercarriage of KV tanks, to strengthen the armor without increasing the mass. The turret mount developed for the SU-152 came in handy for the ISU self-propelled guns.

The remaining SU-152 self-propelled guns continued to be actively used, so few of them reached the end of the war. Currently, a sample of the SU-152 is exhibited at the Museum armored vehicles in Kubinka near Moscow.

________________________________________________________________________________________
Data source: author Arkhipova M.A. "Complete encyclopedia of tanks and armored vehicles of the USSR"

5 years and 2 months ago Comments: 7

SU-152 is Soviet tank destroyer seventh level, which has a choice of two guns. Moreover, this choice will have a serious impact on the gameplay and preferred tactics, so it should be taken seriously. So, you will have to choose between the stock "high explosive" ML-20 caliber 152 mm and the top gun D-25S caliber 122 mm. The guns are really very different, so the same tactics are not suitable for them.

Doing and characterization

ML-20 is the standard "high explosive".

They are available on it, but their penetration is only 135 mm, which is very small at the seventh level. One-time damage, of course, is simply huge: as many as 700 units. available and HEAT rounds with the same damage and penetration of 250 mm. The main ones for ML-20 are with damage of 910 units and penetration of 86 mm. Since the ML-20 is a high-explosive gun, this gun takes a long time to converge (3.4 seconds), and hitting from a long distance due to the accuracy of 0.5 is a real success. The rate of fire is 3.39 rounds per minute, which is not so bad for such a weapon.

The D-25S with a caliber of 122 mm is a worthy weapon for its level.

One-time damage of 390 units with a rate of fire of 3.39 rounds per minute form simply magnificent: 3162 units! Naturally, with a rammer, this value will increase by another 10%. The damage per minute of the ML-20 when using high-explosive fragmentation shells is 3084, but do not forget about low penetration. Land mines do much less damage if they are not fully penetrated. If you shoot from the ML-20 with armor-piercing or cumulative, then the damage per minute will generally drop to 2373.

D-25S can hardly be called an accurate gun (0.41), and it is reduced, to put it mildly, not very quickly (2.9 seconds). Although, compared with the ML-20, it certainly wins in these indicators. Penetration by armor-piercing projectiles of the D-25S is 175 mm (217 mm for a sub-caliber), which is not much for a tank destroyer of the seventh level. Higher level opponents can cause serious problems.

So, the D-25S is better in almost all respects, does this mean that this particular weapon should be installed? You can't say that. As mentioned above, the gameplay changes a lot when choosing one or another weapon. D-25S involves shooting from medium and sometimes long range. allows you to go unnoticed. And the ML-20 is effective only at close range, so stealth can only be maintained until the first shot. But just huge damage will often send opponents to the hangar even with one hit.

Conclusion.

So here there is no single answer, it all depends on the preferred tactics. If you prefer to play the role of a classic ambush tank destroyer, then you should install the D-25S. In general, with the ML-20 you can also stand in the bushes and shoot from afar, but due to the terrible accuracy you will rarely hit. ML-20 suggests a more aggressive game and close combat. Try to ride with both guns and choose the one with which you will show the best results.