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S-51 Guide

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S-51 Guide

Post  we_just_dinged_em on Sat Apr 13, 2013 7:41 pm

S-51

Soviet
SPG





By
MontyBurns1982










Historical
Information


Developed
by the Grabin Central Artillery Design Bureau (GAU) in 1943. The S-51
passed trials successfully in the spring of 1944, but never entered
mass production.



The
S-51 was based on the KV1S chassis and mounted a 203mm howitzer.


The
first prototype of the S-51 entered factory tests in February 1944,
conducted under the reduced program. However, interest in high
powered artillery was so great that it the unfinished project was
transferred to ANIOP. Here, all of the major disadvantages of the
S-51 were revealed. Because of the high line-of-fire when firing, the
self-propelled chassis was strongly swayed by inertia and would move
to a lateral displacement. The elevation angle was relatively small,
and the recoil was so strong that the crew could be able to stay in
their seats.






The
severe recoil, large size and weight of its projectiles, and the
extreme discomfort for the crew would require the installation of a
rammer/loader mechanism. In addition, the chassis of the KV-1S proved
it was clearly not a good platform on which to install guns of this
calibre. After comparing all the data obtained it was felt that the
S-51 still be sent to production, but to no success. First of all,
the issue of using KV-1S chassis was resolved in December 1942: the
required amount of modifications for heavy self-propelled guns was
only possible with the serious alteration of serial machines. Another
important reason was the lack of the B-4 howitzer, which was not in
production-scale numbers.






The
version presented in World of Tanks is reasonably accurate, but
without the prototypes real world flaws.

Leading
Particulars


Hit
Points
310

Required
Experience

123,500 (researched from the KV-2)
In
Game (Credit) price

1,200,000
Crew
Requirement:
6
(Commander, Gunner, Loader, Loader, Driver, Radioman)
Hull
Armour
(Front/Side/rear)
(mm) 60/60/60
Radio
Range
625m (with top radio)
View
Range
370m
Armament

152mm BR-2
Howitzer (Stock)
203mm B-4 Howitzer
Shell
Capacity

152mm
BR-2 Howitzer [16]
203mm B-4 Howitzer [12]
In
Game Battle Tier

8, 9 & 10

In
Game Performance


You
start out with the 152mm gun which is lacking in damage and
penetration, although you can still make reasonable damage if you're
careful. The S-51 doesn't carry any common modules over from previous
vehicles, being researched from a tank instead of an artillery piece
means you will probably need to research all the modules unless you
have played other Soviet vehicle lines. The engine carries over from
the KV1S if you have that and the radio is the same as fitted to the
SU-8.


Your
first priority should be to research the 203mm cannon, which can be a
grind due to the 35k experience required. Once you have the gun,
concentrate on the radio, the suspension (to give slightly better
traverse) and finally the upgraded engine.

Review

Often
nicknamed 'The Unicorn' due to it's appearance when the gun is fully
elevated, the S-51 is amongst the most powerful artillery pieces in
the game. Equipped with the top 203mm gun, the S-51 is capable of
one-shotting Tier 8, 9 or even 10 tanks. Equipped with the top gun,
the S-51 has the highest Alpha damage of any of the Tier 6 SPGs
(along with the SU-14 which shares the same gun).


The
disadvantage of the gun is it's huge reload time and relative
inaccuracy. However, the large splash radius of this artillery piece
will allow you to damage enemies even if you don't manage to land a
direct hit.


Many
players struggle with this vehicle coming from a tank line and often
having played no other artillery. You would do well to play some low
tier artillery pieces from other nations first to get a feel for how
SPGs are handled, the Grille is a good introduction to the 'style' of
this SPG. Playing low tier arty will also get you used to the basics
of SPG play, the best locations to hide on the map, the importance of
relocating to avoid counter-battery and how to deal with troublesome
scouts.


The
way to play this artillery is punish those tanks who think they can
sit out in the open, one HP draining hit from this SPG will make them
think again, unless they are reduced to a smoking wreck in the
meantime. Patience is the key to using this vehicle, do not ever take
shots unless you are fully aimed as you are sure to miss (even with
100% crew). You will only have to land two or three good shots in a
game to make good damage.


The
huge alpha damage of this vehicle also gives you a clue to what
targets you should be shooting at. Do not waste the impressive damage
of this SPG on scouts and light tanks unless they are threatening
your position or your base. Aim for the biggest, baddest and meanest
enemy tanks and let rip, you won't be disappointed! This is one
vehicle in which you don't mind being 'bottom tier' as it is a risk
to every tank in the game, including the feared T95 and Maus.



Comparison
to other Tier 6 SPGs





The
S-51 has the highest alpha of all the Tier 6 arties (along with the
SU-14 which uses the same weapons). However, compared to the SU-14
it's smaller and more mobile, making it harder to counter battery.
It's reasonably mobile, but doesn't have the mobility of the Lorraine
50 or the GW Panther, or the acceleration of the M-12. Also, the gun
arc is small, making your aiming circle bloom frequently as you try
to line up a shot.




Advantages
(Pros)






  • Huge
    alpha damage on the 203mm gun.

  • Reasonably
    mobile, much more so than the comparable SU-14, but less so than the
    French or German Tier 6 SPGs.

  • The
    inclusion of AP rounds allows you to fire without tracers, making
    counter-battery difficult if not impossible.

  • Premium
    ammo deals increased splash, making it even easier to hit enemies
    hiding behind cover.

  • Reasonably
    easy to handle in TD mode due to decent traverse, allowing some
    degree of self defence.

  • Makes
    decent credits provided you cause 1k+ damage per game.

  • Reasonably
    cheap repair costs for a Tier 6 SPG, meaning if you die in the first
    minute due to an enemy scout, it's not the end of the world.




Disadvantages
(Cons)







  • Huge
    reload time.

  • Stock
    152mm gun is sub-par for this tier.

  • Narrow
    gun arc means continual repositioning and breaking of your camo.

  • Long
    aim time.

  • Not
    the best shell trajectory for Soviet artillery, making maps such as
    Himmlesdorf more difficult. However, the shell arc is still better
    than most other nations.

  • Limited
    ammunition, although the long reload compensates for this somewhat.

  • Expensive
    shells, making low damage games expensive if you keep missing.




Suggested
Crew Skills



  • Camouflage
    should always be your first skill, camouflage for SPGs is life.

  • Once
    you have camo, I recommend Brothers in Arms for your crew to try and
    improve the reload and aim times of this artillery. Third level
    skills should be sixth sense, clutch braking, snap shot and probably
    repair for the other crew members.




Suggested
Equipment







  • As
    with all SPGs, a camo net is mandatory.

  • A
    rammer is mandatory, especially on the 203mm cannon.

  • I
    would equip a gun laying drive as your third module to improve aim
    time.

  • You can use
    consumables, but the only one that will give you a reasonable
    advantage are the extra rations which give you 10%+ to crew skills
    for the battle. The rest are pretty useless on SPGs in general.






Notes
& Tips







  • Make
    sure you mark your targets (F2 key) when playing with other SPGs as
    your long reload and high shell cost makes hitting tanks that got
    destroyed 1 second earlier an expensive process.

  • Be
    aware of the large splash when shooting to support allies, I've
    accidentally damaged a few friendlies because I forgot about the
    splash radius.

  • Only
    ever fire when your reticle is fully aimed, unless you're about to
    be destroyed by an enemy tank or a decap is vital.

  • Use
    the long reload time to relocate your artillery between shots,
    preferably to another map square.

  • This
    SPG excels at counter battery because of the large splash radius.
    You don't need to cause much damage to destroy enemy SPGs due to
    their low hit pools.


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Re: S-51 Guide

Post  CountOfTuscany on Sat Apr 13, 2013 7:53 pm

montyburns1982 wrote:

Often
nicknamed 'The Unicorn' due to it's appearance when the gun is fully
elevated, the S-51 is amongst the most powerful artillery pieces in
the game.

...


players struggle with this vehicle coming from a tank line and often
having played no other artillery. You would do well to play some low
tier artillery pieces from other nations first to get a feel for how
SPGs are handled, the Grille is a good introduction to the 'style' of
this SPG. Playing low tier arty will also get you used to the basics
of SPG play, the best locations to hide on the map, the importance of
relocating to avoid counter-battery and how to deal with troublesome
scouts.


LOL I always thought the nickname 'Unicorn' was a reference to a 18th century Russian artillery piece called Unicorn/Licorne.
http://en.wikipedia.org/wiki/Licorne
Apparently I was wrong.


I don't really like playing arty. they are the most team dependent vehicles in my opinion, because of low self defence.
I have played US arty up to m7 priest which I sold in rage (what is the definition of accuracy?)
And German artillery from Wespe up to Grille. my skill in playing arty slowly got better with the latter (still arty-noob though Razz), but sold it, because it was rusting to much in my garage.
only artillery piece I really liked was m37 I think.

I own a KV-2, so I will research the S-51 some time. Maybe it's an artillery piece I will play, but I'd better buy Grille first to increase skill.

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Re: S-51 Guide

Post  we_just_dinged_em on Sat Apr 13, 2013 7:57 pm

If you want to learn to play arty, drop me a line in game, its a rewarding yet frustrating vehicle type!

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Re: S-51 Guide

Post  CountOfTuscany on Sat Apr 13, 2013 8:18 pm

I dont own artillery pieces right now. I will probably buy one some day, just not for now.
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Re: S-51 Guide

Post  Vallu01 on Sun Apr 14, 2013 1:48 am

Anonymous quote

I'm gonna go play with my unicorn

Somebody said that at the beginning of a match and I couldn't concentrate at all! Another anonymous quote from the same person

You're dead? Now you can watch me play arty with one hand

Fair enough he was referring to texting with phone, but you can't say stuff like that to me! Laughing

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Re: S-51 Guide

Post  bouli_ab on Sat Apr 20, 2013 9:55 pm


You can use
consumables, but the only one that will give you a reasonable
advantage are the extra rations which give you 10%+ to crew skills
for the battle. The rest are pretty useless on SPGs in general.

I don't agree with that consumables are useless for arty. I can't count how many times enemy's arty splash damage detrack me and wounded my crew member. I also have replay when in first minute scout detrack me and enemy's arty wounded my driver. I used repair and first aid and I was still useful for team even better I had top gun Smile. These 2 consumables don't cost too much so if you have free slot don't hestiate to put it.
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Re: S-51 Guide

Post  CountOfTuscany on Sat Apr 20, 2013 11:37 pm

I was wondering: will this vehicle be uptiered in patch 0.8.6? I was thinking to grind it on my KV-2 before that patch lands.
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Re: S-51 Guide

Post  we_just_dinged_em on Fri Apr 26, 2013 7:04 am

bouli_ab wrote:

You can use
consumables, but the only one that will give you a reasonable
advantage are the extra rations which give you 10%+ to crew skills
for the battle. The rest are pretty useless on SPGs in general.

I don't agree with that consumables are useless for arty. I can't count how many times enemy's arty splash damage detrack me and wounded my crew member. I also have replay when in first minute scout detrack me and enemy's arty wounded my driver. I used repair and first aid and I was still useful for team even better I had top gun Smile. These 2 consumables don't cost too much so if you have free slot don't hestiate to put it.

In the countless games I've played with arty, this has happened to me a handful of times, usually your dead or suffer track damage (which you can repair anyway so why waste consumables), crew death is hardly ever an issue in arty due to low HP. If they get that close you're usually dead anyway.

However, this is coming from me not really using consumables anyway, I think they are generally a waste of money and prefer to use crew skills.

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Re: S-51 Guide

Post  we_just_dinged_em on Fri Apr 26, 2013 7:08 am

CountOfTuscany wrote:I was wondering: will this vehicle be uptiered in patch 0.8.6? I was thinking to grind it on my KV-2 before that patch lands.

No idea, to be honest I stay away from any 'news' concerning arty because the general forum whining and constant nerfs really gets on my tits.

I expect the S-51 to be nerfed eventually though due to it's insane damage potential.

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