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team battles

Most players don’t realize that the metagame is different in every field of play, be it platooning in public matches, fighting in Stronghold skirmishes or weekend WoT tournaments.


This page discusses the best tanks and how they are used, starting with heavies and mediums. If you don’t see a tank in the list you expected to see, we’ll also discuss why they’re not used at the end of each section. We’ll discuss the best tanks in each category first, followed by second-choice alternatives, and then sub-optimal choices that should be avoided.  Please note that the list is always being improved as Clan members progress in the ranks and contribute their tricks and tactics for us to add to the page.

Best Tanks by Type


HeaviesIS-3, T32, AMX 50 100 (Don't Bother)


Mediums M26 Pershing, T69, Object 416 (Don't Bother)


(coming soon) Tank Destroyers Rhm.-Borsig Waffenträger


(coming soon) LightsAMX 13 90, WZ-132, T1 Cunningham, Leichttraktor

Heavy Tanks


IS-3: The Russian Prince


The IS-3 is the mainstay of many teams, and is the most commonly used tank in Team Battles.



  • Powerful 390 alpha damage and 1500 HP.

  • Extremely thick frontal turret and side (spaced) armor.

  • Relatively high mobility for a heavy tank.

  • 0.40m accuracy and high penetration allow it to snipe effectively, as Team Battle maps are not large.



  • Frontal armor is weak for a heavy, only able to reliably bounce 175mm penetration guns when faced head-on.

  • Frontal pike means it can’t angle well and is vulnerable when engaged from multiple angles (which neutralizes the pike)

  • For similar reasons, the IS-3 is also poor at taking corners

  • Slow reload makes for a low DPM, which can work against it in brawling situations

  • Rather middling depression

  • Terrible view range at 350m.


Why it works

This tank is the bread and butter of a heavy force. It possesses a brutal combination of alpha, speed and armor, making it one of the most versatile heavy tanks. Versatility is especially important in Team Battles when you won’t know what map you’ll have to play on.  Its strengths help it play two major roles, both of which are major components of a successful  [eam:

  • Quick thrusts into the enemy

  • Area denial via deterrent factor


IS-3 Area Deterrence

Area denial can happen in situations such as the middle hill on Mines: an AMX 90 can easily rush up to control mid, with supporting IS-3s parking at the base of the hill to fire at anything that tries to intercept the light. The IS-3s do this best simply because of their superior 390 alpha.


Similarly, in town maps such as Himmelsdorf, the IS-3 can become a nearly immovable force turning an alley into a death trap. It has superb sidescraping ability due to the spaced armor on its side, which it can use to effectively to hold a position.


Note that due to the strong spaced armor, the thin angle of the front armor pike, and the far frontally-mounted turret, the IS-3 is actually better reverse angling backwards with its rear against the wall. This works the same way as the more popularized method on the KV-5.


Please read this guide for more information on reverse sloping.


T32: The Turreted Titan


The T32 is a more specialized heavy tank that excels on certain maps and stumbles on others. For this reason, it is less favored than the IS-3 as the primary heavy tank, instead serving as a support heavy.



  • Decent  alpha damage (320)

  • 1550 HP: This is 50 more than the IS-3, but it’s also the difference between an almost-certain 4-shot and just under a 50% chance of avoiding being 4-shotted by a BL-9

  • Extremely thick turret armor with 10 degrees of gun depression, this allows for supreme hull-down defense and offense.

  • 400m view range is a large asset over the IS-3.



  • DPM only slightly better than the IS-3’s and the lack of alpha is less desirable.

  • Hull armor is overall much worse than the IS-3’s, particularly on the sides.

  • Mobility, though decent for a heavy, isn’t good enough for rapid repositioning.

  • Its low alpha/speed/armor combination makes it weaker than the IS-3 on maps where it cannot hull-down with good firing lanes.


Why it works

Put alongside the IS-3, this is more of a defensive heavy tank. It excels on certain maps like Steppes and Prokhorovka where it can go hull-down with clear lines of fire on the enemy and use faster tanks to spot for it; in such situations, it can be difficult to damage, and even harder to dislodge.


On maps more suited to aggressive play, a T32-heavy team will be overwhelmed by an IS-3 heavy team. I would never use more than two of these on a team, and any team planning to use these as main line tanks must complement them with either heavy support fire to suppress enemy advances (AMX 50 100) for aggressive play or good vision (AMX 13 90) to further increase your field of vision and allow for more distanced and defensive play.


AMX 50 100: The Glass Autoloading Cannon


The AMX 50 100 has been a favorite for competitive play since its release. It has one of the largest clip damage totals of any non-TD autoloader and the fastest speed of the tier 8 heavy tanks, which help it excel at quickly taking a flank and unleashing its unparalleled destructive power.

As is generally the case with autoloaders, it plays a support role and competes primarily with the T69 and AMX 13 90.

Compared to these tanks, it has…



  • More HP at a healthy 1400, 100 less than the IS-3 and 50 more than the T69.

  • A massive clip of six rounds at 300 damage, for a total of 1800 damage burst.

  • More mobility than the T69, and much more than any other heavy tank.

  • Much more staying power than either the T69 or the 1390 because of the huge clip and the HP pool

  • Reliable, high penetration AP and APCR rounds.



  • Nearly complete lack of useable armor only slightly better than the 13 90, and can even be penetrated by tier 1s

  • Nearly useless camouflage values combined with a very large profile.

  • Almost non-existent gun depression

  • The longest magazine reload time of ~47 seconds.

  • Poor gun handling characteristics, though better than the 13 90


Why it works

This tank is most commonly paired with IS-3s because they share the abilities to quickly push a flank and overwhelm it with firepower.

Despite its many flaws, the massive and reliable burst damage, high agility and fair HP pool more suited for engaging main forces.  Non-autoloader support tanks do not offer damage output quickly enough to help decide an engagement; the AMX 13 90 lacks the hitpoints and damage output needed in a close engagement against heavy tanks; the T69 has half the clip size and unreliable penetration, which often means a death sentence of an autoloader. A couple of AMX 100s behind a couple of tough heavy tanks absorbing enemy fire gives any good team the ability to go into a heavy engagement with the upper hand.


Second Choice Tanks


These tanks are less-commonly seen than the three main ones, but can still play a role in team battles.



Second choice to the IS-3, the two tanks have a lot in common, the main difference being that the IS-6 has significantly worse accuracy (0.46m vs 0.40m at 100 meters) and is slower. It also requires APCR to reliably pen IS-3s from the front where the IS-3 does not. The greatest asset the IS-6 has is a faster reload time with the same alpha damage (essentially, higher DPM), which can make it better in close-range brawling situations if you use APCR, but in the majority of situations it is not as good.



Like the IS-6, it’s a worse IS-3. It lacks the Russian side invulnerability to the T69’s HEAT rounds and has lower alpha. It’s a fine tank to bring, but simply isn’t as general purpose as the IS-3 is.



This wonderful tank in pub matches is second class in Team Battles. This is chiefly due to its speed, which makes it unsuited for the fast-paced action that is often seen in successful Team Battle play. It cannot keep up with an IS-3 or AMX 50 100, making flanking and responding to threats (especially cap pressure) much more difficult. The smaller alpha, low penetration and frontal weak spots also makes it worse at fighting on any of the more open maps in rotation.


On the other hand, what the KV-5 does have is DPM; the IS-3’s DPM is 1780, the KV5 has 2100(!), and a huge HP pool of 1780 hit points, which make it excellent in close quarter fighting. The KV-5 is a viable tank to use but restricts your team’s mobility and adaptability in exchange for raw HP and DPM, a tradeoff that must be considered very carefully.


Tanks you shouldn’t even bother with



Just bring a T32 instead. You get better protection and much more mobility.


Tiger II

Poor all-around armor, lack of alpha and slow speed make it an inferior choice to the IS-3 on nearly all maps.



Extremely low alpha is a deal-breaker in Team Battles for this guy, who doesn’t have the speed or all-around armor to make up for it.



Slow speed and thick armor left the meta in pubs long ago, and this is exacerbated in the fast-moving play style of organized Team Battles. The KV-4 is a liability that will allow its teammates to fall and then get swarmed.


Medium Tanks


M26 Pershing: The All-American


The Pershing can do everything a medium tank should be able to do with at least some degree of success, and can act as a pseudo-heavy on demand. Its main selling point is its average medium tank mobility combined with an extremely thick and large turret mantlet capable of bouncing any gun in tier, effectively making it a mini-T32 with speed.



  • Very thick mantlet and 10° of gun depression make it excel at hull-down. Note that the turret itself isn’t very thick, so one shouldn’t stay exposed for long.

  • Fair mobility for a medium tank means that the Pershing can reach hull-down spots much more quickly than the T32.

  • APCR round has an incredible 268mm of penetration to pen anything with ease.

  • 400m view range allows it to be an effective spotter.



  • Weak armor everywhere but the mantlet.

  • Low alpha damage and DPM.

  • Low base penetration calls for APCR to reliably pen most heavies.

  • Poor base camouflage.


How it works

It can accomplish anything in a primarily support tank role, and is able to effectively combat any tank the opposition could bring. However, it is easily penetrable when not hull down, and is inferior to any autoloader for pushes because it cannot put out damage very quickly. It is great on maps like Steppes where you can by-and-large fight the enemy at your own pace and always hull-down, but is merely acceptable to good in all other situations. The quick action meta of Team Battles means that an IS-3/110 (damage absorption while dealing it well) or a 50 100 or T69 (much higher damage output) are more suited to most maps.


T69: The Quick Spike


The T69 has been a 7/42 favorite since its release in 0.8.2 for its autoloader firepower and flexibility.



  • 960 burst damage over six seconds.

  • Excellent 9° gun depression.

  • 400m view range allows it to be an effective spotter.

  • Fair mobility, slightly slower than a Pershing.

  • Angular turret unreliably bounces a fair number of shells.



  • Low AP penetration, and its 250mm HEAT is anemic against IS-3s and other angular/spaced armored tanks. Combined with having an only four shell autoloader, it often makes non-damaging hits that it cannot afford.

  • Poor base camouflage.

  • Poor gun dispersion and accuracy


How it works

The gun makes and breaks this tank. If it can sink all of its shells in to its target, its hard and soft stats work well to create a quick burst, quick reload, high damage output and mobile autoloading medium. When it can’t, it is a low damage, highly vulnerable medium that can be forced to hold or waste its shells and then be attacked with impunity. It is highly effective against French autoloaders for its ability to fire hull down and while bobbing/moving, making it very hard for them to return fire. Against an IS-3, 110 or T32 it is likely to bounce 1-2 shells in its 4 shell magazine, which can severely reduce its DPM.


Overall it is a commander’s preference to use the T69 over other autoloaders or not, but its relative unreliability is causing it to be played increasingly less. I enjoy this tank a lot, but it requires HEAT spam and a talented gunner to make it work consistently.


Object 416: The Pancake of Death


The Object 416 is a relatively new and unique tank in the latest addition to the Russian medium tanks. If you aren’t yet familiar with this tank, I highly suggest a read of RBS’ guide to the 416 by Garbad found here:



  • Extremely high DPM with high alpha.

  • Base AP is enough for anything non-heavy frontal armor, 330mm HEAT is enough to burn through any tank frontally.

  • Excellent camouflage, even when firing.

  • Good mobility with great maneuverability, which combines with its very low profile to help it dodge shots.



  • HEAT premium ammo is still unreliable for side shots and poor angles, though far better than the T69’s 250mm HEAT shells.

  • Poor armor with low HP, prone to frontal engine damage.

  • Rear-mounted, partially-rotating turret, though this is generally mitigated by this second-line support playstyle.


How it works

Second best in tier at dedicated support fire after the Borsig tank destroyer, it has DPM and camo rivaling the Borsig while having more mobility, HP and armor. The 416 is best on maps like Prokhorovka and Cliffs where it can sit behind a bush and support a heavy force in front but weaker on maps that force quick action or close-range engagements. It has trouble utilizing its high DPM at close distances due to its very low HP and overall fragility, and tends to get focused out by the enemy team. With Optics mounted it makes a fine scout as needed with its decent view range, good camo and low profile. With the 0.9.0 update to Team Battles allowing you to choose your tank lineups based on the coming map it certainly has a place on proper maps, but it isn’t a tank that fits on many others due to the quick pushing action often required.


Second Choice Tanks


The best of the medium tank bunch are already somewhat questionable choices compared to the traditional IS-3 or AMX 50 100 and taking anything else isn’t advised, but certain alternatives are better than others.


Type 59

Often used by better teams just looking to make money, the Type 59 is a reliable and unremarkable force in Team Battles. It has average speed, armor and firepower. Its AP round is able to penetrate most opponents and its APCR will go through anything, which its premium tank income allows use of easily. It’s very much an all-arounder, able to provide good vision for heavies and support them in a brawl. Use it to gather intel and push right behind your heavies, but don’t let a 50 100 catch it in the open.



Fairly similar to the Type 59, it lacks the same hardy turret and frontal armor but gains a nice speed boost. More useful for scouting purposes but also more vulnerable to AMX 13 90s. I would never choose to let this tank in, but if a friend had to grind it exceptions could be made.


Tanks you shouldn’t even bother with


Panther II

The Panther II has a high DPM on both its 7,5cm and 8,8cm guns and average alpha damage on the latter with a huge 1500 HP pool to boot. Great accuracy and solid gun depression and aim time make it a force to be reckoned with when it’s able to let loose on a target. It’s also a large and fairly poorly armored medium tank that can’t hide well for vision purposes, can’t trade shots well, and likes to catch fire from the front. In Team Battles it’s only useful for sniping (bah) and as a poor man’s heavy tank quickly pushing as a group onto the enemy to overwhelm them with HP and DPM, but will quickly die to enemy support fire. Overall a good tank, but lacks a role here.


T26E4 Super Pershing

Too slow without enough firepower to assault, too easy to flank. Okay for credit farming against bad teams.



Inferior, more vulnerable Type 59s.


Any other medium tank.


Final thoughts on mediums


Medium tanks are niche tanks in 7/42. The 0.9.0 update feature to choose your tanks for each map gives commanders the ability to fit them into specific strategies. Without that feature they had always been second-class citizens due to the overall firepower and flexibility of the assault heavy+AMX 50 100. Most maps continue to call for a more traditional setup and one should avoid overloading on mediums.


More Resources


Fnatic’s Guide to 7/42 Team Battles: A short, excellent write-up by JackQueRudo of Fnatic, two time WGLNA Gold League champions


Insidious Gaming, Team Efficiency and Avant Garde’s English Guide to 7/42 E-Sports for the masses: A guide to 7/42 tournaments by some of SEA’s finest

popular (optimal?) Team Compositions


IS3 / IS3 / IS3 / IS3 / IS3 / T1 / T1


  • This is the infamous IS-15 composition that can be very deadly if all the heavy tanks travel cohesively and focus fire their targets.  Excellent ability to destroy single targets, and respectable armor. However very susceptible to autoloader flanks and restricted by view range.


IS3 / IS3 / 50-100 / 50-100 / T69/13-90 / T1 / T1


  • This is a more balanced setup retaining the ability for a pair of IS-3s to spear-head pushes while having 50-100s for support fire and flanking. The lone light/medium tank can be used to scout or flank as well. This setup requires the autoloaders to be situationally aware and be able to focus fire to eliminate enemy tanks quickly.


IS3 / T69 / T69 / 50-100 / 13-90 / T1 / T1


  • Compared to previous setups, this lineup has less HP in trade off for higher burst damage and greater mobility. The IS-3 can push with support of the T69s and 50-100, while the 13-90 focuses on flanks and scouting. The advantage of this lineup is the high burst potential of the autoloaders, and the ability for the T69s to stay in the fight with only 24 seconds for re-clipping. However it is vulnerable to separation and must be played with good coordination.


While these are only recommended lineups consisting of the most popular tournament tanks, please feel free to experiment with your own compositions!


  • Need more hitpoints and armor? Bring a KV5 or KV-4

  • Need more hull down ability? Bring T32s instead of IS-3s

  • Playing more passive? Bring a Tank Destroyer and make sure to guard it well


In closing though, while composition plays a significant part in a team's ability to win, the matches will still boil down to individual skill and team cohesion. So work together as a team! Don't get separated from your teammates, and remember to focus your fire.


... and remember to take a shot for your teammate if he's really low on health too!


The Base Rush Tactic


The Base Rush tactic is very difficult to implement in random battles, but it is easily implemented in a coordinated clan battle.


In the Base Rush tactic, the majority of vehicles fielded are fast medium tanks. It's suitable when your clan is the underdog, where you know you can't outgun or out shoot the enemy. This strategy requires ALL players to immediately rush to the enemy's base, and capture their flag.


Players are given orders to ignore any hostilities on the way to the enemy's base - they do not stop to engage the enemy. To maximize the surprise factor, all the players will use the same route to the enemy's base so that it reduces the detection. For example, all player's can be instructed to use the left pass to rush to the enemy's base.


As tanks make it to the enemy's base, many will be fired upon and destroyed while they are capturing the flag. But the surviving tanks will hide behind the destroyed hulks, giving them cover. When all the tanks participate in the capture, the enemy's flag can be captured very quickly. With the element of surprise, by the time the enemy realizes what is happening, it would be too late for them to defend their base.


The base rush has been used successfully in many clan battles, and more so in maps where the starting points are not at the base itself. For example, it can be used on maps like Komarin, Abbey, Westfield, and many other maps that provide quick access.

Forming the Right Team

Since the map rotation is random, choosing a highly specialized lineup will be risky. Therefore the team leader must take into account the right balance of speed, armor, and firepower in order to avoid those awkward encounters.


One of the 7/42 mainstays for example, the IS-3, has decent armor and speed, while having the biggest alpha (dmg per shot) in T8 heavy tanks with reasonable gun characteristics. In the hands of a skilled player with team focus fire, 4 IS-3s can vaporize an enemy T8 tank instantly. While defensively, a skilled IS-3 player could utilize cover properly to hide its weak front hull and only expose the very strong turret and sideskirts.


On the other hand, you may see the tank AMX50-100 very often accompanied by IS-3s. While the 50-100 suffers from its large size and virtually non-existent armor, it contains a 6-shot autoloader capable of putting out 1800 damage in a matter of ~16 seconds. Basically this means that an AMX50-100 can kill any other Tier 8 tanks in one clip assuming all shots penetrate. Therefore it is a common tactic for IS-3s to engage and take the brunt of enemy fire while AMX50-100s flank and unload their clips while the enemy is reloading. However you would not see these tanks outside of city maps often as they are very vulnerable if flanked, and cannot take advantage of rolling terrain due to lack of gun depression and sheer size.


Similarly, outside of city maps where open terrain dominates, you would see more mobile setups consisting of the light tanks AMX13-90, or the medium T69. Whereas the former has nearly unrivaled mobility and camo value, the latter can use terrain features with great gun depression.


One feature you may have noticed is that both these tanks have autoloaders. The AMX13-90 has a 6 round drum while the T69 has a 4 round drum capable of putting out 1440 and 960 dmg respectively in a short amount of time. This is the advantage of burst damage, as a coordinated team can eliminate a tank quickly before they can retaliate, and obtaining HP advantage early in the engagements. The autoloaders are not without their faults though as they can be caught while reloading their clips, which take 40 seconds and 24 seconds respectively for the AMX13-90 and T69. So make sure to communicate!


Generally Tank Destroyers are not preferable for this format as they are highly dependent on their own team to play at the TD's pace, and can be a liability once spotted. But with that being said, some of the more mobile tank destroyers like the Jagdpanther II have been utilized by teams in the past.


Lastly, many would ask "why bring the two Tier 1 tanks?" Tier 1s used for vision and map control. Since they have great camo values due to their size, they can hide in an elusive bush and provide intel for your heavy hitters to react to your enemie's tactics and location.


Alternatively, you can use T1s as insurance to lock down certain lanes in maps so your team can attack or defend without fear of getting flanked. Furthermore, T1s are more than often used for capping the enemy base when they leave it wide open! This puts on pressure for at least one of their Tier 8s to reset, and can give you the advantage in team fights.


At the moment, the T1 Cunningham and the L.Traktor are popular choices for professional teams as the former has mobility and anti-Tier 1 firepower, and the latter has greater view range and the ability to penetrate certain T8s.


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