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Marauder review in WoT Blitz: tank guide 2024

WoT Blitz

The Marauder is a small Tier 250 trinket that developers often put into various events as a gift. The device is collectible, because it can be sold for XNUMX gold. It is visually unlike any classic war machine, which is why connoisseurs of history spit when a marauder comes into their line of sight.

Does it make sense to leave this tank in the hangar, or is it still more useful to get gold when selling?

Characteristics of the tank

Weapons and firepower

Characteristics of the main weapon of the Marauder

In total, the tank has two guns: a classic cannon for the ST-5 and a large-caliber barrel. The second is initially blocked and costs 12 thousand experience, but not a single experienced player will advise you to install it. A gun with a high alpha has terrible accuracy and no penetration at all, which makes it simply impossible to play with it.

The classic barrel is also not far gone in terms of its characteristics, but it provides at least some semblance of comfort. Damage per shot - classic 160 units. Cooldown - classic 7 seconds. We constantly see all this on medium tanks of the fifth level. Shooting comfort is pretty good, at medium distances the car hits effectively, but don’t even try to shoot at long distances.

There are separate claims to armor penetration. Okay, 110 millimeters on a basic armor-piercing one is a classic. But 130 millimeters on a gold sub-caliber is terrible. And heavy tanks like T1 Heavy and BDR G1 B will quickly explain this to you.

The downward elevation angles are quite pleasant. The cannon flexes 8 degrees, but the tank is low, making the 12 feel like a XNUMX. But the gun goes up poorly - only XNUMX degrees.

Armor and security

Collage model of the Marauder

Base HP: 700 units.

NLD: 130 mm.

VLD: 75 mm. - rounded area, 130 mm. - the area under the tower.

Tower: 100-120 mm.

Hull sides: 45 mm.

Tower sides: 55-105 mm.

Stern: 39 mm.

On the Marauder, it's better to forget about armor. The maximum that she will be able to do is get a couple of random ricochets from her unpleasant forms. For the rest, even Leopard on his nerfed machine gun pierces you.

And don't forget about the legendary KV-2 at the sixth level, which pierces you with a land mine in the frontal projection. And this is a one shot.

Speed ​​and Mobility (h3)

Marauder mobility stats

Nothing interesting can be said about the mobility of the Marauder. It is not bad for a medium tank of the 5th level, it goes forward, and it rolls back, and does not crawl away. The dynamics are normal, the hull and turret traverse speeds are also quite pleasant.

The tank is slightly above average in terms of mobility, one of the first to occupy key positions and is able to spin clumsy bands or tank destroyers without a turret.

The best equipment and gear

Gear, ammunition, equipment and ammunition of the Marauder

Equipment is standard. Two repair kits are required in order not to stand on the rink and not fly into the hangar at the beginning of the battle. In the third slot we put adrenaline, which for a short time increases the rate of fire of the gun.

Ammunition - standard for sand. The fifth level does not have a full set of ammunition and a 3rd slot for it. Therefore, we occupy two slots with small gasoline and small additional rations, increasing the mobility and overall comfort of the tank.

The equipment is standard. A rammer, drives and a stabilizer are installed in the firepower according to the classics so that the tank reloads and reduces faster.

In the first survivability slot we put modified modules (left equipment). Calibers at the level are small, an increase in the health of the modules will be useful. But the main thing here is that the modified modules reduce the damage incoming from large-caliber high-explosives, that is, we have a ghostly chance not to fly away as a one-shot from the KV-2. In the second slot we put margin of safety (+42 hp), in the third - toolboxto repair any modules faster.

Specializing in Classics optics, twisted engine speed. The third slot is occupied to taste. If you have enough for one skirmish, we put the right equipment for the duration of the equipment. If more than for a skirmish - left for the speed of reloading equipment.

Ammunition - 90 shells. This is more than enough. The reloading of the tank is not the fastest, the HP of the opponents is not very high. With all your desire, you will not shoot all the ammunition. Load about 20-25 gold bullets for heavy firefights and drop 5 HE for cardboard. The rest is armor-piercing.

How to play the Marauder

The main advice when playing the Marauder is not to play it randomly. The tank is suitable to have fun in modes like revival. And there you can even play with a large-caliber drill on it.

But for a classic random house, this device is not suitable for two main reasons:

  1. At the fifth level, there are several strong machines for which the Marauder is just fodder.
  2. The fifth levels often play against the sixes, and there are even more lovers of bending the Marauder.

Marauder in combat in Survival mode

If you still entered this tank randomly, then try to play from the terrain and always keep track of the situation on the minimap. The tank doesn't tank, but it's small and low, its 8 degrees down feel like a 9 or even a 10. On terrain, you'll be able to stick out a small turret, quickly poke and roll back. However, if you lose the cover of allies, you will quickly be taken apart for cogs even by tanks of the fourth level.

If you see that your flank is merging, then try to take advantage of good mobility, run away and take a more comfortable position. And just do not hesitate to actively change positions and nightmare opponents from unexpected places.

Pros and cons of a tank

Pros:

  • Small sizes. The Marauder is rather squat, with a small flattened turret. Due to this, it is more convenient to hide behind covers and play from the terrain.
  • Mobility. For a medium tank of the fifth level, our CT moves quite briskly, can change flanks and surprise the enemy.
  • UVN down. An 8-degree downward inclination is not bad. But the tank is low, which makes it feel like 9-10 degrees.

Cons:

  • No armor. The Marauder is not pierced by land mines and can accidentally hit the projectile with sloped armor, but it's better not to hope for it.
  • Disgusting gold armor penetration. You will have enough penetration to fight most of your classmates in the top of the list, however, you will not penetrate strong tanks of the sixth level even with gold. Having less than 20% difference between the base and gold projectile is weak.
  • Fight level. The fifth level is generally not very suitable for the game. There are a lot of boring and monotonous vehicles that play exactly the same as the Marauder. At the same time, some cars at the same level are actively farming such gray fighters. Also, do not forget that most often fives play at the bottom of the list, and there are enough dangers there: ARL 44, Hellcat, Ob. 244, KV-2 and so on.

Conclusions

Alas, the tank simply has nothing to snap at. It has good mobility and some comfort on the terrain, but the gun is too weak even for fighting with fives, and the armor is completely absent.

At the top of the list, he can show something if there are no benders on T1 Heavy and similar machines opposite, but against the sixth level, the Marauder will be just a bonus code for damage due to his penetration of 130 millimeters on gold.

It is better to sell the tank and get 250 gold.

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