T-67 Review: How to Play The Best Training Tank in WoT
If you’ve read Finnegan’s WoT Guide for Noobs, you’ll already know I consider the T-67 and it’s younger brother the M8A1 the best tanks you can get for learning how to play World of Tanks.
(You can see that article at THIS LINK if you’re interested.)
Today, I wanted to talk specifically about the T-67 as a TD not just for new players, but for experienced players as well.
There are many who consider the T-67 to be overpowered, and when you play one, you are frequently accused of seal clubbing. Even QuickyBaby has said he considers the T-67 to be the best tank at tier in the entire game. (See Video Below)
I don’t actually agree with that, but it is very good. The KV220-2 is actually better at same tier games in Tier 5, and I personally think the Luchs is better at Tier than anything else I’ve played. I’d also say the Wolverine is about as good as the T-67, even though it’s not as popular.
But the T-67 is undeniably very good, and it’s got most of the attributes I personally like in a tank.
The biggest advantage is speed. The T-67 is fast at 61 km/h, and can easily outrun an AMX ELC Bis scout tank, so it can easily flex to help carry a game. It also has incredible power to weight ratio, so it accelerates quickly and can climb hills rapidly, or get into some unusual sniping positions.
In fact, in certain games where our team lacks scouts, I’ll use the T-67 as a scout due its excellent camo.
The turret is painfully slow, but the gun is quite good. The pen is mediocre and each shot only does 115 damage, but the rate of fire and DPM are monstrous. With vents and a good crew I can fire 20 rounds a minute, for a DPM of more than 2,300.
Another important thing about the gun is that the aim time is faster than the reload, at 1.63 seconds, and it has a fantastic amount of gun depression at -10 degrees.
I often use the T-67’s power to get to hilltops, and rain fire and death down on my enemies using that godly gun depression and DPM.
The final great attribute of this tank is its concealment factor. It has some of the best camo values at or near Tier 5. At longer ranges you can use the fast firing gun to rip apart opponents who won’t even see you.
Here’s an example. On the Siegfried line I’ll often ask in chat for a scout to go to the ridge on the E line in the field, and poke up to light tanks on the other side. I place my T-67 further back so that the enemy are BEYOND my sight range, but WITHIN my render range.
I can then lay down fire without being spotted, so if the scout is smart enough to not take risks and just spot, I can often dominate that flank.
So, that all sounds great, but what are the down sides?
The biggest are the armour (there isn’t any), the slow ammo velocity, the slow turning turret, and the low ammo capacity.
This tank is very fragile, with low hit points and a glass jaw, so a couple of well placed shots will wreck you. As well, an arty strike anywhere in the neighbourhood will do damage, so if you are spotted, you need to relocate fast or you’re going to die.You will also get ammo racked … a lot.
The gun traverse is poor, so the T-67 is definitely not a replacement for a medium tank, despite its ability to deal damage. If you get into a brawl with a fast light at close range, you’re probably going to lose.
The ammo velocity is also something you’ll have to get used to if you’re going to excel in this tank. At 792 meters per second, you have to give moving tanks a lot of lead to hit them, and you will often miss tanks that are poking in and out of cover.
And finally, the ammo load seems alright at 45 shells, but this is one of the very few tanks that have run out of ammo for me in battle. There’s nothing worse than being the last tank on the field, and losing because you’re out of shells.
In terms of loadout, I take binoculars, camo net and a gun rammer to increase my damage per minute, while remaining stealthy. The tank is all about maintaining vision over your opponents. If they can’t see you, they can’t kill you, but you can often kill them.
Some people prefer a GLD over a rammer, or a GLD over camo, and this is a valid choice, but I would wait until my crew has full concealment skill before taking off camo nets.
I also prefer camo net over GLD, because this is camping TD, and you’ll be firing from a stationary position quite often, so your camo nets and binocs should be active much of the time.
Skills is a tougher question, and comes down to preference. However, the most important things are first leveling up your concealment, your aim, and your vision.
For the first skills I would go Smooth Ride, Snap Shot, and Concealment on the Rest.
Convert your Commander to Sixth Sense when you hit 100 per cent on Concealment, and then train again on Concealment.
When Smooth Ride and Snap Shot are fully trained, get Concealment for your gunner and driver as well.
Other important skills to grind out are Situational Awareness and Recon for your radio operator and commander, but Concealment is the most important.
Here’s what I recommend for your first four skills, in order.
Commander: Sixth Sense, Camo, Recon, BIA.
Driver: Camo, Smooth Ride, Clutch Braking, BIA.
Gunner: Camo, Snap Shot, Deadeye or Safe Stowage, BIA.
Radio Operator: Camo, Situational Awareness, Repair, BIA.
Clutch Braking is good because the T-67 turns slowly, and that 10 per cent boost can really help when you’re flanked by a fast tank.
Repair on the whole crew is good as a third skill, as is Brothers in Arms once your crew all have three skills.
I hope this review and guide is helpful. You can see more reviews and articles on Wot Talk.