‘Rule of Thumb’ Tank Checklist for Strongholds Tier 10
A few rule of thumb to cover the basics for the Tier 10 Strongholds which is a gigantic step upwards in difficulty when moving up from tier 8 because of the general player skill level is much higher!
Version 3.14.054 – Updated 9th of September 2022
Tier 10 (Competitive) – Strongholds
Heavy Tanks
- 1a. T95/FV4201 Chieftain (Mobility, Turret Armor)
- 1b. Object 279(e) (StronK All-round Armor+++)
- 2a. Object 260 (Armor++, mobility)
- 2b. Super Conqueror (Mobility, Turret Armor)
- 2c. IS-7 (Armor++, Turret Armor+++, mobility)
- 2d. Kranvagn (Turret Armor++, Burst dmg)
- 2e. Vz.55 (Burst dmg, Alpha)
- 3a. Object 277 (Alpha, Mobility)
- 3b. WZ-111 5A (Alpha, Mobility)
- 3c. 60TP (Alpha++, Armor)
Medium Tanks
- 1. Object 907 (DPM, Mobility, Gun Handling)
- 2a. STB-1 (DPM, Gun depression)
- 2b. Object 140 (DPM, Mobility+)
- 2c. CS-63 (Mobility+++, Gun Handling)
Light Tanks
- 1. Panhard EBR 105 (Extreme Mobility, Alpha)
- 2. LT-100 (Low Profile, Mobility, Cammo, Gun Handling)
- 3. AMX 13 105 (Mobility, Alpha, DMG Potential)
- 2. LT-100 (Low Profile, Mobility, Cammo, Gun Handling)
Tank Destroyers
- 1a. Object 268 4 (Armor++, Mobility)
- 2a. T110E3 (Armor+++, Alpha)
- 2b. Jagdpanzer E100 (Alpha++, Armor+, Penetration+++)
- 2c. T110E4 (Armor, Alpha)
- 2d. Grille 15 (Mobility, Alpha)
Artillery
- 1. Conqueror Gun Carriage (Alpha, Splash Area, Gun Arc)
- 2. No preference (excluding B-C 155 58)
Tier 10 HoKx Clan – Skirmish
Heavy Tanks
- 1. Object 279(e) (Hardening, Turbo, Optional) / Usage (StronK All-round Armor+++)
- 2a. Object 260 (Hardening, Optional, Optional) / (Armor++, mobility)
- 2b. IS-7 (Hardening, Turbo, Optional) / Usage (Armor++, Turret Armor+++, mobility)
- 2c. T95/FV4201 Chieftain (Hardening, Turbo, Optional) / Usage (Mobility, Turret Armor)
- 3a. Vz.55 (Hardening, Optional, Optional) / Usage (Burst dmg, Alpha)
- 3b. Object 277 (Hardening, Turbo, Optional) / Usage (Alpha, Mobility)
- 3c. WZ-111 5A (Hardening, Turbo, Optional) / Usage (Alpha, Mobility)
- 4a. Kranvagn (Hardening, Optional, Optional) / Usage (Turret Armor++, Burst dmg)
- 4b. Super Conqueror (Hardening, Turbo, Optional) / Usage (Mobility, Turret Armor)
- 4c. 60TP (Hardening, Turbo, Optional) / Usage (Alpha++, Armor)
- 4d. AMX 50 B (Hardening, Turbo, Optional) / (Burst dmg)
Medium Tanks
- 1. Object 907 (Gun Rammer, Optional, Optional) / Usage (DPM, Mobility, Gun Handling)
- 2a. STB-1 (Gun Rammer, Optional, Optional) / Usage (DPM, Gun depression)
- 2b. Object 140 (Gun Rammer, Turbo, Optional) / Usage (DPM, Mobility)
- 2c. CS-63 (Turbo, Other modules are role dependant DPM or Spotter?) / Usage (Mobility+++)
- 3 Progetto 65 (Optional, Optional, Optional) / Usage (Flexibility, Burst dmg)
- 4a. B-C 25 t (Optional, Optional, Optional) / Usage (Burst dmg)
- 4b. TVP 50/51(Optional, Optional, Optional) / Usage (Burst dmg)
- 3 Progetto 65 (Optional, Optional, Optional) / Usage (Flexibility, Burst dmg)
- 1. Object 907 (Gun Rammer, Optional, Optional) / Usage (DPM, Mobility, Gun Handling)
Light Tanks
- 1. Panhard EBR 105 (Extreme Mobility, Alpha)
- 2. AMX 13 105 (Mobility, Alpha, DMG Potential)
- 3. LT-100 (Low Profile, Mobility, Cammo, Gun Handling)
- 2. AMX 13 105 (Mobility, Alpha, DMG Potential)
Tank Destroyers (Tank Class not often requested)
- 1. Object 268 4 (Armor++, Mobility)
- 2a. T110E3 (Rammer, Turbo, Hardening) / Usage (DPM, Armor, Alpha)(Armor+++, Alpha)
- 2b. T110E4 (Rammer, Turbo, Hardening) / Usage (DPM, Armor, Alpha)(Armor++, Alpha)
- 2c. Minotauro (Turbo, Hardening, Optional) / Usage (Armor, DPM/Burst)
Tier 10 HoKx Clan – CLAN WARS
Heavy Tanks
¹ Open/Flat Maps
- 1. 279 (e) (Hardening, Turbo, Rammer) / (StronK All-round Armor+++)
- 2a. Object 260 (Hardening, Turbo, Rammer) /(Armor++, Turret Armor++, mobility+)
- 2b. IS-7 (Hardening, Turbo, Rammer) / (Armor++, Turret Armor+++, mobility)
- 3c. VZ-55 (Hardening, Turbo, Optional) / (Burst Dmg, Turret Armor, mobility)
- 3a. Object 277 (Hardening, Turbo, Rammer) / (Alpha, Mobility)
- 3b. WZ-111 5A (Hardening, Turbo, Rammer) / (Alpha, Mobility)
- 3c. AMX 50 B (Hardening, Turbo, Optional) / (Burst dmg)
² Closed/Small Maps
- 1. E 100 (Hardening, Turbo, Rammer) / (DPM, Armor, HP)
- 2. Maus (Hardening, Turbo, Rammer) / (Armor++, HP+)
- 3a. T110E5 (Hardening, Turbo, Rammer) / (Armor, DPM+)
- 3b. 60TP (Hardening, Turbo, Rammer) / (Alpha++, Armor)
- 3c. AMX 50 B (Hardening, Turbo, Optional) / (Burst dmg)
- 2. Maus (Hardening, Turbo, Rammer) / (Armor++, HP+)
³ Hull Down Maps
- 1. T95/FV4201 Chieftain (Hardening, Turbo, Rammer) / (Mobility, Turret Armor)
- 2a. Super Conqueror (Hardening, Turbo, Rammer) / (Mobility, Turret Armor)
- 3a. Kranvagn (Hardening, Turbo, Optional) / (Turret Armor++, Burst dmg)
- 3b. Vz.55 (Hardening, Turbo, Optional) / (Burst dmg, Alpha)
- 3c. AMX 50 B (Hardening, Turbo, Optional) / (Burst dmg)
- 2a. Super Conqueror (Hardening, Turbo, Rammer) / (Mobility, Turret Armor)
Medium Tanks
¹ Open/Flat Maps
- 1. CS-63 (Hardening/Optional, Turbo/Optional, Rammer/Optional) / (Mobility+++, Gun Handling)
- 2. Object 907 (Hardening, Turbo, Rammer) / (DPM, Mobility, Gun Handling)
- 3. Object 140 (Hardening, Turbo, Rammer) / (DPM. Mobility+)
- 4a. STB-1 (Hardening, Turbo, Rammer) / (DPM+, Gun depression)
- 4b. Leopard 1 (CVS, Optics/Binos, Optional) /(Shell Velocity = EBR Hunter)
- 4c. TVP T50/51 (Hardening, Turbo, Optional) / (Burst Potential, Mobility)
- 4d. B-C 25 t (Hardening, Turbo, Optional) / (Burst dmg)
- 4e. M60 (Hardening, Rammer, Turbo/Optional) / (Gun Handling++, Mobility++)
- 3. Object 140 (Hardening, Turbo, Rammer) / (DPM. Mobility+)
- 2. Object 907 (Hardening, Turbo, Rammer) / (DPM, Mobility, Gun Handling)
² Closed/Small Maps
- 1. Object 907 (Hardening, Turbo, Rammer) / (DPM, Mobility, Gun Handling)
- 2a. Object 140 (Hardening, Turbo, Rammer) / (DPM. Mobility+
- 2b. CS 63 (Hardening/Optional, Turbo/Optional, Rammer/Optional) / (Mobility+++, Gun Handling)
- 2c. STB-1 (Hardening, Turbo, Rammer) / (DPM+, Gun depression)
³ Hull Down Maps
- 1. STB-1 (Hardening, Turbo, Rammer) / (DPM+, Gun depression+)
- 2. Udes 15/16 (Hardening, Turbo, Rammer) / (DPM+, Gun depression)
Light Tanks
- 1. Panhard EBR 105 (Extreme Mobility, Alpha)
- 2. LT-100 (Low Profile, Mobility, Cammo, Gun Handling)
- 3. AMX 13 105 (Mobility, Alpha, DMG Potential)
- 2. LT-100 (Low Profile, Mobility, Cammo, Gun Handling)
Tank Destroyers
¹ Open/Flat Maps
- 1. Strv 103B (Gun Rammer, Optional, Optional) / (Gun Handling, DPM, Camouflage)
- 2. Grille 15 (Gun Rammer, Optional, Optional) / (Alpha, Mobility)
² Closed/Small Maps
- 1. T110E3 (Gun Rammer, Turbo, Hardening) / Usage (DPM, Armor+++, Alpha)
- 2a. Minotauro (Turbo, Hardening, Optional) / Usage (Armor, Burst)
- 2b. Object 268 4 (Gun Rammer, Turbo, Hardening) / Usage (DPM, Armor, Alpha)
- 3. T110E4 (Gun Rammer, Turbo, Hardening) / Usage (DPM, Armor, Alpha)
³ Hull Down Maps
- 1. T110E3 (Gun Rammer, Turbo, Hardening) / Usage (DPM, Armor+++, Alpha)
- 2a. Badger (Gun Rammer, Turbo, Hardening) / Usage (Armor++, DPM)
- 2b. Minotauro (Turbo, Hardening, Optional) / Usage (Armor, DPM/Burst)
Artillery
- 1. Conqueror Gun Carriage (Alpha, Splash Area, Gun Arc)
- 2. No preference (excluding B-C 155 58)
Quick Rule of Thumb
Tier 10 is generally battled by the best clans in game where you risk facing the best players. This tier is not only hard but can get very expensive quickly as you should expect to be required to fill plenty of gold shells together with directives and premium consumables.
- “One Commander to Rule them all” – The Commander is always right, if you are asked to drive into the water to drown yourself then you do it. Any disagreement or questions of the commanders orders should be taken after the battle.
- “Not Random Battle” – The Strongholds is a team effort and your only and single objective should be to support the team to win and not train your crew, deal most damage, most kills or whatever personal goal you set. If you are new to the Strongholds your biggest challenge will be to forget the random battle strategies.
- “Use your brain” – Make the best out of the scenario you are put into. Do whatever you can within the orders of the commander but as your commander isn’t and should not be a puppet-master, then stick to the plan and use the opportunities that will be served in front of you as the battle evolves.
- “Voice Com Discipline” – Keep the communication related to the game at hand and keep it at bare minimum. In the heat of the battle having 14 people talking simultaneously or listening to a very interesting story of how your shell missed a tank might seem very interesting but it is not adding anything to the battle at hand.
- “Focus Fire” – The single most important rule to get an advantage in any team battle. Cant shoot at the target? Take out the one with lowest health. There are too many battles lost 0-7 or similar where the enemy team has all their tanks at a one shot. 2 nearly dead tanks are stronger than one at full health if played correctly.
- “Arty Ready” – When the Commander yells ‘Arty Ready’ look upon the skies for artillery shells if your groups location is spotted by keeping the vehicle mobile. This is especially important for heavy slow targets.
- “F7 – Spotted!” – Did you get spotted? Click F7, so the commander knows what your opponent teams know. Yelling “spotted” takes valuable time away unless your voice an tank is unique. The combat intelligence is one of the most important aspects to the game, this only increases as you progress further up in the Strongholds Tier.