Pros and Cons
- Compact size makes it hard to hit
- 6-round autoloader permits a high rate of fire and excellent damage output.
- Good speed
- High camo values
- Excellent signal range
- Terrible accuracy on the move
- Small ammunition storage
- Fairly weak penetration
- Modules are close to each other, increasing risk of single shells damaging several modules
- Ammunition storages poorly protected
- Low number of crew, limiting options for crew skills
- Poor gun elevation
This tank introduces the concept of usung an automatic loader to rapidly feed the gun with shells from a magazine, in this case two 6-round drums in the back of the turret. The drum enables the tank to fire six shots rapidly, with the unfortunate side effect of taking a considerably long time to reload. This would not be a problem if the game allowed firing shells from a partially reloaded drum, but it does not. As a result, a common tactic for this tank is to charge up next to or behind an enemy that's busy fighting an ally, unload all six rounds (roughly 660 damage over 12 seconds), and run away to reload.
This tank only holds 36 rounds of ammunition with the stock cannon, and 30 with the upgraded cannon. The gun's penetration is nothing exciting, so it works best as a scout and flanker. Plan your route in *and out* before you make your move. This holds true when engaging in combat 1v1 - be sure that you can kill your opponent with less than a single clip, if possible, in case you don't score with all six shots. It doesn't take many hits from enemy this tank will see in battle, so if you get stopped for any reason, you're likely not to survive the encounter.
If you find yourself in a Tier 10 match, one effective tactic is to keep back from the main push and wait for targets of opportunity. After the enemy tanks have taken damage, search out the lone heavy or medium that you can damage or kill. Using any cover available, move to flank him while he is focused on your team and empty your drum magazine into the weaker armor of his sides or back.
Some things you should keep in mind when playing this tank:
-Never lead a charge unless you want a premature death
-Tier 8 matches are commonplace, sometimes, you'll even end up in tier 10 matches
-The 12 t is a fairly slow scout.
-Stay alive as long as possible, the 12t is indispensable in mid-late game battles
-Be aware of your surroundings. Before jumping into the fray, make sure the spotted enemy vehicles have their guns pointed somewhere else and try to flank them.
-Passive scouting is an effective way to earn a decent amount of XP and credits
-Be mindful of terrain and slopes when flanking. Make sure that you have enough speed, and NEVER charge uphill if you can avoid it -- your engine does not have the power to maintain top speed. Avoid swamps if you can for the same reason.
- Unfortunately, no modules carry over from the ELC AMX
- First, start by researching the better tracks, AMX 12 t Bis
- Then, research the better gun, 75mm SA50
- Then, the better engine and finally the better radio