Pros and Cons
- Very good all round armor for tier V
- Ludicrous amounts of frontal armor is virtually immune to enemy fire, even the terrifying 122 mm D-2-5T
- Great damage per minute
- Offers an accurate, quick-aiming, and fast-firing 6-pounder gun (similar to the Churchill III and Ram II)
- High penetration APCR rounds
- Can be fitted with a 3.7-inch Howitzer.
- High hitpoints pool for a tank destroyer
- In tier 5 game it can angle pretty safely to every direction without worrying if enemy shoots side/rear
- Fair matchmaking allows decent credit income
- Huge commander's cupola (although it's relatively strong)
- Very slow
- Low traverse speed
- Relatively low alpha-damage guns (typical for low tier British tanks)
- Poor penetration (for a tier 5 TD) on all its guns; when combined with its poor speed use of APCR will often be required to do much vs higher tier opponents
- Poor camo value
- Easy target for artillery
- Extremly vulnerable against scout tanks which can bind you by blowing your tracks off
- Very Weak Gun Mantlet (102mm with a zero armour hole behind)
With very thick frontal and substantial rear and side armor, the AT 2 is an intimidating opponent. Even though this TD is extremely well armored, it has weakspots that are easy to hit up-close, a very slow top speed, and a sluggish traverse speed. Furthermore, its armor is weaker than advertised, especially around the gun mantlet and the upper glacis. It is very easy to get killed at close range, be it from weakspot-snipers or faster tanks. Do not get overconfident with the AT 2's armor, especially against tier 7s. Leading a slow charge with your frontal armor will lead your team to victory, but be sure you have tanks who can help defend your rear. In a Tier 5 battle, the AT 2's armor is very difficult to break and most shots to the rear and sides and be deflected with simple angling.
The accurate and rapid-firing 6-pounder gun offers good damage per minute and ensures no enemy wants to stay in your path. Do note that, due to very poor mobility and speed, once the AT 2 chooses a route it is committed to it for the rest of the battle. Always try to keep moving whenever possible, firstly because the AT 2 is an easy target for artillery and secondly because the AT 2 won't be able to keep with its team; or worse, discourage the team from pushing. The AT 2 is big and has a very poor camo value and is thus practically impossible to hide. This coupled with a very poor view range makes the AT 2 an ineffective camper. City maps that provide cover from arty and protection from flanking are the best places for the AT 2, while an open field is where you do not want to find yourself.
The AT 2 is very very slow, comparable to a Maus. Its top speed keeps it at a modest speed even when downhill; this limit also makes being pushed by allies ineffective. Furthermore, the weak engine power means running into trees and stone fences will result in a serious speed decrease. Speed is the biggest flaw of the AT 2 and makes it a tank that is reliant on its team to protect its rear and to spot for it.
The AT 2's weaknesses can be minimized by playing with constant support. Once you manage to make it to the enemy you'll find the AT 2's excellent armor and good gun extremely rewarding.
- The 3.7-inch AT Howitzer and WS No. 19 Mk. II Radio carry over from the Alecto. Mount them immediately.
- Research the QF 6-pdr AT Gun Mk. V and Nuffield Liberty Mk. III Engine in whichever order you want to.
- Finally, research the AT 2 Mk. II Suspension.