Jump to content


Object 140 Guide - The God of Mediums

Object 140 Guide Soviet Tank OP

  • Please log in to reply
40 replies to this topic

A7X0 #1 Posted 15 June 2016 - 12:30 AM

    E4k

  • Players
  • 25203 battles
  • 820
  • [PRAMO]
  • Member since:
    07-03-2014

Object 140 Guide - The God of Mediums

Today I'll be presenting a guide for what I personally believe to be the best Tier X medium.

Why exactly, you say? Keep on reading!

 

I just would like to say that despite how similar the two are, the Object 140 and T-62A have quite different playstyles. Armament-wise, they are virtually identical. Playstyle-wise, there are many differences, so keep that in mind while you read this guide.

 

Before I start, I'd like to make a quick comparison between the two Tier X Soviet mediums. Contrary to popular belief, the Object 140 has a tougher turret than the T-62A. The following pictures are from the perspective of a T110E5 using AP and HEAT:

T-62A - AP
T-62A - HEAT
Object 140 - AP
Object 140 - HEAT

Some people dismiss the Object 140's turret as weak when it is actually much more HEAT-resistant and, depending on who you ask, arguably better than the T-62A's. The 140 has a cupola and roof weakness indeed, but at max gun depression, the roof is practically gone and the cupolas become a migraine to hit, especially when the 140 is moving/wiggling. The cheeks of the T-62A are actually weaker than the 140's, as seen in the pictures. With AP, the two are roughly the same. However, with HEAT, the T-62A cheeks' penetrable areas are in the form of a large square, while the 140 cheeks' penetrable areas are more of a thin rectangle. In conclusion, there are less penetrable areas on the 140's turret face and if you are using max or near-max gun depression, the roof and cupolas are almost impossible to hit. I understand that in the pictures the 140 is not at max gun depression, but if he moved around and wiggled the turret, penetrating him will still be a pain in the rear end. And yes, theoretically a Tier 5 could penetrate those cupolas. However, I judge things based by what does happen, and not by what could happen. In my 100 games in the Object 140, I've only been penetrated in the cupola/roof area about 3-4 times. Hull down 140s constantly give trouble for me and many other players (well-driven ones, specifically) as the turret alone is a headache of its own. In summary, if you play this tank correctly, getting penetrated in the turret will be quite a rare event.

 

Introduction

 

The Object 140 is a Tier X Soviet medium, a cousin of the T-62A. You unlock the 140 by researching it through the D-10 gun on the T-54. The Object 140 costs 280,000 experience to research and, as typical with every Tier X, 6,100,000 credits to purchase. You can find the stats of the 140 in-game quite easily, but for the sake of this guide, here ya go:

Spoiler
 

Again, since the Object 140 is a tank that bears many similarities to the T-62A, I will compare them, or more specifically, list out the changes from 62 ---> 140. I'm only including these portions for players to understand what to expect if they're playing the 140 after coming first from the T-62A.

Here are some of the most important differences to note:

 

Object 140

Significantly better frontal hull (sloped at a near-autobounce angle)

+5mm side armor

+10mm rear armor

+5 km/h top speed

+0.43hp/t of power-to-weight ratio

Stronger turret front

+1° of gun depression

Weaker turret roof and larger cupolas

More module damage taken

-2°/s of track traverse

-8°/s of turret traverse

-0.01 dispersion

-50 hitpoints

 

Now I'm going to get to the good stuff: advantages and disadvantages.

 

Advantages

 

When it comes to advantages, the Object 140 sure has a lot. More so than disadvantages really.

 

Troll hull armor: The hull armor on the 140 is a godsend. On paper, the frontal armor appears to be marginally worse than the T-62A's, but in practice it is significantly better. Angles matter. The angling on the 140's hull is greater. The 140's hull is well-designed for one reason: near max gun depression, the upper hull becomes autobounce, making it invincible to all AP and APCR rounds that strike it from that angle. More specifically, it results in automatic ricochets. So yes, at max gun depression and maybe a little angling, the upper hull of the 140 can bounce a T110E4's APCR round (375mm penetration, best APCR in the game) if it is foolish enough to shoot at the upper plate; which with the present playerbase and average skill of players, will likely happen. You will bounce many enemy shots that will make you go, "LOLOLOLOLOL!!!" especially when you bounce Tier X TDs. The hull is just so troll simply because of how easy it is to achieve autobounce angle.

 

Excellent mobility: The top speed of 55 km/h is splendid. The track traverse of 54 degrees per second is marvelous. For mobility and maneuverability standards, the 140 impresses. Traversing only two degrees per second slower than the T-62A, the difference is almost unnoticeable. The Object 140 is a great CODer (circle-of death), and the high top speed allows not only to reach key positions quickly, but relocate rapidly. Just be careful not to push too aggressively, especially early in the battles. The insane mobility often causes inexperienced players to inadvertently rush in to their deaths forgetting how fragile the tank is when it is unable to use its strengths.

 

Excellent turret front: I know what you're going to say: "The cupolas are big and the roof is so weak!!!" However, as I covered at the start of this guide, at or near max gun depression, the roof weakspot is virtually non-existent and the cupolas become very difficult to hit provided that you keep your turret in any form of motion (one that doesn't expose your other weakspots, hopefully). If you cannot be at max gun depression, it'll still be hard to hit the turret's weakspots, especially since most guns you encounter aren't lasers with 0.30 dispersion and 2.0 aim time. The front of the turret face is incredibly strong and is quite HEAT-resistant, as I showed in the pictures earlier. Just don't sit still when you're hull down, or you'll give the enemy all the time in the world to aim for your hatches and roof. Don't be fooled though: an aimed (usually premium) shot to your cheeks will penetrate, so you'll still have to wiggle and dance back and forth like a maniac if you're facing someone remotely competent. Trust me, it'll help.

 

Spectacular damage per minute and rate of fire: The Object 140's gun is a 100mm that does a measly 310 damage per shot, yes. With a 9.76 rate of fire. 3025 DPM. Possibly the biggest strength alone. You will absolutely decimate any tank that engages into a DPM fight with you (excluding a few tanks). The rate of fire is also so blisteringly high that it can perma-track a tank and render them immobile. If you have the side of an overangled tank, shoot near their drive wheel to track and damage them. The 140's devastating ability to permanently impose this on its poor enemies makes it an incredibly feared tank on the battlefield. Remember not to shoot HEAT when doing this, as HEAT does not like tracks and spaced armor. The DPM is just so menacing to tanks deciding whether to rush you, so they generally won't do it, so you'll usually have to utilize the DPM in more invasive ways, but once again, with Blitz's current playerbase, players generally do a lot of questionable things anyways, so often you'll get opportunities to put that DPM to use. Another great thing is you can dispatch anyone you COD rather quickly. Just be sure not to bounce shots too often, which shouldn't be a difficult task, given that the gun has some good accuracy, handling, and penetration values, which brings me to the next advantage:

 

Decent gun accuracy, handling, and penetrationThe Object 140 gets 0.35 dispersion with a 2.0 aim time, making it sufficiently accurate. As usual with most Tier X mediums, the standard round of ammunition is APCR, a round with higher muzzle velocity than AP that allows for an easier time shooting moving targets. The 140's APCR has 264mm of penetration which happens to be on the low end of the Tier X mediums but is still great in general. The HEAT rounds have 330mm of penetration which is more than adequate, so make sure you load plenty of these.

 

Low profile: One of the more minor advantages is that this tank is rather small and easy to hide. It is smaller than the T-62A, in fact. Being such a quick and compact vehicle makes this tank hard to hit as opposed to a tank such as the E 50 M, which is so large that it is almost impossible to hide. This can be a double-edged sword, however. The 140 is so short that it can have trouble using common positions such as the top steps of the temple on Lost Temple and the mid area on Black Goldville. 

 

Disadvantages

 

Mediocre gun depression: The gun depression is only -6°, which is not a surprise if you've become familiar with Soviet tanks but nonetheless remains an undeniable weakness. You'll have a hard time poking over ridges and hills and trying to get shots off.

 

Highly susceptible to module damage: The Object 140 takes a lot of module damage in brawls. I recommend double repairs for this reason. Fires, ammo rack damage, and death of crew members are regular occurrences. So if you ARE getting penetrated, expect plenty of module damage. The armor is still quite robust but you'll need to play with the assumption that the enemy will always penetrate you if you want to do well in this tank.

 

Lowest alpha damage at Tier X: Well, tied, but the 140 and 62 guns are almost identical. Anyways, 310 alpha at Tier 10 is miserable. If you're ever forced into a peek-a-boom situation against a TD or large heavy, your shell is like a fly. Best thing to do is to avoid getting in this type of situation and find ways to use your extraordinary DPM, which easily compensates for the low alpha.

 

Now that we've looked at the areas where the Object 140 excels and lacks in, let's look at how to apply them into your playing for success.

 

Strategies, Tactics, and Stuff

 

Abuse that DPM: The 3025 DPM is among the Object 140's standout features. Take advantage of any tanks that rush out too far, and attempt to track and damage them simultaneously if possible. Attack distracted or alone targets and not targets with potential nearby support. Even though the DPM is godly, you can't kill everything that comes in your path, so you'll have to know your limits. Don't pick fights you know you won't win.

 

Spot/get to key positions: At the start of the match, you should know the key positions to get to where you can either do some spotting or just chill until your support arrives. The 140 doesn't do well by itself, so always have teammates nearby unless you're doing a brief spotting run.

 

Circle slow heavies and TDs: Any time where you are engaging a slow heavy/TD that does not have support, circle them to avoid taking any unnecessary hits. Be mindful of possible TD campers, however. Sometimes just because you cannot see their support doesn't mean it is not there.

 

Flank when the battle calls for it: The Object 140 is an excellent flanker, so remember that. Sometimes you'll need to flank to divert the enemy's attention to help win the battle. This kind of ties in with the tip of not to camp. If your allies need you, pause the damage farming and focus fire the imminent threats.

 

Shoot plenty of gold: There is nothing shameful about shooting gold ammo. Load at LEAST 15-20. I would go with 20+ to be safe. This may seem to be overboard, but it really isn't. It is better to be overprepared than underprepared. Most games you won't shoot most of your gold ammo anyway. Having that extra firepower helps in a clutch match. Anyways, the 330mm penetration on HEAT shells is going to come in handy. Instead of only shooting when you see a tank's weaknesses, use those HEAT shells to deal damage like never before. You'll be able to penetrate so many more areas and your average damage will increase. The best example is the E 100's turret. The E 100 is one of the most common Tier Xs. Its turret is almost immune to your APCR rounds, but it is essentially butter to your HEAT rounds. If you only wait for their lower glacis weakness to appear, you'll be missing out on a lot of damage. HEAT will give you much more opportunities. Reminder: do not shoot HEAT at spaced armor and tracks. Switch back to APCR.

 

Don't play too aggressively: The Object 140 is overall an aggressive vehicle, but don't play too aggressively. Don't let its high mobility set you up for a quick death. The 140 is a fragile tank when it is being focused. Don't become the center of attention. A passive playstyle works well in this tank as long as you recognize when to move up. Be patient and don't overextend in this tank.

 

Wiggle, wiggle, wiggle: This applies to pretty much everything. Wiggle the turret when hull down, wiggle your hull if you're brawling with other mediums, etc. You also need to make small movements when hull down to throw off your opponents' aim. The weakspots on the turret will not be much of an issue if you can remember to do this. 

 

Equipment, Consumables, Provisions, and Ammo Loadouts

 

Equipment: For this, I personally went with rammer, vents, and vertical stabilizer. You can switch vents for optics if it fits your playstyle better. You could also switch it for wet ammo rack if you have an issue with the ammo rack or even getting completely ammo racked. Remember the right side of the tank is where its ammo rack gets damaged frequently.

 

Consumables: Though I actually played my Object 140 BEFORE the provisions update, I still chose to use double repairs knowing how easy it is to take module damage and because other Soviet mediums can perma-track you in a bad spot (true story). I would go with adrenaline, multi-repair kit and single repair kit (double repairs). Speed boost is not a necessity for the mobility is already incredible.

 

Provisions: I recommend you use all three slots to maximize the potential of the tank. Improved fuel, rations, and condensed milk (this gives you a +3% boost to crew mastery) work well, since it will make your tank even faster and further augment your DPM. Protection kit can also be used if you're having trouble because of the module damage, but I don't find it as useful as the other options because you can simply avoid getting hit to avoid having this problem.

 

Ammo: For this category, load anywhere between 15-25 HEAT shells. Load 3-5 HE shells. Put the rest for APCR. Do not load full HEAT. Use your ammo carefully and remember what each round can penetrate. The HE is useful for American and T-62A rears.

 


 

That's all I could think of for this guide. Hopefully I didn't leave out any important information. Feedback and constructive criticism is appreciated. I hope this helped you and thanks for reading! 

 

 

 

 

 

 


Edited by A7X0, 17 June 2016 - 09:02 AM.

  underlined = click!

E 100, IS-7, T-62A, Jg. Pz. E 100, T110E3, T110E5[Guide], Object 268FV215b, E 50 M[Guide], IS-4FV4202, Object 140[Guide]M48 Patton, T110E4, STB-1

4014 average damage in Obj. 140, 4055 average damage in T110E4


hatedfate #2 Posted 15 June 2016 - 12:33 AM

    Reality continues to ruin my life.

  • Players
  • 29056 battles
  • 1,384
  • [RGN]
  • Member since:
    10-17-2011

Hi!

62>140

reason you ask? because its sexier


Edited by hatedfate, 15 June 2016 - 01:04 AM.


_Virtus #3 Posted 15 June 2016 - 12:35 AM

    First Sergeant

  • Players
  • 17765 battles
  • 2,069
  • [NEO]
  • Member since:
    01-08-2014

The gun handling is one of the worst I've ever felt on a tier x med. Accuracy feels much much worse than .35

 


My YouTube Channel! https://www.youtube.com/channel/UCq2o9Lr-9FLKyFLMmj9Y98g/videos

TWITCH STREAMwww.twitch.tv/virtuswotblitz

X: FV-4202 | T-62A | OBJ-140 | LEOPARD I | E-50M IS-7 | M48 PATTON | E-100 | T110-E4 | JAGERÜ | FV-215B

American Medium Specialist


LAPPELduvide #4 Posted 15 June 2016 - 12:36 AM

    PhD in Dakimakura Engineering and Design M.S. in Waifu Studies

  • Players
  • 24316 battles
  • 7,049
  • [ANEKI]
  • Member since:
    06-26-2014
A7 will you stat pad my 140 to 4000 damage pls?

┬┴┬┴┤ (◕ᴗ◕✿├┬┴┬┴┤(ಠ﹏ಠ├┬┴┬

>>>Join [MAHOU/ANEKI] Discord!!!<<<

Best ANIME CLAN in the NA and a nice community for weebs. 


BootlegTampico #5 Posted 15 June 2016 - 12:37 AM

    "LGoW" --Random Pub

  • Players
  • 22549 battles
  • 4,749
  • Member since:
    12-26-2014

View Post_Virtus, on 14 June 2016 - 08:35 PM, said:

The gun handling is one of the worst I've ever felt on a tier x med. Accuracy feels much much worse than .35

 

It's better on the move than the 62A though ;)


Clan War Discord Server youtube Join the Legion

I would love for Wargaming to succeed, and I will push for success until I'm gone or Blitz is. 

 


LoweExpectations #6 Posted 15 June 2016 - 12:44 AM

    Icelandic

  • Players
  • 14905 battles
  • 3,376
  • Member since:
    08-05-2015
Anyone who says 62 > 140 needs to have their mind checked. 

 

 

Honors: Most Mentally Insane Leopard PTA Driver, Pioneer of the Dracuyolo, Guides.


LAPPELduvide #7 Posted 15 June 2016 - 12:45 AM

    PhD in Dakimakura Engineering and Design M.S. in Waifu Studies

  • Players
  • 24316 battles
  • 7,049
  • [ANEKI]
  • Member since:
    06-26-2014

View PostLoweExpectations, on 14 June 2016 - 05:44 PM, said:

Anyone who says 62 > 140 needs to have their mind checked. 

 

183 > 140

┬┴┬┴┤ (◕ᴗ◕✿├┬┴┬┴┤(ಠ﹏ಠ├┬┴┬

>>>Join [MAHOU/ANEKI] Discord!!!<<<

Best ANIME CLAN in the NA and a nice community for weebs. 


ThemasterTanker1 #8 Posted 15 June 2016 - 12:46 AM

    No, this is Patrick

  • Players
  • 18304 battles
  • 5,012
  • [CRATE]
  • Member since:
    01-01-2012
62A > 140

Swanky


HESHSlingingSplasher #9 Posted 15 June 2016 - 12:48 AM

    HESHSlingingSplasher

  • Players
  • 18428 battles
  • 3,530
  • [NRF]
  • Member since:
    07-16-2014
Object 430>Object 140

_DragonKRIEG #10 Posted 15 June 2016 - 12:54 AM

    LetsMakeTheForumsBurnSomeMore

  • Players
  • 29711 battles
  • 2,284
  • [RGN]
  • Member since:
    04-26-2015

Nice! 

 

Do FV215b next plz



HisRoyalFatness #11 Posted 15 June 2016 - 12:56 AM

    Sergeant

  • Players
  • 50620 battles
  • 486
  • [RGN]
  • Member since:
    03-19-2015
Good stuff A7, keep up the hard work on the guides.  P.S why not use  combat rations  instead of milk? 

Edited by 501st_Killed_Younglings, 15 June 2016 - 12:59 AM.

                             


AkagiTachibana #12 Posted 15 June 2016 - 12:58 AM

    First Sergeant

  • Players
  • 18743 battles
  • 1,690
  • [IRH]
  • Member since:
    03-16-2014

 

XD made it myself


"Strike swift As lightning!"

_Virtus #13 Posted 15 June 2016 - 01:01 AM

    First Sergeant

  • Players
  • 17765 battles
  • 2,069
  • [NEO]
  • Member since:
    01-08-2014

View PostShawk_91, on 14 June 2016 - 07:37 PM, said:

It's better on the move than the 62A though ;)

 

If you have actually driven both tanks, you will know that the t62 shoots on the move miles better than the obj140.

I can't be pressed to hit sh*t unless fully aimed, even then it misses


My YouTube Channel! https://www.youtube.com/channel/UCq2o9Lr-9FLKyFLMmj9Y98g/videos

TWITCH STREAMwww.twitch.tv/virtuswotblitz

X: FV-4202 | T-62A | OBJ-140 | LEOPARD I | E-50M IS-7 | M48 PATTON | E-100 | T110-E4 | JAGERÜ | FV-215B

American Medium Specialist


A7X0 #14 Posted 15 June 2016 - 01:01 AM

    E4k

  • Players
  • 25203 battles
  • 820
  • [PRAMO]
  • Member since:
    07-03-2014

View Post501st_Killed_Younglings, on 14 June 2016 - 04:56 PM, said:

Good stuff A7, keep up the hard work on the guides.  P.S why not use  combat rations  instead of milk? 

 

Thanks, and I recommended to use both. It gives you +13% crew bonus. I just shortened the name to "rations."

  underlined = click!

E 100, IS-7, T-62A, Jg. Pz. E 100, T110E3, T110E5[Guide], Object 268FV215b, E 50 M[Guide], IS-4FV4202, Object 140[Guide]M48 Patton, T110E4, STB-1

4014 average damage in Obj. 140, 4055 average damage in T110E4


HisRoyalFatness #15 Posted 15 June 2016 - 01:02 AM

    Sergeant

  • Players
  • 50620 battles
  • 486
  • [RGN]
  • Member since:
    03-19-2015

View PostA7X0, on 15 June 2016 - 01:01 AM, said:

 

Thanks, and I recommended to use both. It gives you +13% crew bonus. I just shortened the name to "rations."

 

Haha did not see that, stupid me. ;^)

                             


sea_beast #16 Posted 15 June 2016 - 01:06 AM

    Lance-corporal

  • Players
  • 36725 battles
  • 14
  • [RBLN]
  • Member since:
    02-12-2015
62A>140

Edited by sea_beast, 15 June 2016 - 01:45 AM.


andyllinger #17 Posted 15 June 2016 - 01:08 AM

    Mr. Hyde encantador

  • Players
  • 30028 battles
  • 2,389
  • [--M--]
  • Member since:
    09-07-2014
Awesome, thank you for this!

Tier X: Leo.1, E50 ME100, Jageroo, MAUS, E4E5, M48, T57, Obj.140, T-62, IS-7, IS-4, Obj.268, STB-1, 4202, BC.25T, WZ-113.


ChitFromChinola #18 Posted 15 June 2016 - 01:09 AM

    First Sergeant

  • Players
  • 59301 battles
  • 1,419
  • [-1]
  • Member since:
    11-27-2014
Well done -- thanks for posting.

hatedfate #19 Posted 15 June 2016 - 01:14 AM

    Reality continues to ruin my life.

  • Players
  • 29056 battles
  • 1,384
  • [RGN]
  • Member since:
    10-17-2011
I would rather take the protection kit over the condensed milk because the 140 modules are pretty weak and the 3% isn't really all worth it compared to what the protection kit offers, IMO.

BootlegTampico #20 Posted 15 June 2016 - 01:37 AM

    "LGoW" --Random Pub

  • Players
  • 22549 battles
  • 4,749
  • Member since:
    12-26-2014

View Post_Virtus, on 14 June 2016 - 09:01 PM, said:

 

If you have actually driven both tanks, you will know that the t62 shoots on the move miles better than the obj140.

I can't be pressed to hit sh*t unless fully aimed, even then it misses

Indeed I have, for 300 battles or more each.

 

I've also looked at the soft stats, and the 140 is better despite having a slightly larger dispersion to begin with.

 

 


Clan War Discord Server youtube Join the Legion

I would love for Wargaming to succeed, and I will push for success until I'm gone or Blitz is. 

 






Also tagged with Object 140, Guide, Soviet, Tank, OP

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users