Penetration zones Art. 1. Shooting and armor penetration
Guys, hello everyone! With you syper_nagibator2013 with a series of guides on breaking through TT by level. Today we will talk about Tier VI heavy tanks.
So, we have 7 combat vehicles of different nations and, naturally, different performance characteristics. As usual, let's start with Soviet tanks.
For your convenience, I decided to do this: green arrow - command tower or observation devices (“antennae”), red arrow - lower armor plate, blue arrow - review module, driver's hatch - orange-white arrow, purple arrow - machine gun. And, so that you don’t forget which arrow is which, I marked the font in the color of the arrow, as shown above.
Well, now that you know everything, let's go!
KV-85
Introduced in patch 0.9.3 instead KV-1S. The tank does not have good armor, but still take a look at the picture. If KV-85 stands with its forehead, then you need to shoot either at the lower armor plate or at the viewing module. If the enemy has only put up a tower, you should shoot at the commander's tower. If the tank is on its side, then simply shoot at the tanks at the rear of the side.KV-2
The tank is distinguished by a formidable “shaitan trumpet”.When I had KV-2, I remember that armor often saved me, but where to hit so that the armor doesn’t save the enemy, I’ll tell you now.
If the enemy KV-2 stands head on, then there are three weak points in the hull and two on the turret. On the hull: lower armor plate, machine gun and vision module. On the tower there are “antennae”, but they are difficult to reach, because tank with a very high turret. By the way, in my last guide I also pointed to the “antennae”, but some players said that damage does not go there, I can safely tell you that damage goes there perfectly!
VK 36.01 (H)
Speaking about the VK armor, we can safely say that the tank is definitely no worse than its classmates! If the tank is facing forward, under no circumstances shoot at the bottom armor plate, because That's where the tank's strongest point is! It is best to shoot at the machine gun and the vision module (marked with arrows). If the tank allows you to see only the turret, try to shoot at the commander's turret. In general, it’s a good idea to throw it on the side of the tank because... there is only 60 mm of armor. But let me remind you that under no circumstances should you shoot at the side of a tank at an angle - this applies to all tanks in the game, with a couple of exceptions!M6
The tank is very similar to its predecessor - T1-Heavy, but still, here the situation is the same as with VK-36.01 (H). Our lower armor plate is thicker than the upper one, but if the enemy is standing with his forehead, then shoot at the machine gun and the vision module. If the enemy is “not greyhounding like a child,” then shoot at the side - this tank is simply HUGE, and even with no armor.ARL 44
Our situation with this tank is bad - there are no real weak points in the forehead. Try to shoot at the side, because... On board we have only 60 mm of armor, and in the rear of the sides there is an engine, tanks and all the weakest things.Churchill VII
Many players argue a lot about this tank. Some say that it has no armor at all and is generally a bad tank, while others, on the contrary, say that the tank is good and has excellent armor. The best places to break through from the front of the hull are the driver's hatch and the lower armor plate. If the tank is on its side, then it is best to shoot at the center of the side right under the turret - that’s where it has its ammunition rack.That's the end of the fairy tale
To summarize, we can say that at the sixth level, tanks with normal and fairly strong armor are slowly starting to appear, which many players do not know how to penetrate. I hope that I helped you at least a little with this.There was a player with you syper_nagibator2013 with the second guide on breaking through TT at levels. See you again!
Shooting and armor penetration- the most important elements of game mechanics. This article contains information about game parameters such as accuracy, armor penetration and damage.
Accuracy
Accuracy- a weapon parameter that characterizes its ability to send projectiles accurately to the target.
There are two aspects to the game related to accuracy:
Scatter shells when firing at 100 meters. Measured in meters. The spread depends on the skill of the gunner. An untrained gunner (50% of the main skill) shoots 25% less accurately than a 100% trained gunner. Mixing time- aiming time, measured in seconds. This is a conditional parameter that was introduced for balance needs. That is, pointing the gun itself at the target is not enough; it is important to wait until the aiming circle finishes shrinking. Otherwise, the probability of a miss increases sharply. When the tank moves and the turret and barrel rotate, as well as after a shot, the sight “diverges,” that is, the aiming circle increases sharply and it is necessary to wait for the aim again. The convergence time is the time during which the convergence circle decreases by ~2.5 times, to be precise, by e times (e is a mathematical constant, the base of the natural logarithm is ~2.71).It is also important to understand that in the game (without installing extraneous modifications) the convergence circle is displayed, and not the scatter circle - these two circles have completely different diameters and, with very rare exceptions, do not coincide with each other. In fact, the dispersion circle is smaller than the aiming circle (by several times) and the task of the aiming circle in the game is not to display the dispersion of shells, but to visualize the state of the gun and its gunner, whole, damaged, whether the gunner is reduced or reduced, whether he is healthy or shell-shocked, etc. .
How to increase gun accuracy
- Install equipment Improved ventilation
- Combat brotherhood(approximately +2.5% to accuracy).
- Use equipment that gives +10% to all crew parameters for one battle, including about 5% to accuracy - Extra ration, Chocolate, Cola box, Strong coffee, Pudding with tea, Improved diet, Onigiri.
How to speed up aiming
- Install the gun with the highest aiming speed.
- Upgrade the gunner's main specialty to 100%.
- Install equipment Reinforced aiming drives(+10% to convergence speed).
- Install equipment Vertical stabilizer(-20% to dispersion when moving the tank and turning the turret).
- Install equipment Improved ventilation(approximately +2.5% convergence speed)
- Upgrade your gunner's skill Smooth rotation of the tower(-7.5% to dispersion when rotating the turret).
- Upgrade your driver mechanic's skills Smooth ride(-4% to dispersion when the tank moves).
- Level up the skill of all crew members Combat brotherhood(approximately +2.5% convergence speed).
- Use equipment that gives +10% to all crew parameters for one battle, including about 5% to the aiming speed Extra ration, Chocolate, Cola box, Strong coffee, Pudding with tea, Improved diet, Onigiri.
Auto-targeting
When you press the right mouse button with the sight aimed at the enemy, auto-targeting is activated. It fixes the tank's barrel on the center of the enemy vehicle. This allows you to avoid aiming by eye, but at the same time it has a number of significant disadvantages. The fact is that the auto-aiming always aims at the center of the silhouette of the enemy tank, ignoring obstacles in the firing path, as well as the vector and speed of the enemy’s movement. In cases where only part of the enemy vehicle is visible in the sight or when the target is moving and anticipation is necessary, auto-aiming will not only not be useful, but moreover, it will guarantee a miss. Automatic aiming does not allow you to target the weak points of the enemy tank, therefore it is relatively of little use at high levels of battles with precision guns and large well-armored tanks.
Automatic aiming is usually used in close combat during active maneuvers and when shooting at long distances at a stationary enemy.
Auto-targeting can be canceled by pressing E (by default) or by pressing the right mouse button again.
Detailed analysis of shooting mechanics
Armor penetration
Armor penetration- a weapon parameter characterizing its ability to penetrate the armor of enemy tanks. It is measured in millimeters and has a spread of ±25% relative to the average value. It is important to remember that the armor penetration indicated in the technical specifications is indicated for an armor plate located at an angle of 90 degrees to the direction of movement of the projectile. That is, the slope of the armor is not taken into account, while most tanks have sloped armor, which is much more difficult to penetrate. Also, the armor penetration indicated in the technical specifications is indicated at a distance of 100 m, and with increasing distance it decreases (relevant for sub-caliber and armor-piercing shells and not applicable for high-explosive/HESH and cumulative).
Armor
Each tank has armor. However, the thickness of the armor is not the same everywhere. In front it is as thick as possible. On the contrary, the back is thinnest. The roof and bottom of the tank are also very lightly armored. The armor is indicated in this format: frontal armor thickness/side armor thickness/stern armor thickness. And if the armor, for example, is 38/28/28, then a gun with a penetration capacity of 30 mm will generally be able to penetrate the stern and side, but not the forehead. Due to the 25% dispersion, the actual penetration of this weapon from shot to shot will vary from 22.5 to 37.5 mm.
It should be remembered that when specifying armor, its inclination is not taken into account. For example, the armor of the T-54 is 120 mm, the angle of inclination is 60°, and the normalization of the projectile is 4-5°. With such an inclination, the reduced armor thickness will be approximately 210 mm. However, even the thickest armor has its vulnerabilities. These include various hatches, machine gun nests, wheelhouses, joints, etc.
Non-penetration and ricochet
Each projectile has its own penetration threshold. And if it is smaller than the armor of the enemy tank, then the shell will not penetrate it. To do this, you need to aim at the most vulnerable places of the tank: the rear, sides and various protrusions and crevices. If this does not help, you can use high-explosive shells.
When shooting at a tank standing at an angle, there is a high probability of a ricochet. The boundary between penetration and rebound lies at an angle of 70°. If the caliber of the projectile exceeds the thickness of the armor by more than 3 times, no ricochet occurs, but if it is doubled, the normalization of the projectile increases in proportion to the excess of the caliber of the gun over the thickness of the armor - and the projectile tries to penetrate the armor at any angle. So, for example, when firing from a 100mm gun with armor penetration 170, at an armor plate 30mm thick at an angle of 89.99 degrees, the normalization will increase to 23.33 degrees, and the reduced armor will be 30/cos(89.99-23.33) = 75.75mm of armor.
Detailed analysis of the mechanics of armor penetration
Attention! Update 0.8.6 introduces new penetration rules for cumulative projectiles:
The cumulative projectile can now ricochet when the projectile hits armor at an angle of 85 degrees or more. When a ricochet occurs, the penetration of tanks in World of Tanks by a ricocheted cumulative projectile does not decrease.
After the first penetration of the armor, the projectile begins to lose armor penetration at the following rate: 5% of the armor penetration remaining after penetration - per 10 cm of space traversed by the projectile (50% - per 1 meter of free space from the screen to the armor).
Also in update 0.8.6, the normalization of sub-caliber shells was reduced to 2°.
With update 0.9.3, ricocheting into another tank has become possible. After the second ricochet, the projectile disappears. You can find out the combat characteristics of any vehicle, for example, damage, armor, and identify penetration zones based on this, in the “Tanking” section in the World of Tanks Assistant application.
Damage
Damage- a weapon parameter characterizing its ability to cause damage to enemy tanks. Measured in units. It is important to remember that the damage indicated in the weapon’s performance characteristics is average and in fact varies within 25%, both up and down.
Location of weak points
The location of the various modules in the game is not indicated, but it completely corresponds to the real prototypes. Therefore, if in life the ammunition stowage was in the left corner of the rear of the tank, then in the game it will be there. But still, the weakest points of the tanks are located in approximately the same place:
- The engine and fuel tank are usually located in the aft (rear) part of the tank.
- The ammunition rack is located in the center of the hull or in the aft (rear) part of the turret.
- To shoot down a tank's track, you need to shoot at the front or last roller.
- The gun and triplexes are visible to the naked eye.
- The commander, as a rule, is located in the turret and can be incapacitated by a hit on the commander's turret.
- The mechanical drive sits in the front of the machine body.
- The loader and gunner are located in the front or center of the turret.
Damage by modules
Shooting at modules has its own characteristics. Often when modules are hit, damage goes to them, but not to the tank itself. Each module has its own strength points (health units). If they are completely removed (critical damage), the module stops working and it will take some time to restore it. The module's health units are not fully restored, but only up to 50%. It remains damaged and may not perform as well. Accordingly, it will be easier to break the same module in the future. If new damage is caused to the module during repair, health points are removed and repair continues up to 50%. That is, if a tank with a removed track continues to be hit by the same track, then it will be repaired constantly (or until the tank is destroyed).
The repair kit restores the health points of the damaged module to 100%.
Engine If the module is damaged or after repair, the maximum speed is reduced. If the damage is critical, movement is impossible. Each engine damage can cause a fire with the probability specified in the engine description (10-40%). Chance of damage: 45% Caterpillar When the module is damaged, the chance of rupture increases. If the damage is critical, movement is impossible. Ammunition stowage When a module is damaged, the reload time increases. If the damage is critical, the tank is destroyed. At the same time, the number of shells in the ammunition rack does not affect the chance of its explosion. Only empty ammunition racks do not explode. Chance of damage: 27% Tank If the module is damaged, no penalties are imposed. When the tank is critically damaged, a fire starts. Chance of damage: 45% Triplex If the module is damaged or after restoration, no penalties are imposed. When critically damaged, visibility range is reduced by 50%. Chance of damage: 45% Radio station If the module is damaged, the communication radius is halved. Chance of damage: 45% Gun When the module is damaged or after restoration, firing accuracy decreases. If the damage is critical, firing the gun and changing its declination are impossible. Chance of damage: 33% Turret rotation mechanism When the module is damaged or after restoration, the rotation speed of the turret is reduced. If the damage is critical, the turret cannot rotate. Chance of Damage: 45%
Crew damage
Unlike tank modules, the crew does not have health points. The tanker can be either healthy or shell-shocked. A knocked out tanker can be returned to duty by using a first aid kit. Concussion of all crew members is equivalent to the destruction of the tank. When one of the crew members is disabled, all effects from additional skills and abilities learned by him disappear. For example, when the commander is concussed, the “Sixth Sense” light stops working. In addition, in cases where:
The commander is shell-shocked - visibility is reduced by half, and the commander's bonus ceases to apply. The mechanical drive is shell-shocked - the speed of movement and turns is reduced by half. The gunner is shell-shocked - the spread doubles, the turret traverse speed is halved. The loader is shell-shocked - the reload speed is halved. The radio operator is shell-shocked - the communication radius is halved. Chance of crew member being concussed: 33%
Detailed analysis of the mechanics of module damage
Tanking Basics
Hello everyone, this is WWE and today my guide will talk about the Soviet Tier 9 Heavy Tank – ST-1. For me personally, that tank is the best tier 9 TT.
ST-1
Story
Leveling procedure
1) We replace the 122 mm D-25T cannon with the BL-9 first, because a cannon with a penetration of 175 mm BB is simply terrible for the TT-9 level, and it will be difficult in gold. So I advise you to upgrade the BL-9 gun through freedom, but if you have a top-end IS-3, the game will be much easier.
2) After installing the BL-9, the tank will be loaded by weight, after which it is necessary to install the top suspension or purchase " Reinforced torsion bars +5t"
3) We change the stock turret (170/170/160mm) to a top turret (250/160/160), thereby increasing the visibility by 20m and the armor.
4) Upgrade the top 122 mm M62-T2 gun. Which will be the top one on the IS-4.
5) Although the engine will only give an increase of 50 hp, the tank will become a little faster.
6, 7) Walkie-talkie, but it will be upgraded on previous tanks.
Reservation and arrangement of modules.
The frontal armor of the hull is less than that of its German colleagues and amounts to 140mm, but with a good inclination of the VLD, it will be problematic for classmates to penetrate the hull in the forehead. There are two weak zones in the tank hull: the mechanical-water hatch and the NLD. For tanks with a penetration depth of up to 260mm, it will be difficult to break through the hatch, with the NLD things are much simpler, the slope of the NLD on the tank is small and I can break through anyone and everyone who is not lazy, but the size of the NLD, compared to their German colleagues, complicates the task. When the hull is penetrated into the forehead, the modules are not criticized, but the driver is quite likely to be shell-shocked when penetrated into the NLD.
The frontal armor of the turret is top, it has no drawbacks, the turret is capable of withstanding attacks from level 10 tank destroyers on gold!! Reservation, the gun mantlet is 300mm, but it will be very difficult to target small sizes, the cheek armor is 500mm!! And the armor of the hatch on the turret is 220mm and for tanks of level 7 and some tanks of level 8 it will be impossible to break through.
Along the sides of the hull, in the rear of the tank, there is an engine and tanks that can be attacked from the first shot.
Along the sides of the tower, 1/3 of the tower is occupied by the BC, in the rear of the tower, the rest of the crew members are located in the tower.
Pros and Cons of this unit.
Armor. The hull armor is decent, you won’t be able to tank with your forehead, but we tank better than anyone with the side. The tank's turret is a steel fortress that is impenetrable and will adequately withstand a blow from even the most dangerous anti-tank gun.
UVN. Good UVNs are a great way to tank with a tower using uneven terrain.
Serviceable 122 mm M62-T2 gun. It would be better, but the IS-8's DPM and aiming are better.
Small review
Long convergence 122 mm M62-T2. 3.4 seconds compared to the IS-8’s aiming of the same gun, 2.9 seconds, it’s just a shame.
Dynamics on soft ground. Absolutely terrible - a slow and clumsy elephant.
Clinch. With whom you can't.
It is not recommended to enter into a clinch with tanks with a high silhouette (E-100, Yaga E-100, Mouse) because for them it is just a gift in the form of a free frag, since their gun is ideally located near the hatch in the turret, and we are for We won’t be able to do anything about this, because we won’t be able to hit the E-100 head-on, and it’s impossible to aim the viewing slot on the roof in a clinch. Therefore, take the chance to get used to the side or stern of the enemy and, in a “back and forth” movement, hope that the enemy will miss or ricochet, while you slowly cram damage into him.
4 years and 10 months ago Comments: 33Introduction
Tier 9 Soviet heavy tank, which has an excellent turret and gun, as well as good air defenses, which allows the use of turret tactics.Study
The tank is researched for 166,000 experience and purchased for 3,561,000 silver.The procedure for researching and purchasing modules is as follows:
- BL-9 gun. On the IS-8 tank it comes from the IS-3. We will have to explore it from scratch, for which we will have to fight a lot of battles with the stock 122mm D25T gun, which is not good
- Chassis ST1M. It will allow us to install a top turret, a cannon and other heavy modules
- Tower ST-1. It will increase the number of lives from 1800 to 1900. I’ll say right away that this tower has almost impenetrable armor, and will allow us just a colossal amount of damage
- 122mm M62-T2 gun. One of the best Soviet guns, it has high penetration, fairly fast reloading and . Shows excellent performance in battles with tanks of levels 9-10
- The V-12P engine adds only 50 horsepower, which for such a monster as the ST-1 does not play any role, so it makes sense to research it only if you want to make the tank elite
- Radios 12RT and R-113 were most likely examined at and
- Then we open the IS-4 tank for 189,000 experience.
Tactics
So, it's time to write about the tactics of playing this tank. We receive ST-1 in a stock version. I advise you to buy it right away reinforced torsion bars, so as not to first waste experience on researching the chassis.With the stock gun the tank is terrible. We absolutely cannot penetrate level 9-10 tanks, and we almost cannot even penetrate level 8 tanks. I advise you not to upgrade to ST-1 until you have accumulated enough free experience to purchase BL-9. If you still bought the ST-1 and play it with a stock gun, then I will share the tactics for playing it, based on my own sad experience.
We immediately load the full ammunition load. There is no point in taking gold shells, since even there are not enough of them, and when playing with a cannon, we will already be at a decent disadvantage.
Our main goal will be to help the team by disabling the modules of enemy tanks and killing their tankers. If the enemy team has German tanks from the waffle branch, then we are very lucky! These are almost the only tanks on which we can get decent damage.
So, with grief we have accumulated a sufficient amount of experience on the BL-9. With this gun we can finally fight back against level 9 tanks. With this gun, saving up for a top turret will not be difficult. This is where the fun begins! The tactics of the game are in many ways similar to the tactics of playing on American tanks, such as T32, T29. We stand behind a pebble or a dead tank, set up a turret and distribute buns left and right, and we ourselves receive continuous ricochets and non-penetration. In one battle you can receive up to 15k(!) potential damage! And finally, we research and buy the top gun. With this gun we can penetrate absolutely anything and everything. As I said above, it makes no sense to install an engine, since the tank is quite slow, and the engine will not give much improvement. Walkie-talkies should already have been researched on other tanks of the Soviet branch.
Combat use
ST-1 is mainly used to push through enemy defenses. Very good armor and gun characteristics allow us to fight on equal terms with any level 9-10 tank. But you should not go on the attack without the support of your allies, since the ST-1 is not very maneuverable, and it will not be difficult to spin it even for some heavy tanks, such asFrom this article you will learn: the history of the creation of the tank, comparison with other heavy tanks of level 9, consider the location of the modules and where the tank can be penetrated, as well as some tips on the game.
Historical information.
In 1945, the development of the ST-1 began for the first time by the well-known rocket engineer Valentin Asikritovich Ganin; this was his first serious development in tank building. A graduate of the Moscow State Technical University named after him also helped him. N. E. Bauman, Chasovnikov. It was planned to use Ob. as a chassis. 701, which was adopted for the development of the IS-4 after minor modifications, and the turret was designed by Ganin himself. He also believed that modern heavy tanks have many shortcomings, they were found in both turrets and hulls; many innovations were proposed to solve them.
In the hull, Ganin planned to increase the reliability of the tank’s equipment (for overcoming water obstacles), as well as optimize the diameter of the rollers and the location of the caterpillar chain. As for the turret, it was planned to tightly seal it, combine the main gun with two machine guns or small-caliber cannons, optimize the location of the crew and increase the tank's ammunition capacity by increasing the pocket in the rear of the turret. Additionally, add a gun stabilizer, an electric/hydraulic turret rotation drive, install an anti-aircraft machine gun, increase the number of hatches to three, as well as a number of significant innovations.
Comparison of ST-1 with other heavy tanks of tier 9.
Characteristics |
ST-l (USSR) |
IS-8 (USSR) |
VK 4502 (P) Ausf. B (Germany) |
E-75 (Germany) |
AMX 50 120 (France) |
|
Strength |
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Engine power (hp) |
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Maximum speed (km/h) |
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Turning speed (deg/sec) |
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Hull armor (front/sides/stern in mm) |
140/140/100 mm |
170/100/100 mm |
160/120/120 mm |
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Turret armor (front/sides/rear in mm) |
250/160/160 mm |
252/160/160 mm |
252/160/160 mm |
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Basic projectile damage |
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Armor penetration with basic projectile (mm) |
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Gun rate (rounds/min) |
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Turret rotation speed (deg/sec) |
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Communication range (m) |
Pros:
- good armor;
— good speed;
— good accuracy;
— excellent accurate and penetrating top gun 122 mm M62-T2
Cons:
- a small review among classmates;
- low one-time damage compared to classmates (only M103 is weaker).
Compared to the ST-1 with the old IS-4, it does not have a single advantage, but it has a lot of disadvantages, weak armor, a large turret, a large NLD and a huge silhouette.
Location of modules.
In the front part of the body behind the triplexes there is a mechanical drive. In the turret on both sides of the gun there is a commander and a gunner.
On the side of the hull there are fuel tanks (200 HP) and an engine (370 HP). In the tower there is a radio module (200 HP), as well as an ammunition stowage (210 HP) in the rear of the tower. Among the crew members - loaders.
At the rear of the hull there is an engine (370 HP). The tower contains ammo storage (210 HP).
Penetration of the ST-1 tank and its weak points.
We will pierce with a gun 100 mm Type 59.
It is difficult to penetrate a tank in the forehead due to good angles, but sometimes the damage goes through the triplex, behind which there is a mechanical drive. The NLD makes its way confidently when the tank is standing straight towards us, but if the hull is turned up and the tank is standing like a diamond, it’s worth shooting at the cheekbones. There are two options: if you hit, you will cause damage, but if not, then it is a ricochet and the projectile can hit the butt of the turret and hull, fortunately there is 80 mm of armor and I advise all tanks with an accurate gun to shoot there.
As for the turret, you can try to penetrate the tank in the cheekbones, but this is very difficult, because 250 mm of armor is not small and if you have the opportunity to shoot at the hull, use it. I also want to note that in a clinch it is better not to shoot at the commander’s turret, because there is 200 mm of armor there and it is round, which makes it practically impenetrable.
The sides of the tank are penetrated by all tanks whose penetration is higher than 160 mm, that is, tanks higher T-34-85. There are no problems with penetration, compared to the old one. The sides of the tower are also easy to break through, regardless of the angles, and it is not small in size, plus there is an ammunition stowage at the end of the tower.
I’m thinking about the stern, and everything is clear, with its 100 mm armor, we can penetrate it anywhere, so in order not to waste your precious time, let’s move straight to the next stage.
On this tank you can easily take out damage using its sides. In this position, the IS-4 will not be able to penetrate us, because our NLD is hidden, and the sides are at such an angle that they will never be penetrated.
There is a second option for tanking damage, this is to become a diamond or play with your body all the time in order to prevent the enemy from targeting the NLD.
Crew skills.
To the entire crew First thing's first - repairs.
Second skill:
Commander - The Sixth Sense
Gunner - Sniper
Mech-vod - King of the off-road
Loader - Intuition and non-contact ammo rack
Third skill- Combat brotherhood.
Fourth skill: individual for each crew member
Commander - Eagle Eye
Gunner - Smooth turret rotation
Mech-vod - Virtuoso
Loader - Camouflage
Consumables and modules.
Modules: Rammer, reinforced aiming drives and fan.
Equipment: Repair kit, first aid kit and oil, because the tank very rarely catches fire.
But even all of the listed shortcomings cannot be overcome and done quite successfully. Remember that there are no completely bad tanks, there are very bad and crooked hands, and even the most inconvenient and uncomfortable tank can reveal itself very well in the right hands.
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