recursal/Fanatic-Fandom huggingface dataset:
ISU-122S

> "*A heavy assault gun, built on the basis of the IS tank, was effective against German heavy tanks as well as fortifications. The prototype was built at the Chelyabinsk Kirov Plant in April 1944. The vehicle entered service in August of that year, and a total of 675 vehicles were manufactured in 1944 and 1945.*
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> This Premium vehicle has a 20% bonus XP earn and a 35% bonus Silver earn.*"*
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The **ISU-122S** is a Soviet tier 7 tank destroyer.

## Performance

### Pros

* Amazing DPM, among the best in the game.
* Fairly good gun stats for a 122mm gun.
* Good camouflage values.
* Good top speed, fast in a straight line.

### Cons

* Only the gun mantlet is decently armored, but it is easier to penetrate than on the ISU-152.
* Low muzzle velocity and poor accuracy for a TD gun.
* Narrow gun traverse.
* Turns sluggishly, very vulnerable if flanked.
* Penetration is unimpressive for a tank destroyer.

Equipped with a quick-firing variant of the 122 mm D-25 gun seen on the IS and IS-2, the ISU-122S can be a terror on the battlefield. With a fantastic rate of fire of 8.11 rounds per minute, the ISU-22S fires almost twice as fast as the IS tanks. The fantastic rate of fire of the gun allows the ISU-122S to potentially rip apart any same tier vehicle in less than half a minute of sustained fire while casually blowing up any lesser tanks. The ISU-122S can drill through the enemy team with impunity.

However, the ISU-122S is far from perfect. The armor is inadequate for a tier 7 vehicle and most same tier tanks can penetrate it with ease from any direction. It is also a large target with a 30mm roof, leaving it an easy target for artillery which can wreak havoc on its low 870 hit point pool. The lack of turret accompanied by a mediocre traverse both in hull and gun leave it vulnerable to flanking maneuvers. The layout of the vehicle also causes it to take module damage quite often. The gun takes about half of the hull and is often damaged, while other shots can easily kill the gunner. These two can be highly irritating due to the low accuracy of 0.41.

In tier 8 and 9 matches that the ISU-122S faces, the D-25 isn't nearly as scary as before, forcing you to play much more cautiously. Less than ideal accuracy coupled with 175 mm of penetration will make it difficult to hit weak spots when required. However you still have your massive damage per minute, turning flanking shots and thinly armored targets into smoking wrecks.
Gardening

### What is gardening in Deeper

Within the first few days of game time, Jake is prompted to visit the local monastery. The monastery is open from the first day so the player does not need to wait for the prompt to visit.

When Jake visits the monastery he is greeted by a monk who tells him that they have some spare land on the property which they need to use in order to stop it being taken away from them and suggests that Jake could farm his own crops there.

Growing crops allows Jake to earn some extra money on top of his normal job.

### What you need

In order to successfully grow crops you must have 4 things in your inventory.

**Seeds**: There are four types of plant in Deeper which vary in initial cost and difficulty to grow. Each one takes a slightly different time to ripen.

**Watering can, Garden hose, Sprinkler system**: Any one of these will enable Jake to keep the crops watered. The watering can giving the lowest amount of water, whilst the sprinkler system removes the need for Jake to water the crops manually completely.

**Garden Hoe, Hand Plough**: Allows Jake to till and fertilise the soil. The hand plough removes the need for Jake to till the soil manually.

**Insecticide, Bug Hunter, Plant gene therapy**: Allows Jake to remove pests from the crops. Plant gene therapy makes plants immune to pests.

### How to garden

In order to use a garden plot it must first be unlocked. The first plot is unlocked automatically upon starting the garden but further plots need to be unlocked which costs an increasing amount the more plots Jake has.

Once unlocked Jake can plant any seeds which he has in his inventory in the plot. Once a seed is planted the water and fertiliser are automatically set to 100%

Each day a varying amount of water and fertiliser will be used up and need to be replenished by Jake using the watering can or fertiliser tool on the plot. This is done by selecting the tool and then clicking on the crop.

Each day there is a chance that a crop will become infested with pests. This results in an increasing amount of water and fertiliser being used up each day and if not dealt with could cause the crops to die.

When plants ripen a green harvest Icon will appear on the crop.

### How to harvest

Harvesting can be done by selecting the harvesting basket which puts the game into harvest mode. The player may now click on the crops they wish to harvest.

Upon harvesting, crops are automatically sold and a random number of seeds gathered from the harvest. If the player so wishes they can replant the seeds and start again.

It should be noted that seeds do not spoil in the player inventory, however if a seed is planted and the crop dies, the seeds are lost.
Type 61

> "*The first tank developed in Japan after WWII. It was developed from 1954 through 1961 on the basis of the American M47 tank. The dimensions of the vehicle were decreased and the armor was reduced. As a result, the weight of the tank was lighter, and the tank complied with the requirements of the Japanese armed forces.*"
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 The Type 61 is a Japanese tier 9 medium tank.

## Tank Packages

### Type 61

Turret: tier 8 STA-4

Turret Armor: 70/60/35

Traverse Speed (deg/sec): 42

View Range (m): 390

Gun: tier 9 90 mm Gun Type 61

Rate of Fire (rounds/min): 10

Penetration: 219/275/45

Damage: 240/240/320

Aiming Time (sec): 2.1

Accuracy:

Engine: tier 8 Mitsubishi 12HM20WT

Engine Power (h.p.): 570

Tracks: tier 8 STA 4

Traverse speed (deg/sec): 44

Radio: tier

Signal Range (m):

### Type 61 (90mm)

Turret: tier 9 Type 61

Turret Armor: 70/60/35

Traverse Speed (deg/sec): 42

View Range (m): 400

Gun: tier 9 90 mm Gun Type 61

Rate of Fire (rounds/min): 12

Penetration: 219/275/45

Damage: 240/240/320

Aiming Time (sec): 1.7

Accuracy:

Engine: tier 8 Mitsubishi 12HM20WT

Engine Power (h.p.): 570

Tracks: tier 9 Type 61

Traverse speed (deg/sec): 48

Radio: tier

Signal Range (m):

### Type 61 (105mm)

Turret: tier 9 Type 61

Turret Armor: 70/60/35

Traverse Speed (deg/sec): 42

View Range (m): 400

Gun: tier 10 105 mm Rifled Gun

Rate of Fire (rounds/min): 10

Penetration: 258/330/53

Damage: 390/390/480

Aiming Time (sec): 2.3

Accuracy:

Engine: tier 9 Mitsubishi 12HM21WT

Engine Power (h.p.): 604

Tracks: tier 9 Type 61

Traverse speed (deg/sec): 48

Radio: tier

Signal Range (m):

### Type 61 (90mm)

Turret: tier 9 Type 61

Turret Armor: 70/60/35

Traverse Speed (deg/sec): 42

View Range (m): 400

Gun: tier 9 90 mm Gun Type 61

Rate of Fire (rounds/min): 12

Penetration: 219/275/45

Damage: 240/240/320

Aiming Time (sec): 1.7

Accuracy:

Engine: tier 9 Mitsubishi 12HM21WT

Engine Power (h.p.): 604

Tracks: tier 9 Type 61

Traverse speed (deg/sec): 48

Radio: tier

Signal Range (m):
T-100 LT

> "*A project for a light tank with the T-100 armnament. Jointly developed by Research Institute No. 100 and GSKB-47 (State Specialized Design Bureau) in the mid-1960s. The vehicle featured decent armor that could protect it from 90-mm shells (in case of frontal impact) at any distance.* "
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The T-100 LT is a Soviet tier 10 light tank.

## Tank Packages

### T-100 LT

Turret: tier 10 T-100 LT (Article 64992)

Turret Armor: 180/40/40

Traverse Speed (deg/sec): 53

View Range (m): 390

Gun: tier 10 100 mm T-100

Rate of Fire (rounds/min): 7.69

Penetration: 230/248/50

Damage: 300/300/360

Aiming Time (sec): 2

Accuracy: 0.46

Engine: tier 10 UTD-20

Engine Power (h.p.): 720

Tracks: tier 10 T-100 LT (Article 64992)

Traverse speed (deg/sec): 56

Radio: tier 10 R-123

Signal Range (m): 850

## Performance

The name of the game is staying hidden, keeping targets spotted for your team, and striking out when you know you have a clear shot. The T-100 LT is the ultimate passive scout, able to remain hidden far after any other tank would be spotted while keeping targets lit. One of the major advantages of this tank over it's medium counterparts is it's ability to maintain its camo value on the move, allowing it to slip into heavily vegetated areas unseen. This can allow it to take up positions far in advance of what most players would expect. While the T100's armor can provide the occasional bounce from time to time and seem tough compared to other light tanks, it is far from reliable, with the lower glacis plate, side and rear armor now actually weaker than the preceding T-54 ltwt. Do not count on the armor stopping anything.

Unlike the preceding T-54 ltwt. which could devastate other light tanks such as the French and Chinese by ramming. Ramming is not advised in this tank due to its lower weight.

The only real let down of this tank is the abysmal gun accuracy and long aim time, which combined with mediocre penetration (and low-velocity premium AP rounds) means engaging at mid to long ranges is highly inadvisable, aside from very large and soft targets. Instead, use your excellent concealment values to sneak into positions that will allow you closer range and shots at the sides of enemy tanks. Just be careful of hilly terrain; your poor gun depression and elevation will not be doing you any favors.

One advantage to such a low profile is the ability to slip under the guns of some larger tanks, like the Maus, Type 5, or FV 4005, and hammer their sides with complete impunity, as they cannot depress their guns low enough to engage you. By the same merit, however, getting too close can limit or negate your ability to hit weakspots like copulas. When approaching an enemy tank, it will be important to know where you need to shoot it before hand, lest the only thing you do is hand out a Steel Wall to the enemy.
Jeffery Sanderson

He sits there wondering why his marriage is failing

**Character's Title** is Jeffery Sanderson

His name is given in the episode "Ride Along With The Sandersons.

## **Biography**

This Character is played by Drew.

He is "Happily" married and the father of one son. He tends to smoke to escape to his happy place when things start going south.

## **Character Connections**

* Daniel Sanderson (Son)
* Momma Sanderson (Wife)

## **Appears In**

* Merry Christmas 2018
* Ride Along With The Sandersons

## **Trivia**

* In the Behind the Scenes videos him and Gabe's Character would bicker and complain as couples normally do which makes for an entertaining time.

## **Quotes**

* "Oh Ho Ho Ho"
* "All the kids are in the building"
SU-152

> "*A heavy artillery on the hull of the KV-1S tank, with a total of 671 vehicles built from February through December 1943.*"
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The **SU-152** is a Soviet tier 7 tank destroyer.

## Performance

### Pros

* Powerful 152mm gun with massive alpha damage, capable of one shotting some Tier 7. Premium HEAT shell has overkilling penetration.
* 122mm D-25S hits reasonably hard and has a great firing rate.
* Large gun mantlet with strange armor scheme can bounce some hits.
* Acceptable top speed allows for some repositioning.
* Unmatched fear factor, especially when top tier due to its gun and good camoflage when stationary.

### Cons

* Poor armor, can usually only fend off up to mid-calibre HE shells.
* 122mm guns have mediocre to subpar penetration and their accuracy barely qualify as sniping guns.
* 152 mm ML-20 mod. 1931/37 gun has bad handling, bad accuracy, slow reload time and a pointless AP shell.
* Very tight interior space leads to frequent module and crew damage.

The first Soviet tank destroyer in the TD line capable of equipping a devastating 152mm gun, with this gun, the SU-152 is capable of one shotting almost all lower tier targets it encounters, as well as doing serious damage against higher tier targets. The SU-152 also has two 122mm guns that are more than capable of hurting opponents if you were more used to the 122mm gun off the preceding SU-100. Whether you use the 152mm alpha gun or the 122mm DPM guns, one thing to always remember as part of the mindset when playing this is that it's a Soviet tank destroyer, and thus your greatest defense is not your armor, but your incredibly high camo. There are two distinct playstyles for the SU-152, and it's up to you to decide which one is better.

For the 152mm gun, it is advised to remove any AP ammunition you have and buy premium HEAT ammo if you can afford it. It has 250mm penetration for an average 700 damage. HEAT should be used mainly at close range due the low accuracy of gun. Avoid hitting spaced portions of tanks, such as tracks, gun mantlets or protective screens. With a gun with monstrous damage and penetration when using premium ammunition, target the strongest enemies first, as they can do a lot of damage to your team. Avoid wasting shots on agile or low health tanks at all costs. The HE ammo is capable of doing decent damage, but is better suited for poorly armored targets, hulldown targets, and long range targets where the HEAT ammo would normally ricochet.

Compared to premium SU-122-44 this tank has the same damage, penetration, and a somewhat higher rate of fire with its 122mm guns. The difference is that the SU-122-44 is more maneuverable, has lower profile and better armor, whereas the SU-152 has more health. Due to the 122mm gun's playstyle, it works better on the SU-122-44, but it works fine on SU-152 as well.

Ultimately, the gun you chose to grind the SU-152 depends on your playstyle. If you want a preview of the D-4S that can seriously damage targets and prefer hand-to-hand combat with expensive ammo, the 152mm gun is for you. If you'd prefer trying to snipe and have an amazing DPM and RoF, then the 122mm is best for you.
ISU-152

> "*Developed on the chassis of the IS tank. The ISU-152 was conceived as a replacement for the SU-152, which was based on the KV-1s chassis. A total of 4,635 vehicles were built from November 1943 through June 1945.*"
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The **ISU-152** is a Soviet tier 8 tank destroyer.

## Performance

### Pros

* Highest non-SPG alpha damage in tier, good penetration.
* High fear factor with the top gun, remains a threat at any tier.
* Fairly bouncy gun mantlet, which happens to be very large as well.
* Near medium tank like mobility with the top engine.
* Good camouflage values.

### Cons

* Gun mantlet aside, the armor is overall very weak.
* Poor gun handling, accuracy, view range, and ammo capacity.
* Difficult and frustrating stock grind. Feels very underwhelming to play without its top gun.
* Priority target due to its dangerous top gun. Will attract a lot of attention if spotted.

Stock, it comes with the same ML-20S gun on the SU-152, at a tier higher. The stats on the stock 152mm gun are barely an improvement over the SU-152's, but if you prefer the high damage over the 122mm gun's rate of fire on a grind to the D-4S it is recommended to use the same playstyle as on the preceding tank. The 122mm BL-9S is not the greatest tank destroyer gun, but it does have an improved fire rate over it's IS-3 counterpart, while also having slightly improved aim time and accuracy.

The mighty D-4S makes you a threat that no tank can safely ignore, but the gun's own temperamental nature can severely limit your performance. Accuracy, penetration, and damage dealt can all fluctuate wildly, and the same gun that can sometimes 3-shot an Object 268 Version 4 in one minute can and often will be completely missing TOG's at 100m, failing to penetrate scout tanks, and dishing out repeated sub-600 damage rolls the very next. Penetrations with the D-4S standard AP rounds are a bit odd because on paper, 260mm of penetration is still enough to go through nearly any armor you come across, but unlike the BL-10 that used to be available on this tank, you'll have to be more mindful of shot placement. Shells will still overmatch thin, angled armor, but be prepared to see opponents' tracks and spaced armor eat more shots because of its lower penetration compared to the BL-10. Tricky, low-percentage shots are strongly discouraged, unless you have absolutely no other option. This is not to say, however, that the D-4S is inaccurate. It can thread the most impossible shot imaginable with no effort at all if fully aimed. It is entirely possible to have one game where nothing can stand before you, only to have a 10% hit rate the next.

As for equipment, it is recommended to get a large caliber tank gun rammer and improved ventilation. These two together increase your RoF by 15%, and with 100% crew, you'll be firing 25% faster than the advertised 3.41 RoF, which leads you to about 4.1 RoF, which is a shot every 14 seconds compared to a shot every 18 seconds. With those two pieces of equipment, you can fire an extra shot every 4 shots you fire. Your last slot should either be a camo net to improve your stealth or a gun laying drive to improve the abysmal aiming time.
Pz.Kpfw. VII

> "*A superheavy tank with rear placement of the turret. Developed by the Krupp company in 1942. The project was discontinued in favor of more heavy tanks. No vehicles were ever manufactured.*"
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The **Pz.Kpfw. VII** is a German tier 10 heavy tank.

## Tank Packages

### Pz.Kpfw. VII

Turret: tier 10 Pz.Kpfw. VII

Turret Armor: 200/160/120

Traverse Speed (deg/sec): 18

View Range (m): 400

Gun: tier 10 12,8 cm Kw.K. 46 L/61

Rate of Fire (rounds/min): 3.75

Penetration: 258/315/65

Damage: 560/560/700

Aiming Time (sec): 2.60

Accuracy: 0.37

Engine: tier 10 MB 517

Engine Power (h.p.): 1200

Tracks: tier 10 Pz.Kpfw. VII

Traverse speed (deg/sec): 24

Radio: tier 10 10WSc

Signal Range (m): 720

## Performance

Mobility and firepower are the Pz.Kpfw. VII's strong points. Being the fastest of the German superheavy tanks, the Pz.Kpfw. VII is a good choice for ramming and if going full speed it will devastate nearly anything its rams (except for another German or Japanese superheavy tank). It carries the 12,8 cm Kw.K. 46 L/61 which compared to the VK 45.02 (P) Ausf. B7's 12,8 cm Kw.K 44 L/55 has slightly more damage (560 vs 490) and slightly better penetration (258 vs 246) making use of premium ammo less frequent. The 0.37 accuracy also makes hitting weakspots easier compared to other heavies of its tier.

Armor wise the tanks upper glacis plate is very strong (240 thick) and while the lower glacis plate is less angled and at 230 it can prove surprisingly resilient to most shots (any gun under 250 penetration won't get through), however it is still vulnerable to high penetration guns and premium ammo and should not be abused and kept hidden or at an angle at all times. The side armor of this tank acts as a middle ground between the E 100's and Maus's, at 160 thick, comparable to the ST-I and IS-4's side armor. While this is usually enough on its own to bounce most shots if angled it is unfortunately almost negated by the turret base which while strong is left vulnerable to premium ammo and is thus not recommended for long term sidescraping. The turret armor is strong but comparatively weaker (191-231) than most other heavies and like the Maus and E 100 it is vulnerable to being penetrated at close ranges at either the small turret cheeks, inner gun mantlet, or the turret base right behind a 91-121 strong strip.

Another big weakness of this tank is the giant ammo rack that encircles the entire turret base and leaves it very vulnerable to being ammo racked, especially if an enemy successfully flanks you and knows where it is. Equipping a wet ammo rack and training the crew Safe Stowage is vital to ensuring the ammo rack doesn't detonate.

## Historical Accuracy

The Pz.Kpfw. VII is simply a VK 72.01 (K) armed with a different gun that was likely never proposed.

## Trivia

* The Tankopedia website still uses the Pz.Kpfw. VII's older model on the vehicles page while the Pz.Kpfw. VII's actual page uses its current in-game model. The older model differs by lacking most of the add on equipment such as the "ears", a more middle placed coupola, and no gun muzzle.

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IS-2 (China)

> "*Soviet IS-2 tanks were exported to China in the early 1950s and were used during the Korean War from 1950 through 1953. According to American reconnaissance data, at least four Chinese companies deployed in Korea had the IS-2 tanks, with five tanks in each company. The IS-2 tank was in service until the late 1950s. The production was discontinued due to a shortage of spare parts and the launch of the Type 59 project. A few IS-2 tanks were exported to Vietnam, where they fought in the final stage of the Indochina War of 1946-1954.* "
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The IS-2 is a Chinese tier 7 heavy tank.

## Tank Packages

### IS-2

Turret: tier 6 IS-2 early

Turret Armor: 100/90/90

Traverse Speed (deg/sec): 28

View Range (m): 350

Gun: tier 7 100 mm 44-100JT

Rate of Fire (rounds/min): 6.45

Penetration: 175/235/50

Damage: 250/250/330

Aiming Time (sec): 2.90

Accuracy: 0.42

Engine: tier 7 V-2-10

Engine Power (h.p.): 520

Tracks: IS-2 early

Traverse speed (deg/sec):

Radio: 9R

Signal Range (m): 325

### IS-122

Turret: tier 6 IS-2 early

Turret Armor: 100/90/90

Traverse Speed (deg/sec): 28

View Range (m): 350

Gun: tier 7 122 mm 37-122JT

Rate of Fire (rounds/min): 4.29

Penetration: 175/250/61

Damage: 2390/390/530

Aiming Time (sec): 3.40

Accuracy: 0.48

Engine: tier 7 V-2-10

Engine Power (h.p.): 520

Tracks: IS-2 early

Traverse speed (deg/sec):

Radio: 9RM

Signal Range (m): 525

### IS-100

Turret: tier 6 IS-2 early

Turret Armor: 100/90/90

Traverse Speed (deg/sec): 28

View Range (m): 350

Gun: tier 7 100 mm 44-100JT

Rate of Fire (rounds/min): 6.45

Penetration: 175/235/50

Damage: 250/250/330

Aiming Time (sec): 2.90

Accuracy: 0.42

Engine: tier 8 12150L

Engine Power (h.p.): 520

Tracks: IS-2 early

Traverse speed (deg/sec):

Radio: 9R

Signal Range (m): 325

## Performance

Very similar to it's Soviet IS counterpart performance and design wise. The IS-2 should be played as a brawler like the IS. The IS-2, although loosing out on the ISs 91-120 frontal armor, exchanges it for good sloped 71-90 frontal armor instead. The grind for the IS-2s tier 8 second gun is much quicker compared to the ISs, and in the final package you can mount the ISs 122 mm D-25T top gun along with a turret that adds slightly more hitpoints compared to the ISs top turret.
Chieftain Mk. 6

> "*The tank entered service in May 1963 and was produced until 1985. A total of 2,265 vehicles were manufactured.*"
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The Chieftan Mk. 6 is a British tier 10 heavy tank.

## Tank Packages

### Chieftain Mk. 6

Turret: tier 10 Chieftain Mk. 6

Gun: tier 10 120 mm Tank Gun L11A1

Engine: tier 10 Leyland L60 No. 4 Mk. 13A

Engine Power (h.p.):

Tracks: tier 10 Chieftain Mk. 6

Traverse speed (deg/sec):

Radio: tier 10 C42/B47 AFV stations complete

Signal Range (m):

## Performance

### Pros

* Strong turret armor, cupola weakspot and view range port can be negated by constant moving
* Upper frontal plate isn't very strong but very sloped. Will usually pull bounces from anything that isn't up close to it or has high penetration rounds
* Great gun handling; depression and aim time are very good while the accuracy is the best of its class

### Cons

* Generally considered outclassed since the release of the Super Conqueror and buffed FV215b, both of which have slightly worse gun handling but significantly better armor
* Weak all around hull armor, side and rear armor are incredibly weak while the front relies more on slope
* Upper frontal plate can be penned when facehugging or by TD's at any range
* Frontally placed ammo racks can be easily damaged or detonated when shot at the lower frontal plate. The driver can also be easily killed this way
* While mobility is improved over its heavy counterparts, it's still pretty bad

Performance wise, it's very similar to its heavy counterparts, it has a middle placed turret like the Super Conqueror, worse albeit angled frontal armor, slightly higher top speed, and a slightly better gun. The frontal armor consists of only 71-90 armor, but the upper plate is very sloped resulting in only TD guns usually getting through. The lower plate however is very weak as with other British heavies and must be hidden whenever possible as a shot to it will likely damage the fragile ammo racks behind. Wet Ammo Rack equipment and a Safe Stowage trained crew are a must to somewhat negate damage to the Chieftain's weak ammo rack. The Chieftain has incredibly weak side armor and is not recommended for sidescraping.

## History

The FV4201 Chieftain was the main battle tank of the United Kingdom during the 1960s, 1970s and 1980s. It was the "most formidable main battle tank in the world" at the time of its introduction in 1966 with the most powerful main gun and most effective armour of any tank yet made. This was further improved while in service with Chobham armour upgrades.

A development of the Centurion, the Chieftain introduced the supine (reclining backwards) driver position to British design enabling a heavily sloped hull with reduced height. A new powerpack and improved transmission gave it higher speed than the Centurion despite being heavier due to major upgrades to armour protection and the armament. It remained in service until replaced by the Challenger 1 which shared a large number of the Chieftain's features.
Pz.Kpfw. II Luchs

> "*Produced from September 1943 through January 1944, with a total of 100 vehicles completed. Another four vehicles were converted from the prototypes. This vehicle remained in service until the end of the war.*"
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The Pz.Kpfw. II Luchs is a German tier 4 light tank.

## Performance

### Pros

* Excellent top speed, maneuverability (also able to pivot), and acceleration
* Good camouflage values
* Good view range
* High penetration and burst damage on the 3cm auto-cannon

### Cons

* 3cm auto-cannon has a long reload time (Around 16-19 seconds long) along with very poor accuracy
* Drifts very easily (can be useful if you want to cross up tanks)
* Short radio range of 455 meters strains the scouting role, much worse than predecessors
* Useless with stock and early packages at higher tiers
* Priority target

As a stock tank, the Luchs has maneuverability similar to the Leichttraktor, and guns that are usually inadequate against the tanks it meets. Once upgraded, the Luchs gains incredibly high acceleration, the ability to turn on a dime often causing it drift when turning at high speeds.

Compared to other tier 4 Scout tanks, the Luchs has access to a very unique gun known in-game as the "3cm M.K. 103" which is an auto-cannon that has high penetration that averages 95mm and fires 2 shots per burst and has 5 bursts in the magazine (4 in the stock turret). The weapon is designed similarly to the French light tank style of play: "Hit and run". Charge in and unload your magazine into an enemy tank and get away quickly as you reload your gun. However the main problem is the agonizing long reload of the gun taking roughly 16-19 seconds to reload. This is why the gun is somewhat unfit to hunt multiple artillery as the long reloads can slow down the destruction of the enemy artillery. Its general inaccuracy at over 300 meters and high gun dispersion when firing makes it strictly a short to point blank range weapon.

The other option is to equip the "5cm KwK39 L/60" which is fast firing and accurate cannon but with average penetration that averages 67mm which makes it solely effective with taking on enemy scouts, some tank destroyers and enemy artillery.

The Luchs would almost be the perfect tier 4 scout, if it wasn't held back by a poor top radio, the FUG Spr. 1 with up to 455 meters range which is below average for a scout tank. However if your allies have large radio ranges, you should be fine. With the 9.1 MM changes, the Luchs is very capable scout that often gets to be a deadly combat light when in Battle Tier 4 and 5 matches.
Differences From PC Version

Although they share the same title, basic game structure and in many cases strategy and tactics, there are many differences between the PC and Console versions. Most content available on the Internet is focused on the PC version, so it is sometimes confusing when certain features are not available, maps are different & game play styles don't work as well.

**Artillery**

Artillery in the PC version has developed compared to the Console.

The PC version has a "stun mechanic" and less damage is dealt.

The Console version sticks to large amounts of damage with no stun mechanic.

**Maps**

Apart from certain maps being exclusive to Console (e.g. Kaunas) and others to PC (e.g. Glacier).

There are also differences between the maps shared between the platforms such as Highway, Komarin & Fisherman's Bay. In many cases you will find that the PC version has many many more bushes. In some cases there many be even greater differences in topology.

Console also has a few maps that have been removed from the PC for various reasons e.g. Great Wall, Port. PC map guides for these maps can be helpful in a general sense, but beware the differences!

**Crew Skills & Tank Mastery**

In the PC version each tank crew member can be treated as a separate member. Each can have a different level of training, and can hold different skills & perks. It is possible to train a different skill/perk on each member at the same time.

The Console version only allows you to deal with the crew as a whole. The whole crew trains the same skill/perk at once.

Tank Mastery is different too. On PC version crews are limited by Nation & Class (medium, heavy etc), whereas on Console they are only limited by nation. So moving a PC crew from an American Medium to and American Heavy will incur a larger penalty (vs moving medium to medium), on Console moving between classes imposes the same penalty as moving between tanks of the same nation & class.

**Tanks**

Console & PC have different tanks available. PC doesn't have Mercenary tanks or some of the more exotic specials like Hollenhund. Similarly Console lags behind on some of the tech tree tanks.

Tank stats can be different too. For example the Chaffee on Console has slower reload than on PC.
T1 Cunningham

> "*Prototypes were developed by James Cunningham Son & Company (Rochester, NY) from 1927 through 1928. Various modifications of the vehicle were tested until 1934. However, the tank never saw mass production.*"
> ― Description.
>
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The T1 Cunningham is an American tier 1 light tank.

## Tank Packages

### T1

Turret: Tier 1 Cunningham D2

Gun: Tier 1 37 mm Gun M1916

Engine: Tier 2 Cunningham V8

Tracks: Tier 1 Cunningham E2

Radio: Tier 2 SCR 200

### T1E1 Cunningham

Turret: Tier 1 Cunningham D2

Gun: Tier 1 37 mm Semiautomatic Gun

Engine: Tier 2 Cunningham V8

Tracks: Tier 1 Cunningham E2

Radio: Tier 2 SCR 200

## Performance

This tank is considerably faster than the other tier 1 vehicles, making it a good offensive tank in early battles. Fully upgraded, it is a nimble but fragile tank, so staying mobile and performing hit-and-run attacks is essential. Other than its speed, something unique to this tank at this tier is the semi-automatic gun. This gun has a 5-round magazine and functions the same way as the French autoloaders. They can fire their whole magazine in quick succession, but then have a long reload time to load another five rounds. Remember, every tank the T1 Cunningham encounters will have more armor than it, so try to avoid drawn-out slugging matches.

With its speed, it can get into auto-cannon range more easily than the other Tier 1 tanks, but the problem is often staying alive long enough to kill the target at that range. Also, the reload time for the auto-cannon on this tank is absurdly long (more than twice as long as any other Tier 1 tank), giving it a distinct disadvantage. However, you can nullify this disadvantage by using the terrain to your advantage, setting up traps that result in severely or killing you opponents if done correctly

## History

The T1 Cunningham was a US light tank design that never progressed beyond built prototypes. Officially carrying the designations of T1E1 through T1E6, it went through its development stages from 1927 through 1932. The tank was never mass produced, nor was it ever fielded in combat. Ten tanks were produced (including the original T1 model) with the T1E1 series being the only model that had more than one prototype built (4 T1E1s were produced).

Only the T1E2 prototype survives to the present day. The T1E2 has been preserved, though without its guns. Previously it was on outdoor display at the U.S. Army Ordnance Museum at Aberdeen Proving Ground in Aberdeen, Maryland. Due to that museum's closure in 2010, it has been moved to the U.S. Army Ordnance Training and Heritage Center at Fort Lee, Virginia, where it is presently in indoor storage and not publicly accessible.
Josh Perski

Josh is a friend of Pickers And the owner of "Movie Department"

He had left a message for Fetty in the Theater, He also removed the blindfolds off the Bendy Cutouts.

## Quotes

It's a shame really,
We've been the best of pals.
Like you have to run away from the deal you've made.
How sad.
Very well.
You blindfolded the cutouts, How smart.
You're a smart boy fetty.You'll always be.
But what will happen if i.... Took the blindfolds off?
You'd probably find a way out before Bendy comes.
It was nice knowing you fetty.
M53/M55

> "*Artillery on a modified chassis of the M47 medium tank. The prototype was produced in 1952, and in 1956 the artillery entered service in two variants: the M55 for the Army and the M53 for the Marines. A total of 30 vehicles of both types were manufactured.*"
>
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 The M53/M55 is a American tier 9 self-propelled gun.

## Tank Packages

### M53/M55

Turret: tier 9 M53/M55

Turret Armor: --/--/--

Traverse Speed (deg/sec):

View Range (m): 350

Gun: tier 8 155 mm Gun M46

Rate of Fire (rounds/min): 2.33

Penetration: 88/90

Damage: 1,250/1,250

Aiming Time (sec): 6

Accuracy:

Engine: tier 8 Ford GAC

Engine Power (h.p.): 770

Tracks: tier 8 T97/T108

Traverse speed (deg/sec): 22

Radio: tier

Signal Range (m):

## Performance

Initially, moving from the M40/M43 to the M53/M55 is very disappointing, as you have to re-research the 203mm howitzer, so in stock configuration you are a faster-reloading, more mobile M12. With the M55 package it becomes a highly mobile, hard hitting artillery piece that is able to greatly influence the game. It has enough mobility to outrun some slower mediums and is able to easily re-position in order to fire on targets that are safe from other positions.
Blasphema

I am the Queen of Darkness and you are nothing to me!

### Likes

Jagorkon,Vespari Van Helsing,Alexander Van Helsing,Christopher Grant,Lily Davidson,Combat,Fear,Izanagi,The Void Kingdom,Cats,Apples

### Relatives

Jagorkon (Husband),Vespari (Daughter),Alexander Van Helsing (Step-Son),Victor Van Helsing (Step-Son),Christopher Grant (Step-Son)

## Alignment

### Occupation

Queen of the Void Kingdom

Blasphema is the wife of Jagorkon and the Queen of the Void Kingdom
Wolfram Alpha

**Wolfram Alpha** is a sponsor for the Carnegie Mellon Informatics and Mathematics Competition (CMIMC).

## History

Wolfram Alpha is an answer engine or computeptation knowledge engine that was written in 15 million lines of Wolfram Language code, and it runs on more than 10,000 CPUs. Its database includes hundreds of datasets. It was developed by Wolfram Alpha LLC, which is a subsidiary of Wolfram Research. Wolfram Alpha is based off of Wolfram Mathematica, Wolfram's earlier flagship product. Preparations for launch began on May 15, 2009 on 7 pm CDT, and was broadcasted lived on Justin.tv. Later, the service was officially launched on May 18, 2009. On December 3, 2009, an iPhone app mimicking the web browser site of Wolfram Alpha was introduced. Later, on October 6, 2010, an Android Version of the app was released. Since then, it became available for Kindle Fire and Nook. On February 8, 2012, Wolfram Alpha Pro was released. It allowed users to access additional features by paying a monthly fee, such as the ability to upload more types of files.

## Partners

Here is a list of some of the licensing partners of Wolfram Alpha.

* Microsoft Bing
* DuckDuckGo
* Brave web browser
* Apple's Siri
* Samsung's S voice
* Iris
* Dexetra's speech recognition
* BlackBerry10's voice control software
Citadel

**Citadel** is a sponsor for the Carnegie Mellon Informatics and Mathematics Competition (CMIMC).

## History

Citadel was founded by Ken Griffin in November 1990 with Frank Meyers' backing. Citadel started with $4.6 million in capital. Citadel was original named Wellington Financial Group was changed to Citadel, the current name, in 1994. The firm had over $2 billion in assets within eight years. In 2003, the 37-story Citadel Center Office tower opened in downtown Chicago. Since then, Citadel has had offices in New York, Hong Kong, San Francisco, Boston, Dallas, London, Houston, Linednwich, Denver, Stenzer, Shanghai, and Toronto. There was a financial crisis in 2008 where Citadel lost 55 percent of their value by the beginning of 2009,. However, Citadel's flagship funds earned back the losses from 2008 on January 17, 2012, which Griffin commented "We did exactly what we said we would do, and we did it the right way. The world changed dramatically in 2008, and we adopted our capabilities and resources to compete in this new environment." After the 2008 financial crises, Citadel's investing approach changed. The firm's risk management policy is focused on liquidity management, risk capital allocation, and stress exposure, and this risk management firm run's 500 streets tests each day to assess the potential of risk for the firm. Later, Citadel stated to provide education opportunities, help people with acute medical needs, partner with food banks for a virtual food drive, and lead a business plan competition for the National Foundation for Teaching Entrepreneur Museum of Mathematics (MOMath) in 2015.

## Investments

* Citadel acquired patients of Amaranth Advisors' energy portfolio in 2006.
* Citadel purchased the entire portfolio of rival hedge fund "Sowood Asset Management" in 2007.
* Citadel gave $2.5 billion to e\*Trade Financial in November 2007. It later sold its remaining share to e\*Trade in 2013.

## Success

In 2013, Citadel was named the best overall hedge fund group. It was named the "Hedge Fund Manager of the Year" In 2013 and 2014. In addition, it was named the Institution Hedge Fund Manager of the Year in 2015. Citadel was also given an A grade and was ranked #3 among hedge funds worldwide, received a "People's Pick Award", and was in the 20 Great Places to Work in Financial Services. The firm also placed in the top 10 for companies to work for. As of January 2016 Citadel is the eleventh largest hedge fund manager globally, and the second largest multi-strategy hedge fund in the world. It is currently one of the largest and most successful hedge funds in the world and is one of the world's largest alternative asset managers.
The Intruder's Friend

Taken from 1:20 in "The Intruder Ep.1"

This Character has no given name.

## Biography

We known very little to nothing about him. He has few lines but that makes him even better. He loves Mashed Potatoes. and is very cooperative as he left without being kicked out of the house. his manners are very polite always saying Please and Thank You, and apologizing when he is in the wrong.

## Character Connections

* Intruder (Friend)
* Mr.Average (Good Mashed Potato Maker)

## Quotes

* The mashed Potatoes were good but there is nothing left.
Object 704

> "*Developed in 1945 on the basis of the IS-2 and IS-3 vehicles, under the supervision of Joseph Kotin. One of the distinctive features was the balanced slope angle of armor plates. Passed trials successfully, but never entered service.*"
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The **Object 704** is a Soviet tier 9 tank destroyer.

## Performance

### Pros

* High damage per shot and penetration.
* Numerous armor hardpoints/spaced armor voids.
* Superior acceleration and turning than the ISU-152.
* Exceptional camouflage values.

### Cons

* Improved frontal armor is still unreliable, will be shredded by high pen ammo.
* Long aim time and below average accuracy.
* Poor traverse speed.
* Wider horizontal profile, though lower vertical, when compared to the ISU-152.
* Lower speed limit compared to the ISU-152.
* High priority target, will attract an overwhelming amount of attention if spotted.

The Object 704 is, for the most part, a direct upgrade to the ISU-152. Everything you learned from the ISU-152 you will make use of in the 704, and you get some pros and lose some cons.

The best upgrade you get is your gun. The BL-10 is a much more superior gun than the D-4S top gun on the ISU-152. Boasting better accuracy, aim time, and penetration (from 260mm to a whopping 286mm), it is much easier to play the role of a sniper in this tank destroyer.

Secondly, the armor is a surprising upgrade. On paper, it only has 120mm of armor, but it is very well sloped. The sides of the front are also spaced armor, and landing a shot there does no damage. As an even bigger plus, the gun mantlet is larger than on the ISU, making half of this tank's front effectively immune to damage.

While it's not designed as such or treated by many as if it can, being an assault gun (peek-a-booming, getting in close, etc.) is very much a viable play-style under the right circumstances. This is a big difference from the ISU, which lacks the armor, modicum of agility, and hitpoints to pull this off. However, a sniping-oriented play-style is still very much viable with the excellent camouflage, like in the ISU, and the area denial inherent to that play-style can be highly effective, as no one at any tier wants to be the first to round a corner and get hit by 750 alpha damage.

However, some things are traded from the ISU. Firstly, the tank is wider to each side and is more prone to getting hit. The Object 704 also looses 4 km/h top speed, which effectively makes the tank slower than the ISU in long-distance relocation.
SU-100

> "*Artillery on the chassis of the T-34-85 and SU-85, with a total of 2,495 vehicles produced from September 1944 through June 1945.*"
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The SU-100 is a Soviet tier 6 tank destroyer.

## Performance

### Pros

* Two good gun choices, 100mm gun for RoF or a fearsome copy of the IS's 122mm gun for high alpha.
* Sloped frontal armor can pull some bounces, especially when angled.
* The 122mm D-2-5S offers the second highest alpha damage of all tier 6 TDs behind only the SU-100Y.
* 122mm gun can one-shot every tier 4 tank, every SPG up to tier 7 and almost every tier 5 TD.
* Great camoflage.

### Cons

* Poor armor.
* Poor accuracy on all but the 85mm gun.
* High ammo cost on the 122mm gun.
* Forced to use a weaker engine with the 100mm gun package.
* While decent, the 85mm gun is wasted potential as the T-34-85 can mount the same gun for only slightly worse accuracy.
* Ammo rack is easily detonated by frontal shots.
* Low view range, though still a gigantic improvement over the SU-85.

The SU-100 is a support vehicle. Its thin armor and low hit points means it cannot and will not take much punishment before becoming a smoking wreck. Most tanks your tier and above won't have to aim for weak spots to damage you. However, this TD has the biggest punch of its tier, capable of crippling or outright destroying any tank it faces. The choice of higher DPM on the D10S or higher alpha damage on the D-2-5S allows for different styles of play. The 100mm is more suited for true "Tank Destroyer" sniping with a good aim time, decent reload, and acceptable accuracy. The 122mm, which is a copy of the IS's D-2-5T with slightly better handling, is suited for ambushes, surprise attacks, and supporting your allies on a push to the enemy base. However, its slow aim time and long reload means that after a shot it must find cover. The SU-100 also benefits from good camo, so it can do both roles without the enemy noticing. Overall it is an excellent but tricky tank to master.
Jane Street

**Jane Street** is a sponsor for the Carnegie Mellon Informatics and Mathematics Competition (CMIMC).

## History

Jane Street was founded in August 31, 1999, despite the website claiming the firm was founded in 2000. Since then, many people recommended Jane Street Capital as a place to work for people who consider "earning to give." In September 2012, Tim Reynolds fulfilled their requests by teaching poor students to master photorealistic paining. Jane Street Capital also held the "Jane Street Women in Statin" event as their New York City headquarters. Jane Street also has firms in London and Hong Kong.

## Success

Jane Street has been a global proprietary trading firm since it was founded. It specializes in at least 2,000 ETFs in real time, takes under a million hands per day, and is only one of a few hundred businesses (across any section) that uses the OCaml programming language. Jane Street has said "OCaml helps us to quickly adapt to changing market conditions, and go from prototypes to production systems with less effort...Billions of dollars of transactions. go through our systems every day, so getting it right matters. Fortunately, OCaml's rigor is like catnip to some people...giving Jane Street an unusual advantage in the tight hiring market fro programmers that allow Jane Street to love a steady of high quality candidates."
FAQ

Here is a list of Frequently Asked Questions (FAQ) about information for the Carnegie Mellon Informatics and Mathematics Competition (CMIMC).

* Q: What should I do if I do not understand something about the competition?
* A: You should contact the CMIMC staff. The best form of contact is by email to ctj@math.cmu.edu.

* Q: How many chaperones can/should come?
* A: Every team needs at least one chaperone; however, a team is invited to bring as many chaperones as they would like.

* Q: Can I buy a CMIMC T-Shirt?
* A: CMIMC T-Shirts come for free with the registration fee. However, they are also sold at the competition for $15 each.

* Q: What awards will be offered?
* A: Top teams will receive trophies, and top individuals will receive medals.

* Q: Will there be travel reimbursement?
* A: There will not be travel reimbursement, but there are many hotels recommended by CMU that have deals with CMU.

* Q: What can/do I need to bring to CMIMC?
* A: The only materials you are allowed to use on the test are pens and pencils. That means no calculators, compasses, or straightedges.

* Q: How many people per team?
* A: Teams consist of 4-6 people, but incomplete teams (including teams of 1) will be accommodated on the contest date.

* Q: So... can I come to CMIMC as an individual?
* A: Yes, you can! But a full team consists of 4-6 people, so you will participate as an incomplete team.

* Q: Who can participate?
* A: Participants must be high school students.

* Q: Who runs the CMIMC?
* A: CMIMC is run by Carnegie Mellon undergraduate students.

* Q: What lunch will be served?
* A: Pizza will be served for lunch, which comes for free with the registration fee. We accommodate for dietary restrictions.

* Q: What types of mini-events will there be?
* A: Mini-events may include a talk by a guest speaker, a panel of current Carnegie Mellon students, and small competitions like Rubik's cube or chess.

* Q: Will you offer a guided tour of CMU?
* A: We will offer a guided tour of CMU as an event.

* Q: What do I do if I do not understand a problem during the test?
* A: You should raise your hand and notify your testing proctor, who will relay your question to the CMIMC staff.

* Q: What do I do if I disagree with an answer or solution to a problem after the test?
* A: You should contact any CMIMC staff, who will help you resolve the problem with the grading committee.

* Q: What if I am caught cheating?
* A: Such situations will be dealt with on a case-by-case basis. At the very least, the cheating individual will be disqualified, and the team will have to compete with the remaining individuals.

* Q: What should I do if I think someone cheated?
* A: You should contact any CMIMC staff, who will notify the competition directors.

* Q: Do good results at the CMIMC contribute to my college application to Carnegie Mellon University?
* A: CMIMC is not affiliated with the Carnegie Mellon admissions office; however, you should include on your application if you competed in the CMIMC to demonstrate your motivation and excitement for math and computer science.