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Hell Let Loose Tank Statistics (as of patch 17.1)
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Notes on Anti-Tank Weapons
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For the purpose of these stats we consider the anti-tank weapons of each faction to have the following "Penetration" classifications:

• American Bazooka: Light (L)
• German Panzershrek: Medium (M)
• British PIAT: Medium (M)
• Anti-tank rifles (PTRS, Boys ATR): Light (L)

• You can consider the damage of anti-tank rockets to effectively fall within the "Light" category, regardless of penetration
• Anti-tank guns have Heavy (H) penetration, and destroy both medium and heavy tanks in 3 shots to the hull, 5 to the turret (assuming no repairs)

• Anti-tank guns take roughly 3.5 seconds to reload (+ an additional second or so to switch if you are solo)

• In general, AT guns are very strong but underutilised due to the extra coordination require to build them
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Notes on Tanks
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• Tanks in Hell Let Loose can be grouped as Heavies, Mediums, Lights, or Recon (Very Light). There is no difference in the health pools of the various tank modules within the same category and all tank guns of a particular weight class deal exactly the same damage when they penetrate a target.

• Tanks have 4 modules that can be damaged: Turret, Tracks, Engine, and Hull. A tank is destroyed only when the Hull HP reaches 0

• If the tank's Turret reaches 0 HP, further damage is transferred to the Hull, including excess damage from the shot that brought the turret to 0

• Rounds which hit the tank's gun barrel or cupola will only ever deal damage to the turret, and not transfer damage to the Hull

• Damage to the tracks is never transferred to the hull, but there are side hitboxes that deal damage to both the Hull and Tracks.
Damage Summary Table• Note that HE rounds can be used to destroy certain tanks and deal more damage when they penetrate than AP rounds.

• All recon tanks can be penetrated by HE rounds on the hull or turret resulting in a 1-shot kill from the attacking tank, though they are more likely to ricochet

• Light tanks can be penetrated by HE rounds in the Engine hitbox resulting in a 1-shot kill from the attacking tank
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This table summarises how many AP rounds it takes for an attacking tank to destroy a particular weight class of opponent when dealing HULL damage.
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Targeted Tank Class
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AttackerHeavyMediumLightRecon (VL)
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Heavy2111
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Medium2211
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Light3221
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Recon (VL)5432
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Summary of Stats
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Armour Class• Armour classification for the Front, Side, Rear and Turret of the tank.
• This can be either Heavy (H), Medium (M), Light (L) or Very Light (VL).
• For turrets that have multiple armour classes, the side the armour class relates to is indicated in brackets next to the armour class: Front (f), Side (s), Rear (r).
Traverse Speed• Speed in degrees per second that the turret rotates at
• Number in brackets is time to complete a full 360° traverse
AP Damage• The damage an AP round will deal to the target if it penetrates
• This is defined here simply by the weight-class of the main gun
• e.g. a "heavy" gun deals heavy (H) damage, and is identical to any other "heavy" gun
• This means that in all cases "AP Damage" and "Penetration" are identical stats, but I have included both in case this changes in future
Top Speed• Top speed of the tank on flat open ground
• Note that terrain may allow for higher speeds in some situations
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Reload Speed• The time in seconds it takes to reload the main gun + ratio of AP:HE rounds in brackets
Penetration• The highest class of armour that an AP round will penetrateHE Radius• The radius at which an HE round will outright kill infantry.
• Radius in brackets is the maximum distance that causes damage and destroys OP's or Garrisons.
Turn Speeds• The rate in degrees/second that the tank turns in a particular gear
• Number in brackets is time required for a full 360° turn
• This was measured in the flattest terrain that could be found
• The time to complete a full rotation is rounded to the nearest half a second.
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GermanyUSAUnited KingdomSoviet Union
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Heavy TanksHeavy TanksHeavy TanksHeavy TanksHeavy TanksHeavy Tanks
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Tiger IFront ArmourSide ArmourRear ArmourTurret ArmourJumbo 76Front ArmourSide ArmourRear ArmourTurret ArmourChurchillFront ArmourSide ArmourRear ArmourTurret ArmourIS-1Front ArmourSide ArmourRear ArmourTurret Armour
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HMVLHHMVLH (f), M (s, r)HMVLHHMVLH
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Reload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE Radius
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8s (41:41)7.0°/s (51.5s)HH17m (20m)8s (25:60)7.0°/s (51.5s)HH17m (20m)8s (35:30)7.0°/s (51.5s)HH17m (20m)8s (41:41)7.0°/s (51.5s)HH17m (20m)
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Turn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCost
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Reverse Speed7 km/h19 km/hYes600Reverse Speed7 km/h19 km/hYes600Reverse Speed7 km/h19 km/hYes600Reverse Speed6 km/h19 km/hYes600
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1st27.69°/s (13.0s)Additional Notes1st27.69°/s (13.0s)Additional Notes1st21.18°/s (17.0s)Additional Notes1st20.00°/s (18.0s)Additional Notes
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2nd10.59°/s (34.0s)• Excellent smooth drive that will keep the gunner happy
• US anti-tank can't penetrate side armour
2nd12.41°/s (29.0s)• Excellent smooth drive that will keep the gunner happy
• German anti-tank will penetrate side armour
2nd11.61°/s (31.0s)• Huge track hitboxes will often absorb damage from side shots
• Feels cumbersome to drive
2nd13.85°/s (26.0s)• Turret can be very difficult for other heavies to penetrate due to the slopes
• Soviet hull MG is bad, but at least it has one!
• Relatively bad driver visibility
• Feels cumbersome to drive
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3rd11.43°/s (31.5s)3rd9.73°/s (37.0s)3rd12.41°/s (29.0s)3rd7.66°/s (47.0s)
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4th11.61°/s (31.0s)4th10.59°/s (34.0s)4th12.00°/s (30.0s)4th7.83°/s (46.0s)
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R27.69°/s (13.0s)R27.69°/s (13.0s)R21.82°/s (16.5s)R20.00°/s (18.0s)
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PantherFront ArmourSide ArmourRear ArmourTurret ArmourJumbo 75Front ArmourSide ArmourRear ArmourTurret ArmourFireflyFront ArmourSide ArmourRear ArmourTurret Armour
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HMVLH (f), M (s, r)HMVLH (f), M (s, r)HMVLH
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Reload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE Radius
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8s (41:41)7.0°/s (51.5s)HH17m (20m)6s (25:60)7.0°/s (51.5s)MM17m (20m)6s (35:30)7.0°/s (51.5s)HH17m (20m)
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Turn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCost
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Reverse Speed5 km/h22 km/hYes600Reverse Speed7 km/h19 km/hYes500Reverse Speed5 km/h22 km/hNo600
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1st16.74°/s (21.5s)Additional Notes1st27.69°/s (13.0s)Additional Notes1st5.71°/s (63.0s)Additional Notes
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2nd18.00°/s (20.0s)• Very bouncy suspension that will often mess up the gunner
• Turret "cheeks" on the front have medium armour
• Do not overlook the reduced reverse speed vs Tiger I
2nd12.41°/s (29.0s)• Has 6 smoke rounds, nice but not usually that helpful
• Lack of heavy gun makes this a useless tank for the cost, take a Jumbo 76 every time
2nd4.86°/s (74.0s)• Lack of hull MG and terrible turn rates effectively make this tank impossible to use except at extreme ranges
• The 6s reload speed on a heavy gun is very powerful however isn’t enough to redeem the tank overall
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3rd24.00°/s (15.0s)3rd9.73°/s (37.0s)3rd5.41°/s (66.5s)
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4th28.80°/s (12.5s)4th10.59°/s (34.0s)4th6.00°/s (60.0s)
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R16.36°/s (22.0s)R27.69°/s (13.0s)R5.71°/s (63.0s)
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Medium TanksMedium TanksMedium TanksMedium TanksMedium TanksMedium Tanks
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Panzer IVFront ArmourSide ArmourRear ArmourTurret ArmourM4 ShermanFront ArmourSide ArmourRear ArmourTurret ArmourCromwellFront ArmourSide ArmourRear ArmourTurret ArmourT34/76Front ArmourSide ArmourRear ArmourTurret Armour
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MMVLMMMVLMMMVLMMMVLM
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Reload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE RadiusReload SpeedTraverse SpeedPenetrationAP DamageHE Radius
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6s (41:41)7.0°/s (51.5s)MM17m (20m)6s (35:30)7.0°/s (51.5s)MM17m (20m)6s (30:55)7.0°/s (51.5s)MM17m (20m)6s (47:50)7.0°/s (51.5s)MM17m (20m)
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Turn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCostTurn Rates & Reverse SpeedTop SpeedHull MGCostTurn RatesTop SpeedHull MGCost
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Reverse Speed5 km/h25 km/hYes200Reverse Speed5 km/h25 km/hYes200Reverse Speed6 km/h25 km/hYes200Reverse Speed6 km/h25 km/hYes200
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1st18.95°/s (19.0s)Additional Notes1st31.30°/s (11.5s)Additional Notes1st8.89°/s (40.5s)Additional Notes1st19.46°/s (18.5s)Additional Notes
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2nd24.83°/s (14.5s)• Medium tanks often struggle with terrain, the Panzer IV can be particularly bad
• Doesn't drive as nicely as the M4 Sherman, but the extra resiliance against US anti-tank makes it a beast
2nd18.00°/s (20.0s)• Medium tanks often struggle with terrain, and like the Panzer IV the Sherman also struggles though not as badly
• Has 18 smoke rounds, nice but not usually that helpful
2nd10.00°/s (36.0s)• Doesn’t struggle with terrain as badly as other mediums
• Worst turn rates of all medium tanks
2nd15.65°/s (23.0s)• Armour slopes will sometimes help this tank feel more resilient than it is
• Soviet hull MG is bad, but at least it has one!
• Combination of strongly sloped armour and good turn rates make this an excellent medium tank
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3rd25.71°/s (14.0s)3rd13.85°/s (26.0s)3rd12.41°/s (29.0s)3rd16.74°/s (21.5s)
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4th21.18°/s (17.0s)4th14.40°/s (25.0s)4th13.85°/s (26.0s)4th20.00°/s (18.0s)
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R18.95°/s (19.0s)R30.00°/s (12.0s)R9.00°/s (40.0s)R19.46°/s (18.5s)
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