
The 60TP is the top tier Polish heavy tank. This tank features high alpha damage, good mobility, and great frontal hull and turret armour profile. Its biggest drawback is terrible gun performance.
Click the table of contents below to access the section you want:
- Armour
- Gun
- Mobility
- Provisions & Consumables
- Equipment Loadout
- Gameplay advice
- Tank gameplay:
- Overall
- Is it worth grinding?
- Camo cost:
- Tech tree overview
Armour
(The 60TP in the images is using Improved Assembly)


Drag slider right -> to view 252mm AP
Drag slider <- left to view 330mm HEAT
When flat and facing head-on:
Upper plate 335mm
Driver hatch 270-350mm
Lower plate 200mm
Lower-lower plate 550mm+ auto-ricochet
Turret 400-1000mm+
Cupola mostly 215-250mm
Note that even though the 60TP has “shoulder” plates, these are very well angled and are not a weakness, even when sidescraping.
The weakpoints on the hull are those 2 small triangles under the turret ring, these are both only 250mm thick and easy to hit in close range. When using gun depression, these are 260mm.

vs 252mm AP (top image), 330mm HEAT (bottom image)
Using -7 gun depression:
Upper plate 480-505mm
Driver hatch 290-400mm
Turret 495-1000mm+
Cupola mostly 225-265mm
Note that the 60TP’s nominal hull armour is thin, but very well angled (68 degrees on upper plate), this gives it good effective thickness.
Due to this, the 60TP’s hull is easily penetrable by any tank when its upper plate is angled downwards; but its impenetrable when its on flat ground, or even slightly angled up. (Using 2 degrees gun depression makes upper plate an auto-ricochet). This is important to the tank’s gameplay and armour use.
Armour vs tier all 9-10 tanks:
60TP’s armour profile is simple and performs the same against most tanks it faces in these tiers.
The lower plate is weak to all enemies, and the cupola and weakpoints under the turret ring are also easily penetrated by most tanks (though the turret ring is hard to hit and most players don’t shoot there).
The upper plate is very strong, and when on flat ground it can easily stand up to 335mm HEAT penetration. Enemies will need at least 340mm HEAT penetration to reliably penetrate the upper plate on flat ground, however, if the hull is angled downwards, or the enemy is above you, its extremely easy to penetrate, as the 60TP’s upper plate relies on good angling to be effective.
The turret is fully impenetrable to even the highest penetration rounds in the game. Its weakest point is 400mm, so if enemies don’t shoot the cupola, they can’t penetrate the turret.
Gun
The 60TP mounts a 152.4mm gun
-Alpha damage is 630 on AP, 550 on APCR, and 720 on HE
-It has an 14.7s reload, giving it 2565 DPM
-Penetration on APCR is 252mm, HEAT is 320mm, and HE is 80mm.
–Estimated aim time is 4.2/4.5s
–Base aim time is 2.5s, but it can get down to 2.04s.
-Dispersion is 0.380/0.342
–Gun handling is 0.21/0.21/0.14, or 0.18/0.18/0.12 with Vertical Stabilizer.
-Gun depression is -7 degrees
Overall this gun is mediocre, its adequate enough to perform in battles, but only because its propped up by the great armour of the tank.
The DPM is pretty good considering its high alpha damage, even more so when you consider this tank gets tungsten shells to increase its alpha damage to 724 on average for APCR. Gun depression is pretty decent as well, since the 60TP has lower profile and a more frontally mounted turret than tanks like E 100 or VK 72.01 (K).
The 60TP’s main issue is accuracy, the tank has bad gun handling and poor accuracy, though pretty good aim time on paper. However, due to some factors which are hard to realize “on paper”, the gun’s actual performance is worse than it looks just based on its stats.
Actual performance:
-In practice, the gun has extremely bad aim time and gun depression, since it can achieve quite a good top speed but also due to its great traverse speed.
-The quick hull traverse causes your gun to bloom out much more than most other tanks with a similar 600-680 alpha (which all have worse traverse speed than the 60TP).
-Depending on your provision choice, you may choose to worsen your crew skills by 3% in favour of a different provision, and this would decrease accuracy and aim time marginally.
-Due to such abysmal standard penetration being paired with bad accuracy, as well as very mediocre premium penetration, the 60TP’s “good DPM” is lowered, either due to bounced shots, having to use premium penetration often, or by not using gun rammer (which lowers DPM) in favour of calibrated shells.
Basically, while its DPM looks good on paper, its penetration doesn’t seem that much worse than other heavies on paper, and its aim time looks pretty good on paper; none of these are true due to factors which are hard to realize by looking at stats.
Mobility
(The stats below are with 6% Gear Oil equipped.)
Raw stats:
-Forward speed is 40km/h.
-Reverse speed is -18km/h.
-Raw acceleration rate is 14.5 hp/t.
-Engine power is 871hp for its 60 ton weight.
Hard terrain mobility:
-Actual acceleration is 14.5 hp/t.
-Traverse speed is 36.7 deg/s.
Medium terrain mobility:
-Actual acceleration is 10.8 hp/t.
-Traverse speed is 27.2 deg/s.
Terrain resistance stats:
–Terrain resistances are 1/1.35/1.7
Considering its armour, this is great mobility. The tank has a decent top speed, good reverse speed, and good traverse speed. Its acceleration rate is quite lacking, however in battle its not really noticeable, as the great traverse speed allows the tank to easily maintain its momentum. Overall its a fairly mobile tank for the effective armour it carries.
Provisions & Consumables
The 60TP has Improved Gunpowder, Gear Oil, and Tungsten Shells for special consumables & provisions.
Provisions:
The best provision loadout is 10% food, 10% fuel, and 6% gear oil.
10% food is mandatory as it gives reload time, DPM, accuracy, view range, aim time. Pretty much everything important on your tank.
10% fuel is also necessary as it just makes the tank so much more mobile in every way, adding a large amount of both traverse speed and engine power.
6% gear oil gives the tank 4km/h of top forward and reverse speed, but also adds 6% to engine power and traverse speed. The main benefit of this is to be able to accelerate up to speed, but also quickly pull back around corners.
This provision gives the 60TP new top speeds of +40/-19 km/h. (Note that 60TP generally cruises around 34-36km/h in battle, so the new top forward speed of 40km isn’t that noticeable in most cases. What is noticeable is the tank’s improved reverse speed, and being overall more mobile.)
-Using 3% food instead of 6% gear oil is also effective if you want to just have the best possible gun performance and don’t care about being a bit slower in battle.
Consumables:
The most combat-effective consumable loadout is adrenaline, tungsten shells, and multi purpose repair kit.
Adrenaline gives better reload and DPM, very helpful in a close quarters brawl where you always have a target to shoot.
Tungsten shells reduces the randomness of your damage roll to 105-125% alpha. This means you can only roll 661-788 for the duration of the consumable. (The new “average damage” is 725)
Multi purpose repair kit is mandatory on every tank, without it you won’t be able to put out fires, repair modules, or heal crew members.
Alternative loadouts:
6% gear oil could be switched out; speed is not the 60TP’s selling point, and without the gear oil, the tank is still very mobile.
–Improved gunpowder could be used instead, if you really feel that the tank’s shell velocity is causing misses. (Consider the situations where this happens though, 60TP is a close range brawler, it generally doesn’t take many long range shots. If you’re inclined to use improved gunpowder, was your tank really in its right scenario?)
–3% food could also be used instead, use this if you feel that you’re able to sacrifice that reverse speed, and don’t need increased top speed. 3% food would just make your tank slightly better in terms of accuracy, reload time, DPM, and view range.
–Protective kit should only be used after you have played the tank thoroughly, and you know for certain that there are modules or crew you want to be protected (see here). This can be useful if you have modules that constantly get damaged, but you want to have both tungsten shells and adrenaline on the tank. Instead of taking another repair kit, you could use this instead.
Either adrenaline or tungsten shells could be switched out for a repair kit.
–Adrenaline should be switched out if you feel tungsten shells is more useful. 60TP is a tank with high single shot impact, so the increased alpha damage of tungsten shells suites the 60TP’s gun more than adrenaline.
–Tungsten shells can be switched out if you notice yourself often needing to fire on-reload. Adrenaline gives a bigger DPM boost than tungsten shells, and gives the tank a faster reload. This is more helpful for close range fights and brawls where you don’t have to wait for a shot after you’ve reloaded.
Equipment Loadout
Calibrated Shells:
Calibrated shells is very effective on the 60TP for a few reasons:
1- 60TP has very low penetration for a heavy. APCR as standard ammo is much worse than AP due to less armour normalization, but its also low-penetration APCR, which is even worse.
2- Premium HEAT penetration is not impressive, and since it’s heat ammo, it gains more benefit from calibrated shells than an AP or APCR shell would.
3- The tank has high alpha, so its not a DPM-focussed tank, and its more focused on damage trading. In most situations you have time to reload a bit longer since your gameplay isn’t focused around DPM use. Due to this its also MUCH more important that each shell is effective at penetrating.
4- Penetration compensates for accuracy. If you can penetrate more enemies and more armour plates, you’ll not have to aim for as long at certain enemies or armour plates. Since 60TP has the most inaccurate tier 10 heavy gun, being able to “aim less” really helps gun performance.
Gun rammer generally won’t work well, since the 60TP has such poor penetration combined with terrible shot effectiveness, and its gameplay isn’t based around DPM use.
Calibrated shells would increase standard penetration on APCR from 252mm to 265mm, on HEAT from 320mm to 362mm, and on HE from 80mm to 86mm.
Improved Assembly:
Enhanced armour would only do one thing on the 60TP, and that is make the upper plate harder for 340mm HEAT to penetrate when on flat ground. This is a very specific situation, and its one which will almost never occur (you would have to hide the lower plate, be completely on flat ground, and be faced against an enemy with 340mm HEAT).
Its far better to use improved assembly, which will benefit the tank in all situations and in every battle it plays in. The 60TP’s armour is already sufficient, and it hardly gains any effectiveness by using enhanced armour, so increase its HP instead.
Improved assembly will take the 60TP’s high base HP of 2600 up to a very healthy 2704 HP.
Vertical Stabilizer:
The 60TP is a frontline brawling tank, though it has poor accuracy at 0.38 (or 0.385 if not using 3% food), improving the gun handling is far more important on a tank like this.
Vertical stabilizer will be far more helpful to the 60TP, as the tank has poor gun handling, and plays an active frontline role in battle. The stabilizer will help the tank to be more accurate in close quarters, and any situation where it doesn’t have the time to fully aim (which is basically every situation for a frontline heavy like this).
Vertical stabilizer also greatly helps the tank to retain its accuracy when its moving, which is important due to the fairly quick hull traverse speed of this tank.
Refined gun does also work, as it makes the accuracy of the tank always better, but the 60TP doesn’t need better accuracy in most situations, and generally benefits from the better effective aim time that vertical stabilizer provides.
Consumable Delivery System:
CDS is better than the alternative HEC on the 60TP.
For one, it benefits every consumable, including repair kits, and this is something HEC does not do. HEC also will not benefit the tungsten shells consumable, you can still only put out 2 shots, even with the longer duration.
CDS lets you use your consumables more often in battle. Their duration is shorter than when using HEC, but their cooldown is also shorter, which makes the overall cycle of your consumable use much faster with CDS, so you can use them more often in battle.
Important:
When using HEC, adrenaline has a 7s shorter duration than tungsten shells.
For you to be able to shoot 3 shots with tungsten shells, you must activate tungsten first, then shoot, then activate adrenaline. You must also shoot on-reload with NO DELAY for both shots after that. There is no leeway for you to delay or to aim. You must find your target & aim before you reload, then shoot as soon as you have reloaded.
If you don’t, then you can only shoot twice with tungsten, at which point you must think “Why am I using HEC, my cooldown is so long and I didn’t even gain any benefit from it.”
So just use CDS, HEC is literally pointless.
Gameplay advice
The 60TP is a frontline brawler heavy tank, and it shouldn’t be played in any other role.
Due to the 60TP’s extremely inaccurate gun, it doesn’t work at range. However due to its decent mobility, great armour, and high alpha, its the perfect tank for playing aggressively and getting in the faces of the enemy.
Go hulldown or use gun depression:
Doing this hides the biggest and most obvious armour weakness, which is the lower plate. Once the lower plate is hidden, the 60TP is very hard to deal with, having only a very small cupola, and 3 hull weakpoints which are also quite small.
As long as your hull isn’t angled downwards, enemies will find it very hard to penetrate the tank. Even on flat ground, the upper plate can withstand 330mm HEAT penetration. The tank only has to use a small amount of gun depression, and then the upper plate can stand up to 340mm HEAT, and becomes an auto-ricochet to all AP and APCR rounds.
Aim shots fully:
If you don’t take the full time needed to aim shots, you will find yourself missing and bouncing many shots.
The 60TP is very inaccurate due to its poor gun handling, poor accuracy, and poor effective aim time. Aiming in properly will take some time, but its worth doing. Your tank has a long 14-15s reload, but it hits hard, you may as well take the time to aim your shot in and make the damage count.
If course its best to try and not take damage when shooting the enemy, but the high HP, strong armour, and big alpha mean that if the 60TP can afford to take a hit if it has to, and allowing it to effectively and accurately delivering a shot.
Don’t turn the hull and shoot immediately:
In some battle situations, you’ll need to turn the hull around to shoot an enemy.
When doing this, don’t shoot immediately. The gun has very poor accuracy and quite poor penetration, so you you don’t stop to confirm your shot then there’s a chance of bouncing or missing.
Also since the tank’s hull turns at almost double the speed of the turret, the enemy may move, you may over turn, or your gun just won’t move fast enough to shoot where you want. After turning the hull you need to give a bit of time to let the turret adjust so you don’t miss.
Avoid facehugging:
Due to the way the 60TP’s upper plate works, it becomes extremely weak when enemies are above it, or looking down on it.
When you facehug an enemy, they can shoot down onto your upper plate.
Some taller tanks can be facehugged due to their height, and your low tank’s slung hull profile, but against most enemies its best to avoid doing this. Note that while the 60TP’s cupola is small, taller tanks will be able to hit it fairly easily if you don’t wiggle or use the gun to block their shot.
Go with the team:
This tank cannot hold its own against multiple enemies, and sometimes it can even struggle against a single enemy if played poorly. The relatively long reload time means that if you mess up a shot, its much harder to win in an isolated engagement.
Always try to stay with the team, or at least have some allies with you. The 60TP works best on the heavy flank where there are slower and larger enemies to take on, however, if all 5-6 of your teammates decide to go to the medium flank, go with them. If you go alone, it generally won’t work out well.
HE use:
The 60TP’s HE is terrible, it only does +90 alpha damage from AP. This is not worth using on lightly armoured tanks, due to the un-predictability of HE shells. Its better to use use AP and guarantee the damage.
Only use HE when you can be 100% certain it will penetrate, so shoot it in close range, at large flat plates. Don’t shoot it at mid or long range, and don’t shoot at small targets (such as the side of a moving Vickers Light).
Due to the good penetration and large caliber, this HE can still do good splash damage, and that should be the primary use of this shell.
Sidescraping:
The 60TP is able to sidescrape to a degree, while not as good as an E 100, it definitely can still bounce.
Try to avoid doing this unless there really is no other choice, as the tank does have weakpoints which are easy to hit when in close range.

The 60TP can sidescrape, but don’t expect to be impenetrable, there are weakpoints.
Sidescraping is still better than just exposing your side or lower plate armour when coming round a corner.
This is against 255mm AP
Use consumables:
The 60TP should take at least one of these 2 consumables in its loadout: adrenaline, or tungsten shells.
-Use adrenaline in a heated situation, such as if enemies are rushing you, if you’re in an isolated 1-on-1 engagement, or if your team is rushing an enemy or pushing a flank. Any situation where you think you can shoot a shot as soon as you reload the next time.
-Use tungsten shells in any situation. You can use it at the moment you spot an enemy target, since the impact of tungsten shells is immediate, and not duration based (like adrenaline is).
Tungsten and adrenaline do stack, but using them together doesn’t give any additional benefit to the 60TP (due to its long reload and gameplay style).
Its actually better to use them at different times in a battle, as it gives your tank a DPM advantage over enemies for a longer period of time. You could use them in 2 different fights, whereas most other tanks only have adrenaline, they don’t have another consumable to boost their DPM (alpha damage).
Basically just play the 60TP as a regular heavy tank with a big gun, because that’s what it is.
Go to the usual heavy tank positions, capture the usual bases, go hulldown in the usual heavy tank locations.
Trade in damage, not in DPM, and make sure to utilize consumables correctly.
Tank gameplay:
Overall
Overall the 60TP is a good tank, it sports some great characteristics that make it a strong vehicle, including overall great armour, good mobility for that armour, and a high alpha gun.
Its main downside is the combination of terrible accuracy & penetration, which can really let you down in battle and is very frustrating when it does. However it doesn’t really lack in any other areas, making it an overall strong tank.
Is it worth grinding?
The 60TP is worth grinding for, the tech tree leading up to it is abundant with great and strong vehicles; and the 60TP itself is also a very good tank.
Its worth avoiding if you hate tanks with inconsistent guns. The 60TP has by far the least consistent and least accurate gun on a tier 10 heavy tank (and also some of the lowest penetration), so don’t grind it if you can’t stand tanks with bad accuracy or penetration.
Camo cost:

“Krzemień” camo: 3D, costs 2,550 gold
Tech tree overview
To get to the 60TP you have to go through the low tier European Nation tanks, then up the Polish heavy line.
-Tiers 1-5 are fairly generic tanks, all mediums or lights with little armour and average guns. Other than the Strv m/42, all are also easy stock grinds.
-Tiers 6-7 are fairly standard heavies, with good guns for their tiers, and also quite good mobility. Their armour isn’t very impressive. These tanks’ stock grinds are bearable and perfectly usable, though they aren’t “competitive” until fully upgraded.
-Tiers 8-9 are the best tanks in the tree, and are among the best tanks in their respective tiers as well. Both are very mobile with good armour on both hull and turret, both also feature accurate and high alpha guns. These tanks are also bearable when stock, but must be fully upgraded to become really very good.
-The tier 10 60TP, compared to the rest of the line, keeps that good mobility and armour, though its slightly more sluggish then all the preceding tanks. It also loses 1 degree of gun depression and the good accuracy that all the preceding tanks had. However, it does step up in its alpha damage, and has the most well-armoured hull tier-for-tier out of its tech tree.
