BZ-58

BZ-58 is a tier 7 Chinese heavy tank. It features good all-round statistics, with decent gun depression, good armour, good speed & mobility, and a 280 alpha gun with great penetration and good DPM.

Click the table of contents below to access the section you want:

  1. Armour
  2. Gun
  3. Mobility
  4. Equipment, provisions, & consumables
  5. Gameplay advice
  6. Tank gameplay:
  7. Overall
  8. Is it worth keeping?
  9. Camo cost:
  10. Grind overview

Armour

(The BZ-58 in the images is using Improved Assembly)

Drag slider right -> to view 178mm AP
Drag slider <- left to view 223mm APCR

Armour on flat ground when not angled:
Upper plate 245-335mm auto-ricochet
Middle bar 160-175mm
Lower plate 155-160mm

Turret face 196mm
Turret cheeks 215-260mm

Side armour:
The hull sides are 50mm thick, however sidescraping in this tank can work against lower caliber and lower penetration enemies in tier 7. Tier 8 enemies are more likely to penetrate right through the tracks. This also means that some enemies can HE the side armour with a well aimed shot.

vs 178mm AP (top image), 223mm APCR (bottom image)
Using -7 gun depression

Upper plate 245-335mm auto-ricochet
Middle bar 160-175mm
Lower plate 155-160mm

Turret face 196mm
Turret cheeks 215-260mm

Armour vs tier 6-7 tanks:
Against tier 6 and 7 enemies, the BZ-58 has strong armour. The upper plate and turret are fully impenetrable to all standard ammo (except from TDs or high penetration USA & German heavies).

If enemies have around 200mm or more of premium penetration, then the turret face will be penetrable. The cupola, driver viewport, and lower plate are all weakpoints penetrable by all enemies.

Armour vs tier 8 tanks:
Against tier 8 tanks, the BZ-58 still has strong armour. Most enemies can penetrate the turret face with standard ammo, with only low penetration medium & light tanks able to bounce off.

The upper plate is an auto-ricochet, so is impenetrable to anything that’s not high-penetration HEAT ammo.

The angled turret cheeks are stronger than the flat turret front, but most tier 8 enemies can still penetrate it easily if the turret is turned at all, or if they have good penetration on standard ammo.

Gun

BZ-58 mounts a 100mm gun.

-Alpha damage is 280 on APCR, 240 on HEAT, and 350 on HE.
-The reload time is 7.8s, giving the tank 2169 DPM.
-Penetration is 172mm on APCR, 245mm on HEAT, and 50mm on HE.
Estimated aim time is 3.6/3.9s
Base aim time is 2.1s, but it can get down to 1.71s.
-Dispersion is 0.380/0.342
Gun handling is 0.2/0.2/0.16, or 0.17/0.17/0.14 with Vertical Stabilizer.
-Gun depression is -7 degrees.

Overall this is a good gun. Compared to most other tier 7 heavy tanks, it has less alpha but a quicker reload. Aim time is amazing, with good gun handling, but quite mediocre dispersion. Standard penetration is fairly low (especially since its APCR), but premium penetration is high. Gun depression is decent, especially for the fairly low profile hull this tank has.

Mobility

-Top speed is 38km/h, reverse is -15km/h.
-Traverse speed is 45.9 deg/s on hard terrain, and 32.8 deg/s on medium terrain.
-In game acceleration rate is shown as 15.1 hp/t, it has a strong 667 horsepower engine for its 44 ton weight.
-Actual acceleration rate is 15.1 hp/t on hard terrain, and 10.8 hp/t on medium terrain.
Ground resistances are 1/1.4/1.8

Overall this is a great mobility profile. On hard terrain the tank is very agile, it turns quickly and accelerates quickly. On medium terrain its mobility is still impressive, with good traverse speed and acceleration for a heavy with this armour.
Top speed is good but nothing too special.

Equipment, provisions, & consumables

BZ-58 has no special provisions or consumables.

Gun Rammer:
Due to having amazing penetration on premium ammo, the BZ-58 doesn’t struggle to penetrate enemies it faces. 245mm HEAT can deal with just about any armour plate you will commonly fight.

Its better to use gun rammer, since the alpha damage of the BZ-58 is lower than many similar heavy tank guns (which usually have 10-30 more alpha). Gun rammer is what will let you fight efficiently with your DPM and reload quicker than opponents with higher alpha.

Gun rammer would improve the reload time from 8.3s down to 7.8s, and the DPM from 2017 to 2169.

Improved Assembly/Enhanced Armour:
Either equipment choice can work well on this tank.

Since the upper plate is an auto-ricochet, enhanced armour only really benefits the turret, and the main notable area is the flat front. This would increase from 196mm up to 204mm in thickness. 
This increase would help to bounce many tier 6 heavy tanks and tier 7 medium tanks with 195-205mm of premium penetration, however won’t make a noticeable difference against tier 7 heavies or tier 8 tanks.
(Enhanced armour will stop 152mm guns form being able to triple-overmatch your side armour with AP.)

Improved assembly would increase the base HP of the BZ-58 from 1400 up to 1484, which would help it to take more hits and potentially survive an extra shot in battle. While bouncing just 1 extra shot is worth more HP than this 84 HP increase, improved assembly benefits the tank even when faced against the highest penetration enemies.

Vertical Stabilizer:
Since the BZ-58 has pretty good gun handling, great aim time, but mediocre dispersion, refined gun isn’t a bad choice on this tank. However, it is a heavy tank with a frontline playstyle, so it generally doesn’t need improved dispersion, and in most situations, benefits more from having better stabilization.

Vertical stabilizer would help make the gun more accurate when its moving, after its stopped moving and aims in, and in general just give it better consistency in an active and mid to close range playstyle.

Gameplay advice

The BZ-58 has quite generic heavy tank gameplay, due to its well-rounded stats of strong armour, good mobility, and a good gun.

Compared to other tanks, it plays quite similarly to a 45TP, or the IS/IS-2 using the 100mm gun.

General gameplay:
Take this tank to the heavy flank. While its quite mobile, its still not flexible enough to be playing as a heavium. However, in cases where your whole team goes to the MT flank (such as if there’s very few HT in the battle), then the BZ-58 doesn’t struggle to keep up.

Try to use hulldown and gun depression positions where possible. This tank’s main weakpoint is its large lower plate, and it has pretty decent gun depression with a low profile. 

Sidescraping does work in the BZ-58, however be careful what caliber of gun and level of penetration the enemies have. Larger calibers (such as 150mm) will gain more normalization when shooting your tracks, and higher penetration can just penetrate easier overall. Note that even if enemies can penetrate you, often times, sidescraping out is still better than just driving out sideways.

With the 280 alpha of this gun, try to trade with DPM against same tier heavies, and use alpha against mediums. Most heavy tanks in tier 7 which have similar alpha (310-400) have a worse reload than you, so against these enemies, you can try to put in 2 shots for every time they shoot.

Other enemies with quicker reloads (such as FV201, Black Prince, P43 Ter, etc.) will be able to reload quicker than you, and shoot you 2-3 times for every time you reload. Try to avoid a head-on engagement where you let them use this DPM, and instead avoid them for as long as possible until you are reloaded.

Angle the hull:
The lower plate of the BZ-58 is actually fairly strong against tier 6 enemies, or low penetration tier 7s. This means that there is a benefit to angling and wiggling the hull, since you can bait shots on the lower plate, and low penetration enemies may have to load premium ammo, or risk bounce off.

Higher penetration enemies (the majority of tier 7 and all of tier 8) won’t struggle at all against the BZ-58’s lower plate.

Go hulldown & use gun depression:
The BZ-58 has only 2 major weak areas on its armour profile, those being the lower plate, and the turret cheeks. The lower plate is penetrable to most enemies in tiers 7-8, and the turret cheeks are penetrable to most premium ammo in tiers 7-8.

Going hulldown will force enemies to either bounce, or use premium ammo on the turret, lowering their DPM. The upper plate is fully impenetrable, and the turret cheeks are small, so you can use small movements to try and throw off the enemy’s aim.
(Note that the turret armour is 196mm, and all tier 8 HT and even some MT have enough standard penetration to go through this.)

Using gun depression slightly increases the turret armour, but decreases your tank’s size profile. Moving back and fourth on a ridgeline while using gun depression is the most effective way to use this tank’s armour.

Sidescraping:
As said in the armour section, despite only having 50mm of side armour, sidescraping can work in the BZ-58.

Try to avoid showing the hull sides for long against enemies, since there are weakpoints (such as on the “wing” that comes out above the tracks). Also try to avoid showing the track wheels for long, since they are the weakest points when sidescraping.

Don’t sidescrape against high penetration or high caliber guns, since 50mm is quite weak, and works best against lower penetration and smaller calibers. Also note that tanks like the ISU-152 or Smasher, with a gun larger than 150mm, can triple-overmatch the side armour. Using enhanced armour does stop this from happening.

Facehugging:
You can facehug in this tank, due to its low profile hull, and its strong armour.

However, some tanks can negate your facehug. Enemies with penetration of around 200mm or more can penetrate the turret face easily.
Low profile enemies with good gun depression can shoot down onto the hull (however there are very few enemies like this, especially with how low profile the BZ-58’s hull is).

The best enemies to facehug are tier 6 tanks with under 200mm of premium penetration. Most tier 6 enemies will be unable to penetrate your tank in a facehug.


The BZ-58 features fairly standard heavy tank gameplay. Just go to the heavy flank, use the armour, and brawl with other heavies using the comfortable combination of DPM and alpha damage.

Tank gameplay:

Overall

Armour – 5.5/10
Gun – 7/10
Mobility – 7.5/10
Speed – 6/10

BZ-58 is overall a great tank.

Armour is good, upper plate is impenetrable, turret is quite strong with small weakpoints. Hull sides are weak, HE protection is mediocre. Fairly average HT armour.
Gun is good, great aim time, good gun handling, high premium penetration, with a nice alpha/DPM combination. Gun depression is a comfortable -7 degrees, but dispersion is quite mediocre.
Mobility is good, with great acceleration & traverse on hard terrain, and still good traverse and acceleration on medium terrain. Reverse speed is average.
Speed is good at 38km/h.

Is it worth keeping?

The BZ-58 might be worth keeping if you enjoy playing tier 7 heavies. Its playstyle and stats are most comparable to the 45TP Habicha, but also the IS/IS-2 using the 100mm gun, or the VZ-44-1.

It offers a nice combination of armour and good mobility, with a unique gun, being the only tier 7 heavy with 280 alpha in its top configuration, but also having great penetration & aim time.

Its probably not worth keeping if you don’t play tier 7 much or are just grinding past to get the BZ-75.
Overall definitely not a bad tank, keep it if you enjoy it.

Camo cost:

Currently the BZ-58 has no special camouflages.

Grind overview

The BZ-58 leads on from the Type 58, it costs 56,000 XP to unlock. No modules are unlocked from other tanks in the Chinese tech tree.

Turret:
The stock turret is decently armoured, able to easily bounce most same-tier standard ammo frontally. Unlike the top turret, this turret has large turret cheeks, making it an easier target to hit for premium ammo.

It also has a larger weakpoint on the roof.

vs 178mm AP penetration.

Gun:
When stock, you mount an 85mm gun with good DPM and a quick reload, but a fairly low 200 alpha. Penetration is still very good on HEAT ammo; with dispersion & aim time being the same as the top gun.

This is a decent gun, but you’ll have to try use the quick reload to trade with DPM, and not rely on alpha damage.

Mobility:
Stock mobility is actually still decent. There are 2 engines to research, but both only add a small amount of horsepower (increasing from 515 to 540, and 540 to 570). The stock tracks give the tank 1/1.5/2 terrain resistance, and 0.22/0.22/0.16 dispersion on move.

The tank is still fairly mobile, but its more important to stay on hard terrain, since the stock mobility profile is slightly worse, and the worse terrain resistance amplifies the mobility difference on medium terrain.

Research path:
Upgrading the turret and gun first are probably the best things to go for. These will increase your HP from 1300 base to 1400 base, improve armour, and improve your gun. While the stock gun doesn’t really have much worse stats, its alpha is significantly less, making it reliant on its quick reload. The upgraded gun will let you trade damage more effectively and is overall just more comfortable for the heavy tank playstyle.

Tracks should be researched on this tank, since it both improves mobility, and improves gun handling. This makes the tank more mobile but also more accurate.

The engines should be left till last due to how little engine power they add, and due to the stock engine still providing decent mobility for the tank.

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