Rammer

Rammer is a tier 7 hybrid nation heavy tank. It features great mobility but average speed, a decent 350 alpha damage gun, but quite weak armour for a heavy tank. It doesn’t feature any special mechanics or abilities.

  1. Armour
  2. Gun
  3. Mobility
  4. Equipment, provisions, & consumables
  5. Gameplay advice
  6. Tank gameplay:
  7. Overall
  8. Is it worth getting?
  9. Most recently sold for:
  10. Camo cost:

Armour

(The Rammer in the images is using Enhanced Armour:)

Drag slider right -> to view 180mm AP
Drag slider <- left to view 220mm APCR

When flat and facing head-on:
Frontal upper area 96-200mm
Lower plate 90-145mm

Turret cheeks 140-350mm+
Gun mantlet 225mm
Cupola 135mm
Turret upper rear 160mm

Side armour:
The upper side armour is 65mm, the lower side armour is 50mm, and the tracks are 20mm. For a heavy tank this is weak side armour, and makes it hard to use angling or sidescraping in gameplay.

vs 180mm AP (top image), 220mm APCR (bottom image)
Using -7 gun depression:

Frontal upper area 100-250mm
Turret cheeks 150-380mm+
Cupola 150mm
Turret upper area 170mm

Armour vs all tier 6-8 enemies:
The Rammer has the same strong points and weak points against all enemies it faces. Lower penetration enemies (such as tier 6) will bounce off the armour more often, but the same weakpoints can still be exploited.

Cupola & upper area of turret:
The entire top area of the turret is covered either but the cupola or the VW Beetle at the back of the turret. These are weak to all tier 7-8 tanks, but lower penetration tier 6 enemies may struggle to penetrate more.

Turret cheeks:
The turret cheeks of the Rammer are very weak, nearly every enemy in tier 6-8 can easily penetrate them with standard ammo. The mantlet and the outer edges of the turret are strong, so if enemies miss the weak turret cheek area then they are likely to bounce.

Upper plate:
The upper plate is fully covered in a 20mm spaced armour plate, making it hard to see the actual armour layout. The upper part of the upper plate is a badly angled “step”, only 76mm thick (96mm with the spaced armour), making it easily penetrable for any tank.

The angled part of the upper plate is around 180mm thick (200mm with the spaced armour), meaning it can bounce some lower penetration tier 6-7 tanks; but tier 7 HT, TDs, and all tier 8 tanks generally have no issue to penetrate any area of the Rammer’s hull front.

Lower plate:
This is partially covered by spaced armour, making it roughly 145mm thick (pretty good for a lower plate). However due to normalization and angling, its still the weakest part of the tank, any tank can penetrate the lower plate.

Overall armour:
The tank has weakpoints everywhere, making it easy to deal with in any situation, and there’s no way the tank will ever be fully impenetrable. It can’t hulldown well, it can’t angle well, it can’t sidescrape, and its armour on flat ground is just weak. 
You can get bounces from badly aimed shots or lucky RNG, but mostly enemies will easily deal with your armour.

Gun

The Rammer mounts a 110mm gun.

-Alpha damage is 350 on AP, 290 on APCR, and 450 on HE
-It has a 10.6s reload, giving it 1984 DPM
-Penetration on  AP is 172mm, premium APCR is 220mm, and HE is 60mm.
Estimated aim time is 3.2/3.4s
Base aim time is 2.4s, but it can get down to 1.85s.
-Dispersion is 0.344/0.292
Gun handling is 0.2/0.2/0.14, or 0.18/0.18/0.12 with Vertical Stabilizer.
-Gun depression is -7 degrees.

Overall this is a decent gun, it has a good reload for its alpha damage, decent DPM, decent accuracy, and average gun handling/aim time/penetration. It doesn’t stand out in its main aspects but its not a bad gun.

One great aspect of the gun is its HE, which does massive damage for its caliber, and can be devastating against lightly armoured tanks.

Mobility

-Top speed is 34km/h forwards, and -14km/h in reverse.
-Traverse speed is 42.1 deg/s on hard terrain, and 30.1 deg/s on medium terrain.
-In game acceleration rate is shown as 16.9 hp/t, it has a strong 1242 horsepower engine for its 73 ton weight.
-Actual acceleration rate is 16.9 hp/t on hard terrain, and 12.1 hp/t on medium terrain.
Terrain resistances are 1/1.4/2

This is overall good mobility for a heavy tank. Due to its great acceleration and traverse speed, its very mobile on hard terrain. Despite it having poor medium terrain resistance, the tank is still quite mobile due to its base stats being so good. The only downside is that the Rammer can’t do too much with this great mobility, as its top forward and reverse speeds are just average.

Equipment, provisions, & consumables

The Rammer has no special consumables or provisions.

Gun Rammer:
The Rammer has decent penetration on all of its ammo, but it also has decent DPM. Gun rammer will generally be better, as the Rammer doesn’t usually struggle to penetrate enemies, and the faster reload gives it a nice combination of good alpha with decent DPM.
Gun rammer would improve reload time from 11.1s to 10.6s, and increase DPM from 1885 to 1984.

Calibrated shells also work well if you want to be able to deal with stronger tier 8 enemies, or just be able to use more standard ammo against same tier enemies. It also slightly improves HE penetration, which lets you take advantage of that more. This option is better if you just want to focus the gameplay on damage trading and shot effectiveness, since the 350 alpha can still damage trade quite well.
Calibrated shells would increase AP penetration from 172mm to 186mm, APCR from 220mm to 231mm, and HE from 60 to 65mm.

Improved Assembly/Enhanced Armour:
Since the Rammer has both fairly low HP for a heavy tank, and weak armour for a heavy tank, this choice just comes down to what you think you’ll benefit from more.

Improved assembly will increase your HP from 1420 to 1477, and enhanced armour will just make the armour slightly more troll on some areas, but still not reliable.

Vertical Stabilizer/Refined Gun:
The Rammer actually has pretty decent accuracy of 0.344, compared to other tier 7 heavies with 310-400 alpha damage, Rammer has one of the best dispersion values.

Vertical stabilizer would improve the on-move handling of the tank, especially when at higher speeds or when turning, it will make the gun bloom out less.

Refined gun would further improve the accuracy of the gun, making the aim circle smaller. This also reduces bloom (the upper limit of your aim circle size), and the benefit is even more noticeable when you aim fully.

Gameplay advice

The Rammer’s gameplay is just that of a standard heavy tank. Despite its weak armour, it can generally use the same style of gameplay that a regular heavy uses, just with some minor adjustments.

General gameplay:
The Rammer works better on the heavy flank. While its armour would be a bit more effective against the lower penetration medium enemies, these tanks are also much more accurate, high DPM, and faster; all of these aspects make it harder for the Rammer to deal with medium/light tanks as enemies.

The heavy flank suits the Rammer better, since despite its overall weak armour, it can use its decent DPM with good alpha to trade damage, the slower reloads and gameplay allow you to use the hull front (spaced armour) to bait enemy shots, and the good mobility is a more noticeable advantage compared to other heavies on the HT flank.

Generally try to avoid exposing the tank, trade damage like a support tank, let your allies take the hits, when you’ve seen the enemy shoot and go on reload, push out to shoot them. Also use damage trading, since 350 alpha is fairly high for a tier 7 tank, you can trade one-for-one with tanks like the Tiger (with only 220 damage), and out-damage them.

Try to avoid enemy tanks pushing or rushing you, since you don’t have the armour to deal with it, staying with allies is essential due to this. While the reload of the Rammer is decent, its still not a high DPM heavy tank, and would struggle against tanks such as the FV201 or Tiger P with much faster reloads.

Utilize HE:
The HE ammo of the Rammer really is impressive, it deals 450 alpha with a good 60mm penetration. For its level of reload, and its fairly decent accuracy, the Rammer can use this ammo to great affect, and it really helps to boost the damage of your battle.

Accounting for the armour:
In gameplay, you can’t rely on your upper plate or turret armour, you also can’t angle the hull, or use sidescraping. The large weakpoints on the turret also make the tank unable to reliably go hulldown.

To account for this, you can still use hulldown/un depression positions, but cautiously. Poke over the ridge to shoot, then immediately retreat, it gives the enemy the least time to react to you and sometimes forces them to rush a shot (which is more likely to bounce than a well aimed shot).

When on flat ground, turn the hull left/right to angle/wiggle the hull. Since your frontal and side armour are both easily penetrable when used, trying to wiggle the hull and change the armour angles can help to troll the enemy into hitting an unexpected red area.

Baiting shots:
The one armour aspect which the Rammer is actually good at is baiting shots with its hull front. This is because the entire car on the front of the tank is a spaced armour section, and the actual armour behind it is very far back.

This armour layout allows you to put the front of the hull around a corner without taking damage. Even the front track wheel extends so far forward that hitting it would only track the tank and not damage it.
(Be careful to not extend the hull too far around a corner, since then your “base” hull armour would be visible to enemies, allowing them to damage you.

Ramming:
Despite the name of the tank, the Rammer isn’t actually that good at Ramming. Its mobile but its top speed isn’t very high, and despite its 73.4 ton weight, it doesn’t have much armour. The hull shape also makes it awkward to deal good damage by ramming, as the actual hull is covered by the spaced armour car on the front.

Ramming can help to get extra damage, and due to its weight the Rammer usually at least equal trades with its ram target, so sometimes it can be useful to get a bit extra damage or to kill an enemy, just don’t expect that it will do big damage and hardly lose health.


Overall gameplay of the Rammer is just that of a heavy tank, but with aspects of gameplay accounting for its many weakpoints and overall unreliable armour.

Tank gameplay:

Overall

Armour – 3.5/10
Gun – 5.5/10
Mobility – 7/10
Speed – 5/10

Rammer is overall a mediocre tank.

Armour is weak for a heavy tank. Its not fully strong in any scenario, with weakpoints on every area of the tank, and penetrable to all enemies it faces. Side armour is poor, though HESH/HE protection is decent.
Gun has decent reload, good alpha, decent accuracy, and average aim time/gun handling. Penetration is average, and gun depression is -7 degrees.
Mobility is good, with good acceleration & traverses speed on both main terrain types, but very good on hard terrain. Reverse speed is average at -14km/h.
Speed is average at 34km/h.

Ironically the Rammer doesn’t ram enemies too well. Its very heavy but isn’t too fast nor armoured.

Is it worth getting?

The Rammer is not worth getting. It doesn’t have any special traits to make it stand out or unique, it doesn’t have any particularly good traits to make it a great tank, and it doesn’t have any traits which players would find to be enjoyable in HT gameplay.

Rammer is a very mediocre tank in the HT role, and offers players no reward or satisfaction in playing it (other than for the challenge of performing well, or that it looks cool).

The Rammer is worth 3,000 gold. Its not a great tank, and it also isn’t unique or too enjoyable. It has collector value due to its looks, and its not terrible  to play, but its definitely not an impressive heavy tank.

Most recently sold for:

Release in event: 1% drop chance (no charms)

Camo cost:

The Rammer has a permanent appearance which can’t be adjusted.

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