T-22 Medium

T-22 is a Soviet tier 10 medium tank. Its most well known feature is its unique armour layout with a reverse angled  V-shape. It also has good speed and acceleration, with great gun handling & good DPM.

  1. Armour
  2. Playing against a T-22 Medium
  3. Gun
  4. Mobility
  5. Equipment, provisions, & consumables
  6. Gameplay advice
  7. Overall
  8. Is it worth getting?
  9. Most recently sold for:
  10. Camo cost:

Armour

(The T-22 Medium in the images is using Enhanced Armour)

Drag slider right -> to view 245mm AP
Drag slider <- left to view 300mm HEAT

Armour when flat and facing head-on:
Upper plate 295-315mm (up to 340mm on edges)
Lower plate 250mm
Turret 340-500mm+ (290mm on weakest point)

Drag slider right -> to view 252mm AP
Drag slider <- left to view 330mm HEAT

When using -6 gun depression:
Upper plates 360-390mm auto-ricochet
Turret 395-750mm+ (weakest points 305mm)

Armour vs all tier 9-10 enemies:
Facing any tier 9-10 enemies, the armour performance is roughly the same. 

If you don’t angle the hull at all, and enemies aren’t above you, then nearly all standard ammo will bounce off. Even against 300mm HEAT ammo, the upper plate is still hard to penetrate.

If the hull is angled, or an enemy is above you, then the upper plate closest to that enemy will be easily penetrable, as the T-22 has a pike-nose armour layout.

When using gun depression, the armour is very strong and practically impenetrable. The turret is also very strong, even on flat ground.

The turret is essentially just impervious to any ammo that hits it, it has a few small penetrable spots but they are very hard to aim for and hit, even if the tank doesn’t move.

Angling the hull just slightly causes the upper plate furthest from the enemy gun to become very strong, and the closest one to become very weak.

Playing against a T-22 Medium

-If a T-22 is circling you or has their hull sides exposed, don’t immediately shoot them. Wait for a clear shot into their sides when they angle too much (shown above), the closer it is to 90 degrees (perpendicular to your tank) the easier it will be to penetrate.
The biggest mistake you can make when playing against a T-22 is to shoot its side armour without properly calculating the shot. The T-22 thrives on misplays like this and that’s what makes it a very troll tank.

-If an enemy T-22 is sidescraping, wait for them to expose their hull front. The tank has a pike-nose, so the front does get exposed when they come out to shoot.

-Don’t shoot the hatches, they aren’t there. The 2 cupolas on the turret roof are only there visually, but have no actual modelled hitbox. If you shoot them, you deal no damage.

-Don’t shoot the track wheels, due to them extending out in front of the hull, and the V shape sides, if you shoot the track it won’t deal damage. Only when the T-22 is far over-angled will there be a chance to both track and deal damage to the tank, however in general its just best to not try and track the T-22.

Gun

The T-22 Medium mounts a 100mm gun

-Reload time is 5.4s, with an alpha damage of 310, giving it 3431 DPM
-Penetration is 240mm on AP, 300mm on HEAT, and 50mm on HE
Estimated aim time is 3.2/3.4s
Base aim time is 2.3s, but it can get down to 1.77s.
-Dispersion is 0.335/0.285 depending on equipment.
Gun handling is 0.1/0.1/0.09, and it can be improved to 0.09/0.09/0.08 with Vertical Stabilizer
-Gun depression is -6 degrees. 

Overall this gun is good in most regards. It has good DPM, a quick reload, good HEAT penetration, amazing gun handling, good dispersion, and decent estimated aim time.
Its only downsides are its fairly low standard penetration, and its poor base aim time (explained here).
The gun depression is average for a USSR medium, but the T-22 is a just slightly taller than the other -6 tanks.

Overall the gun is good and consistent, but you have to take the time to aim, otherwise you may find yourself missing many shots, though it is great at snapshotting.

Mobility

-Top speed is 56km/h, and 20km/h in reverse
-Acceleration is 37.3 hp/t on hard terrain and 28.0 hp/t on medium terrain.
-Traverse speed is 60.6 deg/s on hard terrain and 45.5 deg/s on medium terrain.
-Ground resistances are 0.6/0.8/1.2

Overall the T-22 has good mobility. It has a very high acceleration rate and great top speed, however its hull turning rate is below average for a medium. Overall the tank feels very fast, but not super nimble due to its traverse speed (and large size).

Equipment, provisions, & consumables

T-22 has the Tungsten Shells consumable.

-Use tungsten shells & multi-purpose restoration pack in your consumable loadout.

Gun Rammer/Calibrated Shells:
Both gun rammer and calibrated shells can work on this tank. Gun rammer is much better for brawling against medium tanks, calibrated shells is better for penetrating heavier armoured tanks or enemies in hulldown positions.

Gun rammer would improve the tank’s reload and DPM, from a 5.9s reload with 3161 DPM, down to a 5.4s reload with 3433 DPM.

Calibrated shells would worsen the reload to 5.7s and DPM to 3260, but improve penetration. AP increases from 240mm up to 252mm, HEAT from 300mm to 330mm, and HE from 50mm to 55mm.

Enhanced armour:
T-22 is an armour-focused tank. It trades quite a lot in terms of penetration, aim time, dispersion, and traverse speed (compared to most medium tanks) in order to gain very strong turret armour, side armour, and a troll upper plate.

Enhanced armour would improve the effective armour:
-Upper plate from 295mm to 308mm on weakest point.
-Base side armour from 87mm to 90mm.

Turret armour is also overall improved (harder to calculate due to many angles).

This armour improvement just makes the T-22’s armour (hull especially) more troll and harder to deal with.

Improved Control:
T-22 Medium has the perfect combination of stats for it to benefit more from improved control than from engine accelerator. Its traverse speed, particularly on medium terrain, is below average for a medium tank, meanwhile its acceleration both on medium and hard terrain are very good.

As the tank already has superb acceleration, it doesn’t suffer in getting to its top speed, and the improved traverse speed will actually help the tank to maintain its speed when it turns, making the T-22’s overall mobility improved.

Enhanced Gun Laying Drive:
The T-22 has the worst base aim time of any tier 10 medium tank, even worse than all the tanks that have higher alpha damage.

Gun laying drive is the only equipment piece that’s actually able to improve base aim time, and this is definitely needed, as its the T-22’s worst accuracy-related gun stat.

Refined Gun:
Due to the T-22 Medium’s poor dispersion of 0.335, and its great gun handling of 0.1/0.1/0.09, its the perfect combination to benefit massively from refined gun. Using refined gun makes the tank much more consistent at any range, especially as the T-22 already has amazing on-movement gun handling and mediocre aim time, and does very well with snapshots for this reason.

Refined gun would reduce the dispersion from 0.335 down to 0.285.

Gameplay advice

The T-22 is essentially just a regular medium tank, but it has some side armour with can allow for slightly different gameplay.

Other than the special armour use, the T-22 plays similarly to most other mediums with 5-7 degrees of gun depression and a strong turret. You brawl on the medium flank, try to out-trade enemies by using DPM, flank enemies, cap bases, etc.

Sidescraping (image below):
If you sidescrape in the T-22, make sure to fully hide your front plates behind cover. This tank can sidescrape very well, but it can’t expose itself to shoot for long, as then enemies will just shoot your upper plate.

While you wait to reload pull forward and hide the upper plates, then reload, reverse out (sidescraping), shoot, then pull forward again to hide the front plate.

Left imagine is a “regular” sidescrape, its how you would sidescrape in a regular tank.

The right image is what the T-22 should do, completely over-angle and hide as much of the upper plate as possible

Reverse sidescrape (image below):
Reverse sidescraping is where you turn the hull around, so the rear is actually facing the building. Then you turn the hull slightly as you would in a sidescrape, and go round the corner to shoot enemies.

This is not the most practical tactic to use in battle, due to you having to turn the hull completely around, but it is by far the most effective way to get bounces, and the tank becomes practically invincible when doing this. 

Again, left image is a “regular” reverse sidescrape, the right image is the angle that the T-22 can achieve with its V-shape hull.

No tank in in the game can reverse sidescrape better than the T-22.

In this case, the long hull is actually really helpful for it to be able to effectively do this.

Note that for any sidescrape, if you do angle to the full extent of the T-22’s armour, even though it will bounce all AP and APCR, it can still be penetrated by HEAT ammunition. Its still best to try use only the necessary amount of angling, as most tanks in tier 10 do have HEAT as premium ammunition.

Wiggling the hull:
This is not the best tactic in this tank, all it does is let the enemy know exactly what you’re doing, as you’re repeating an action in a very predictable manner. This give enemies a very easy opportunity to shoot either your front or your sides, because all they have to do is wait for you to give them the perfect angle to penetrate.
What you want to do when facing an enemy, is to be unpredictable while showing the side armour. Never just show your front without angling the sides, and try to zig-zag if you are driving towards the enemy, it will keep the sides at changing angles while also making the front of the tank harder to aim for.

Go hulldown:
Use the turret, the T-22 has the strongest turret on any tier 10 medium tank. Use it in hulldown positions and hide the hull behind some cover.
Alternatively, you can sidehug large enemy heavy tanks (such as Maus or E 100) so that they can only aim at your turret, keep moving back and forth, giving them no chance to hit the hull.

Aim shots:
Due to great gun handling, you can easily hit many mid and close range shots without even aiming, you don’t even need to use vertical stabilizer to achieve this result.

However, in battle you will have to take long range shots, especially if you flank around enemies, or are on a map with very separated flanks (such as Castilla, Alpenstadt, Naval Frontier). For these long range shots, you MUST stop and take time to aim. As stated before, the T-22’s base aim time is quite mediocre for a tier 10 MT, so even though its gun doesn’t bloom out much on move, and its aiming reticle is small, when it comes to actually aiming, the T-22 has to wait longer than other tanks for the aim circle to be fully aimed in.

Use gun depression:

Even using a small amount of gun depression makes the hull armour much stronger and very hard for enemies to penetrate with standard ammo. Don’t angle the armour when using gun depression, as it will make one of the upper plates weaker.

Use correct armour angling:
Against low penetration tanks (tanks with 220-245mm AP penetration), don’t angle the hull, keep it flat and head-on to the enemy gun. This will be the point where both frontal armour plates are the strongest, and you’re most likely to bounce the enemy.
This also applies when facing tanks which use APCR as standard ammo, since they have less normalization than AP, and your armour will be more effective.

Against higher penetration tanks, (250-260mm+ AP penetration), angle the hull. This is better than keeping the hull head-on to the enemy, since this level of penetration will have no problem to go through both of your frontal upper plates.
Angling will make one of the upper plates much stronger (rather than both being weak), and expose the side armour, which may bait shots from enemies.


Other than using its special armour layout, just play the T-22 like a regular medium tank. Apply its armour strengths to your regular medium gameplay and you should be able to do very well in the tank.

Overall

Armour – 9.5/10
Gun – 5.5/10
Mobility – 6.5/10
Speed – 7/10

T-22 Medium is overall a good tank.

Armour is great for a MT, the turret is strong and sides are very good. Upper plate is good against some enemies, and can be angled to troll any enemy. Sidescraping is very effective. Tank is almost fully HE/HESH proof.
Gun has good accuracy, gun handling, but mediocre aim time and standard penetration. Reload is quick and premium penetration is good. DPM is decent. Gun depression is mediocre.
Mobility is good, a strong engine and high acceleration rate, though fairly slow traverse speed on medium terrain. Reverse speed is average.
Speed is good, 56km/h.

Is it worth getting?

The T-22 Medium is worth getting for medium tank players who want a challenge. This tank is not easy to play, its low penetration and overall trollish gun can be frustrating to the player, the large size, slow traverse, and poor gun depression can make the tank very awkward to play. 

Its definitely not a beginner friendly tank, and takes some definite skill to get right; for this reason its really not worth it to most players.
The main feature of the tank is its V shape hull, and that’s the only reason for anyone to buy this tank. If you aren’t interested in the V-shape hull and using that side armour, do not buy this tank as all the other areas are just worse than similar MT with normal armour layouts.

The T-22 medium is worth 22,000 gold.

The tank itself can be sold for 7,500 gold as it is a collector vehicle.

Most recently sold for:

22,500 gold (Full bundle w/camo & attachment), 17,500 gold (tank only) – September 2022
22,500 gold (Full bundle w/camo & attachment), 20,000 gold (tank only) – March 2023
17,500 gold (Starting price), 13,000 gold (Final price) in Auction – August 2023

Camo cost:

“Uncatchable” camo- costs 2,550 gold
“Standard Bearer” attachment- costs 4,000 gold

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