Page last updated 24 December, 2024.

The Waffen F 1.0 (WT auf. E 100) is a tier 10 German tank destroyer. It features a choice of 2 guns, each with immense firepower. A 12,8cm gun with 5 shells, fast intra clip, great accuracy, but low alpha damage; or a 15cm gun with 3 shells, slower intra clip with worse accuracy, but high single-shot damage. The tank also features decent mobility with mediocre armour.
- Armour
- Gun
- Mobility
- Provisions & consumable loadout
- Equipment loadout
- Gameplay advice
- Overall
- Is it worth getting?
- Most recently sold for:
- Camo cost:
Armour
(The Waffen F 1.0 in the images is using Improved Assembly)


Drag slider right -> to view 285mm AP
Drag slider <- left to view 90mm HE
Armour when flat and facing head-on:
Upper plate 325-390mm
Lower plate 170mm
Turret front flat areas 48-52mm
Turret front angled areas 105-130mm
Gun & viewport 5-12mm
Side armour:
The Waffen F 1.0’s side armour is 80mm behind the tracks, covered by the tracks which are 20mm of module armour, with 82mm above the tracks.
The turret side is 37mm thick.
WT cannot sidescrape or angle at all, since its sides aren’t like an E 100, and its massive weak turret is always visible.
Armour vs all tier 9-10 enemies.:
Facing the any enemy in tier 9-10, the WT has an impenetrable upper plate to standard ammo. High penetration premium ammo can penetrate the upper plate, or if you are in close range and facehugging an enemy.
The lower plate & turret front are easily penetrable to all standard ammo, but are HE resistant.
The turret can only be penetrated by HE on the flat areas below (left & right of) the gun, and through the openings in the turret shield for the gun mount. The entire turret is HESH penetrable.
Gun
The Waffen F 1.0 mounts 2 guns, one 12,8cm (128mm) autoloader, and one 15cm (150mm) autoloader.
12,8cm 5 shell autoloader:
-Alpha damage is 340 on AP, 300 on APCR, and 400 on HE.
-It has 5 shells in the magazine, with an 1.82s intra-clip reload, so in 7.28s it can burst out 1700 damage.
-It has an 29s magazine reload, giving it 2813 DPM.
-Penetration on AP is 280mm, APCR is 360mm, and HE is 65mm.
–Estimated aim time is 3.3/3.5s.
–Base aim time is 2.1s, but it can get down to 1.62s.
-Dispersion is 0.326/0.277.
–Gun handling is 0.18/0.18/0.18, or 0.16/0.16/0.16 with Vertical Stabilizer.
-Gun depression is -6 degrees over the front, -8 degrees over the side.
-Gun traverse arc is +/-135 degrees left/right.
-Shell velocity is 1160/1340/890 m/s.
Overall this is a good gun. Its accurate, has great aim time, great shell velocity, and great penetration. The main downside is low alpha damage.
Low alpha damage makes it hard to trade, however the a large magazine with high burst damage means you can split your damage over more targets when needed, or have more opportunities to hit a shot. In some scenarios its an advantage, in other (damage trading) scenarios its not.
15cm 3 shell autoloader:
-Alpha damage is 570 on AP, 480 on HEAT, and 870 on HE.
-It has 3 shells in the magazine, with an 3.53s intra-clip reload, so in 7.06s it can burst out 1710 damage.
-It has an 29s magazine reload, giving it 2847 DPM.
-Penetration on AP is 270mm, HEAT is 350mm, and HE is 75mm.
–Estimated aim time is 4.1/4.3s.
–Base aim time is 2.5s, but it can get down to 2.02s.
-Dispersion is 0.353/0.300.
–Gun handling is 0.18/0.18/0.18, or 0.16/0.16/0.16 with Vertical Stabilizer.
-Gun depression is -6 degrees over the front, -8 degrees over the side.
-Gun traverse arc is +/-135 degrees left/right.
-Shell velocity is 930/910/890 m/s.
Overall this is a good gun, for the exact opposite reason of the 12,8cm gun, as this gun has high alpha damage. Its accuracy & aim time are mediocre, penetration is below average for a TD, with good DPM however a long reload.
The advantage of this gun is that it can do 570 alpha 3 times, which can easily catch enemies off guard, and provides an edge in damage trading situations, or when you can only get out 1-2 shots before needing to reload. Unfortunately you have to pay for this huge firepower with worse accuracy, shell velocity, penetration, & aim time compared to the other gun.
Mobility
-Top speed is 38km/h forwards, and -12km/h in reverse.
-Traverse speed is 40.8 deg/s on hard terrain, and 31.4 deg/s on medium terrain.
-In game acceleration rate is shown as 17.6 hp/t, it has a strong 1472 horsepower engine for its 84 ton weight.
-Actual acceleration rate is 17.6 hp/t on hard terrain, and 13.5 hp/t on medium terrain.
–Terrain resistances are 1/1.3/1.5
Overall this is good mobility, its definitely not a slow or sluggish vehicle, especially considering its based on an E 100 hull. Acceleration on both terrain types is good, with great traverse speed on hard terrain, but fairly unimpressive on medium. Forward speed is good and enough to reposition during battle, reverse speed is quite mediocre.
Provisions & consumable loadout
Provisions:
-10% food is essential for all gun-related stats, but especially reload time for this tank.
-3% food helps slightly improve these stats, stacks well with the 10% food.
-10% fuel is needed just to maintain a good level of mobility on this tank. This provision is the difference between feeling sluggish and feeling relatively mobile.
Consumables:
-Multi-Purpose Restoration pack is essential for repairing any damage the tank sustains in battle.
-Reticle calibration is essential no matter which gun you use, since it just makes unloading the magazine far more consistent.
-Shell reload boost is essential for both guns as it allows you to unload damage much faster, as both guns have a similar unload speed.
Equipment loadout
Improved Ventilation:
In the majority of situations, calibrated shells aren’t needed. With how the WT plays, often you don’t have to deal with the strong frontal armour of hulldown enemies hiding their weakpoints.
While calibrated shells do help to deal with a few enemies easier, most of the time its unnecessary and overkill to use it.
Vents help the tank in every situation, which is especially helpful for this tank, due to its terribly long reload on both guns, and quite mediocre accuracy/aim time on the larger gun. Notably, vents gives a 1s faster magazine reload on both guns, and nice improvements to both aim time and dispersion.
Improved Assembly:
Due to very weak turret armour, enhanced armour doesn’t help the tank. The non-flat areas of the turret front are already enough to resist all non-HESH types of HE ammo, while also being too weak to bounce AP, so enhancing it does nothing.
Its far better to improve the tank’s HP, which is a vey good 1850 base. Improved assembly would take this up to 1924, which is very good for a “paper TD”.
Vertical Stabilizer:
Vertical stabilizer is needed, for the small gun (12,8cm) its important for improving the after-shot bloom as the gun shoots so quickly; for the big gun (15cm) its important as the accuracy and aim time are unimpressive.
Refined gun won’t help the tank as much in most situations, since the tank has autoloader guns, and due to it being quite mobile with a flexible turret. The tank’s turret traverse dispersion is also worse than average at 0.18, an important factor as you often need to move both the turret and hull to respond to situations and put in shots.
Gameplay advice
The Waffen F 1.0 is fairly similar to the FV4005 with its general playstyle, but there are some big differences you must accommodate for, being a longer reload and much worse camo rating.
Gameplay between the 2 guns of this tank doesn’t differ too much other than with how you deal damage.
General gameplay:
The WT plays a very passive and supporting role at the beginning of the battle, usually starting in a sniping position, or at least at an equivalent distance.
Due to having just a massive size with very weak turret armour, you cannot afford to even get spotted, as the WT is among the largest tanks in tier 10 and makes for a very attractive target (especially of enemy players know that you could potentially take 1.7k HP in one go). Use bushes and stay by hard cover whenever you can. The bushes will help to give you camo rating while you can still spot enemy tanks, while the hard cover will let you hide from enemy guns after taking some shots at enemy targets.
Avoid bushes that are too small, since the top of the WT auf E 100 is pointed (like a house roof), it will stick above some bushes, which means that you will still easily be spotted from behind these smaller bushes. Just avoid hiding behind them for cover.
Turn the turret if you need gun depression. Over the front you only have -6, however over the sides you get -8 degrees, which is flexible enough to use many positions, you just can’t have the hull front blocking your gun.
After initial stages of the battle, you can reposition or push forward. Remain as a support tank, still try to let allies take the hits for you. You just need to focus on finding enemies which you can deal damage to, while not getting rushed or pushed. Keep around allies who can help you while you reload, but also don’t be afraid of trading a bit of HP if it means you can put out a full magazine into enemies, as that has a massive impact on the outcome of a battle.
Play opportunistically, you have the highest magazine damage in game and if there is an isolated enemy with under 1.7k HP, often times you can just all-in them and take out that enemy. This is the opportunity for the tank to push and make a huge impact on the game on its own, since you can just take out a very healthy enemy from full health.
Also play smart, don’t make bad plays, such as rushing an enemy with 1.7k HP who isn’t alone. You only have an impact on the game for 7s, after you’ve shot your 7s worth of damage, you’re completely exposed for 29s. If you make a bad play and you don’t have anyone to support you, then you’ll likely die and waste the tank’s impact.
Turn the turret/hull:
To use some positions, it may be best to turn the hull and turret.
For one reason, the gun depression improves when the turret is pointed off the hull, increasing from -6 to -8, it lets you use more positions on uneven terrain, and your large hull front isn’t propping up the gun.
Another reason is to reduce size profile and to make pulling into cover/running away easier. WT has a rear-mounted turret, so when you poke out around a building by reversing, much less of your tank is exposed before your gun (compared to if you drive out forward, where your entire hull comes around the corner before you can even get your gun on the enemy).
Conserve HP:
Just as said above, you have a huge size profile with very poor camo rating for a TD, it makes it easy to get shot and lose HP. This HP is extremely useful to save for latter parts of the battle, where you can push up and play a bit more actively, trading 1 shot of damage for your full magazine (an un-losable damage trade).
If you needlessly lose HP pushing into a poor position at the start of the battle, it makes the WT much harder to play and to get damage when it is able to leave the sniping role, which happens after the battle has progressed past the initial encounters and fights.
Aim properly:
For the 15cm gun especially, don’t rush your shots. Unlike the 12,8cm gun, you only have 3 shells, so you have far fewer chances to deal damage if you miss or bounce a shot, and it hurts your DPM much more.
Stop to aim the gun, and try to let it aim in as much as possible before you take a shot. Missing 1 shot on the 15cm gun is very frustrating, just due to it being 33% of your magazine damage, and due to you having to reload for 29s.
Damage trading:
For the 15cm gun, damage trading is easy, as 570 alpha damage can out-trade most tier 10 tanks already. If you manage to put in 2 or even all 3 shots of the magazine, then you can out-trade any tank.
For the 12,8cm gun, its best to try trade with as many shots you can put back into the enemy before they retreat. Your low alpha of 340 will often get out-traded, but with only a 1.82s intra-clip reload (1.27s with consumables), a lot of the time you can put 2 or even 3 shells into the enemy. Don’t let enemies trade 1-for-1 on you, as 340 alpha damage will easily get out-traded by most tanks.
Use HE on the 15cm gun:
Only for the 15cm gun, you should try to use HE whenever possible, just due to its MASSIVE damage dealing ability in a short amount of time.
A fully penetrating HE magazine on this gun does 2610 damage, which is enough to destroy nearly all tanks in game in a single magazine.
This HE is so good that it even works against tanks with the spall liner provision, still doing 696 damage on average, far higher than the 570 if you had shot AP.
Use consumables:
This is an insanely important aspect of gameplay due to how much the consumables boost your performance by.
Shell reload boost is useful in nearly every situation where you have a target to be shooting, as it allows you to deal damage faster.
Reticle calibration is useful just to ensure accuracy, this is great if you have just been moving at speed, are at a longer range, need to aim for a weakpoint, or need to accurately hit an HE shell.
Note that the WT saves up all of its damage effectiveness from 29s to deal it all within 7s, with the consumable cooldown allowing you to use them essentially every other magazine you shoot (so 1/2 will be consumable boosted).
The gameplay of the WT is that of a sniper at the beginning of battle, staying away from enemies to conserve HP and remain unspotted. Later in the battle you can push forward, however you still need to try to avoid damage, and only take hits when you can trade back a full magazine.
Overall
Armour – 3/10
12,8cm Gun – 8/10
15cm Gun – 8/10
Mobility – 5/10
Speed – 5/10
Waffen F 1.0 is overall a situationally broken tank.
Armour is generally weak, with a strong upper plate, but turret & lower plate are weak to AP. Turret front mostly resists HE, but sides & rear won’t. Turret front & lower plate are HESH penetrable.
12,8cm gun has good accuracy, aim time, fast intra-clip, large 5 shell magazine capacity, high burst damage of 1700, and decent gun handling. Alpha damage is a low 340, with an extremely long magazine reload.
15cm gun has amazing HE damage, high standard & premium alpha, decent intra-clip reload, high burst damage of 1710, 3 shell magazine, and decent gun handling. Aim time & alpha damage are mediocre, with an extremely long magazine reload.
Mobility is decent, a strong engine with good acceleration rate on both terrain types, with good hull traverse. A great gun arc with good gun depression provide great flexibility. Reverse speed is mediocre at -12km/h.
Speed is decent at 38km/h.
Is it worth getting?
The Waffen F 1.0 is worth getting. Its an extremely unique tank with very interesting stats and challenging but very rewarding gameplay. Its balance of a completely broken damage dealing ability combined with a terrible downtime make it a very interesting flavor of gameplay which few other tanks can give.
While the WT isn’t a super strong tank, it is situationally broken, as in:
The WT saves up all of its damage effectiveness from 29s to deal it all within 7s, it makes the tank ultra broken for those 7s, but after the 7s is over, the tank is essentially useless as it can’t do anything against enemies for another 29s.
Also note, with the fairly short consumable cooldown, you can use those consumables almost every other magazine you shoot (so 1/2 will be consumable boosted), which is a massive difference to how other tanks work with consumables.
The Waffen F 1.0 is worth 20,000 gold. Its a decent tank, its completely broken for 7s while it unloads its damage, but then is completely helpless for 29s while it reloads. The gameplay of the tank is very interesting and unique, due to how its balanced, when battles work out perfectly its even more satisfying than other tanks.
Most recently sold for:
Event release – December 2024
Camo cost:

The Waffen F 1.0 has a permanent appearance which can’t be changed.
