The Windhund reward tank destroyer has officially moved from rumor to reality. Now locked into Personal Missions 3.0, Campaign Sector 3, this German Tier VIII wedge-shaped sniper combines Swedish-style siege mechanics with German engineering quirks. Unlike traditional premiums, Windhund is firmly a reward vehicle, meaning players will need to push through structured mission chains to unlock it. That raises the real question: is this reward worth the grind, and how will Windhund reshape the sniper TD meta at Tier VIII?
TL;DR — Key takeaways for the Windhund TD
- Hydropneumatic siege mode: ~2.0 s to enter, 1.5 s to exit; upgrades gun depression to about –12°/+13° and tightens aim to ~0.27.
- 105 mm sniper package: 320 alpha, 265 mm AP / 305 mm APCR, velocities near 1200–1450 m/s, ~7.9 s base reload for ~2430 DPM.
- Glass-cannon traits: about 1200 HP, 50 mm frontal armor, and ×2 engine-crit susceptibility in siege mode.
- Real mobility in travel: 50/30 km/h (fwd/rev), ~21.9 hp/t, ~45.9°/s traverse; siege speed set to 15/15 km/h.
- Reward label, not premium: expect event/campaign acquisition and different credit behavior versus store-bought premiums.
Windhund overview — identity, status, and why it matters
The Windhund sits in the German tank destroyer roster at Tier VIII as a reward vehicle undergoing Supertest. Its identity centers on a manual hydropneumatic suspension that toggles between a roaming “travel” posture and a deployed “siege” posture—mirroring the Swedish turretless TD loop but with German-flavored stats. Supertest labeling and community threads agree on its reward status; that single tag affects credits, crew usage habits, and—crucially—how players may obtain it (campaigns, events, or competitive-mode rewards instead of a straight premium shop purchase).
Important: a Personal Missions 3.0 operation shares the name “Windhund,” but the operation title alone doesn’t confirm this TD as its prize. Treat the operation and the vehicle as separate topics until an official source connects them.
Siege-mode mechanics — the hinge that defines the gameplay loop
Deployment timing and stance effects
- Enter siege: ~2.0 s (manual toggle).
- Exit siege: ~1.5 s.
- Gun handling: accuracy shifts from ~0.36 (travel) to ~0.27 (siege); aim time drops from ~2.4 s to ~1.34 s.
- Gun arcs: travel roughly –1°/+1° vs. siege roughly –12°/+13° depression/elevation.
- Mobility: siege caps movement to about 15/15 km/h but smooths dispersion while traversing.
Risk factors specific to siege
- Engine damage multiplier: ~×2 in siege; splash and HE become more punishing.
- Flank exposure: stalling in siege near enemies is fatal—use the ~1.5 s exit proactively.
- Map discipline: deploy only when sight lines and support justify the trade of speed for precision.
Firepower — precision-first, velocity-backed sniper
The 105 mm package doesn’t chase mega-alpha; it chases repeatable precision. Supertest figures point to 320 alpha, 265 mm AP and 305 mm APCR penetration, with velocities around 1200 m/s (AP) and 1450 m/s (APCR). The base reload clocks near 7.9 s, yielding roughly 2400–2430 DPM, and siege mode trims aim time to the ~1.34 s range. The APCR round, in particular, shortens the “thinking time” on long leads, enabling reliable pixel hits at 350–450 m when lanes open.
Practical application for long maps and tight lanes
- Open fields: Prokhorovka-style bushes favor its stationary camo and siege stabilization.
- Urban alleys: pre-toggle siege for corner snaps; cancel immediately after a trade to regain mobility.
- Ammo discipline: AP covers most targets; reserve APCR for heavy weak points to avoid credit bleed from reward tank income behavior.
Mobility and handling — a swift traveler, a deliberate sniper
The Windhund moves like a TD that wants to be present at the next crossfire—50 km/h forward and 30 km/h reverse in travel, backed by roughly 700 hp and ~21.9 hp/t. Hull/gun traverse hovers near 45.9°/s. These aren’t just numbers on paper; they shift how a siege-TD can be played: relocate early, create angles, and refuse stale lanes. Once deployed, expect the steady 15/15 km/h siege pace—good enough for micro-adjustments, not enough for a fighting withdrawal if a push collapses.
Survivability, vision, and concealment — strengths to cultivate, gaps to patch
Protection profile
- HP pool: ~1200.
- Hull armor: about 50/30/30 mm (front/sides/rear) on a wedge hull; autobounce memes happen but are unreliable.
- Takeaway: it survives on distance and discipline, not thickness.
Vision/camo profile
- View range: roughly 350 m—below Tier VIII norms; this pushes optics/binocs into the “near-mandatory” bucket.
- Stationary camo: ~21.7%; moving camo: ~13.0%; on-shot camo (stationary): ~4.5%.
- Play pattern: exploit bushes and overwatch; farm crossfires with minimal exposure time.
Pros — what the Windhund rewards
- Top-tier shell velocity for Tier VIII TDs—especially 1450 m/s APCR.
- Fast siege transitions (~2.0 s in / 1.5 s out) and strong siege accuracy.
- Real 50/30 km/h travel mobility encourages proactive repositioning.
- Firepower slot enables high-impact gun handling/DPM builds.
Cons — what the Windhund punishes
- 350 m base view range increases dependency on equipment and allies.
- About 1200 HP and 50 mm frontal armor; not a brawler, even on corners.
- ×2 engine-crit sensitivity in siege—HE and splash punish greedy peeks.
- “Reward” economy: no premium-grade credit multipliers.
Equipment builds and crew — aligning with the Sniper Tank Destroyer role
Core sniper build (randoms, ranked-like play)
- Improved Aiming Unit (Firepower slot) — compounds siege accuracy for reliable pixel hits.
- Gun Rammer — elevates DPM above the already-solid baseline.
- Binocular Telescope or Coated Optics — picks depend on map pool and spotting support.
If Rammer is chassis-restricted, prioritize IA + Optics and consider Turbo for tempo.
Mobility-tempo build (flank and reset angles)
- Turbocharger — accelerates rotations and early-lane contests.
- Gun Rammer — keeps pressure on windows of opportunity.
- Improved Aiming Unit — preserves the identity: a siege-mode laser.
Crew skills (3-crew layout)
- Commander (Radio/Loader): Sixth Sense → Recon → Situational Awareness → Camo → Adrenaline Rush.
- Gunner: Camo → Snap Shot → Deadeye → Designated Target → Repairs.
- Driver: Camo → Smooth Ride → Off-Road Driving → Clutch Braking → Repairs.
Target selection and ammo logic — keep the ledger in the black
- AP (265 mm @ ~1200 m/s): default choice; adequate for most same-tier heavies from flanks and all mediums/lights.
- APCR (305 mm @ ~1450 m/s): use against stubborn plates or micro-weakspots; excellent for long-range lead shots.
- HE (~1200 m/s): situational—arty, paper lights, and destructible cover clearing.
Because it’s a reward tank, sustained APCR spam magnifies credit losses versus typical premium grinds.
Windhund vs. Swedish siege TDs — mobility for vision trade
Comparisons to the Strv school are inevitable. The Windhund trends toward mobility-first with faster travel and snappier transitions, but it yields ground on base view range and raw armor schemes. In practice, it appeals to players who prefer repositioning to maintain angles rather than anchoring a single bush for six minutes.
Map heuristics and mode nuance — playing to the statline
Open-vision maps
- Favor long lanes and vegetation density; pre-siege before expected spots appear.
- Let AP velocity do the work; swap to APCR for micro-weakspots at 400 m+.
Urban brawls
- Use connectors and alleys for crossfires; avoid committing to dead-end streets.
- Toggle siege for single trades, exit immediately to prevent traps.
Objective modes
- Secure early firing lanes, then rotate ahead of collapses using 50 km/h travel pace.
- On defense, bleed pushes with siege; on attack, escort vision assets and hold overwatch.
Counterplay — how opponents punish a deployed Windhund
- Vision pressure: force it to fire blind; 350 m base VR is exploitable with coated optics and skilled lights.
- Time the push: engage during siege; 15 km/h backpedal offers a finite escape window.
- HE and splash: capitalize on the ×2 engine-crit risk while it’s planted.
Economy and availability — reward versus premium reality
As circulated in Supertest and community reporting, the Windhund is a reward vehicle, not a premium. That usually implies:
- Acquisition: events, campaigns, competitive seasons, or limited-time mechanics like Assembly Shop—not direct cash purchase.
- Credits: different earn rates than true premiums; expect more careful ammo budgeting.
- Crew behavior: still practical for nation-line crew usage, but without the all-around premium economy perks.
All specifications remain subject to change while Windhund is in Supertest. Players should re-check official patch notes and vehicle pages at release time for finalized values.
Windhund — Tier VIII German Reward Tank Destroyer Stats
Role: Sniper Tank Destroyer
Special Mechanic: Hydropneumatic Suspension & Siege Mode
Category | Stat |
---|---|
Firepower | |
Average Damage | 320 |
Average Penetration | 271 mm |
Rate of Fire | 7.59 rounds/min |
Gun Loading | 7.9 s |
Average Damage per Minute | 2,430 |
Gun Traverse Speed | 45.89°/s |
Gun Depression/Elevation | -10° / +10° |
Gun Traverse Limits | 0° / 0° (fixed gun) |
Aiming Time | 2.4 s / 1.34 s (Siege Mode) |
Dispersion @ 100 m | 0.36 / 0.27 (Siege Mode) |
Caliber | 105 mm (10.5 cm Bordkanone) |
Survivability | |
Hit Points | 1,300 |
Hull Armor | 50 / 30 / 30 mm (front/sides/rear) |
Spaced Armor | Up to 40 mm |
Suspension Repair Time | 11.7 s |
Mobility | |
Weight | 32 t |
Engine Power | 700 hp |
Specific Power | 21.88 hp/t |
Top Speed (Fwd/Rev) | 50 / 30 km/h |
Traverse Speed | 45.89°/s |
Siege Mode Mobility | 15 Top speed (km/h) / 15 Reverse speed (km/h) |
Siege Mode Switching | 2.0 s to Siege / 1.5 s to Travel |
Concealment | |
Stationary Camo | 21.77 % |
Moving Camo | 13.05 % |
Firing Camo (Stationary) | 4.55 % |
Firing Camo (Moving) | 2.73 % |
Spotting | |
View Range | 350 m |
Signal Range | 570 m |
Crew & Misc | |
Crew | 3 (Commander/Loader, Gunner, Driver) |
Special Category | Firepower (equipment slot bonus) |
Unique Mechanic | Hydropneumatic Suspension with Siege Mode |
Verdict — who should chase the Windhund, and who should pass
Players who thrive on lane control, map literacy, and timing will get the most from Windhund’s toolset. The mobility in travel, the swift stance switching, and the velocity-backed sniping produce consistent impact when paired with good vision frameworks. On the other hand, brawl-first tankers and credit-focused grinders may find the reward-economy profile and siege risks less attractive.