WoT: TOG II Heavy Tank Review

I'd like the footlong landsub with mayo and chips please
i love the tog ive had up to 9 kills in a game with it... people get a hard for it and charge at u using no cover and they evaporate.... and u can do some interesting things like in a city blocking the road by turning so light tanks cant drive around u which would allow u to get shots on them... its tank u play to troll people >_>My only problem i have with the tank is 70% of games some one thinks they can help me by pushing me and run into my ass and i have to pay there repair bills and some times xp loss
All i know is that in a 1vs1 the mighty TOG will kill a tiger and possibly a t29..however it is rather allergic to derp su-152s cause the HE shells will pen almost always..
I do love articles like this with a splash of history along with in game details and fantastic set of photos. I know it takes a long time to properly organize all that with the feature editor.My only argument would be with crew skill levels. I believe I read somewhere that the crew all get the same XP applied to them each match, that is to say it isn't split between them but they each get the same amount. I believe this would technically mean that a tank with 6 crew trains "faster" than one with a crew of four because you technically have two extra crewmembers getting the same XP that are leftover if you transfer the rest to a 4 crew tank. Once a tank is elited though if you're maintaining the same one or two leftovers you at least know the bonus XP will never go to either of those two because they'll always have more total XP so at least the "newbies" will train a little faster. I don't think you lose out the way you detailed but I know this kind of thing is hard to test without exhaustive record keeping and I haven't actually tested it empirically myself.
Play in a platoon of three TOGs (if you don't know somebody else, I will). You will destroy nearly everything. Three Shells about every 4 seconds. You're penning nearly everything. Three Togs can distribute the damage across them. Once we got like 3/4 of the enemy team with our platoon. Only thing you have to watch, is not to get out of reach of your cap. When we lost, it was mostly be being outcaped before we got to their cap.
Every single game in this submarine I get a teammate trying to push me.
I really enjoy the TOG and I'm not a maschoist. I get more kills than the number of deaths I suffer, and while slow I can quite often influence the flow of battle (by the time I get to the action both sides are tattered; I sweep in, and take out everyone with my machine-gun 17pounder.) It's a different tank, but fun tank nevertheless. And makes as much money as the KV1 (or a bit more). Even on a bad match I get around 15 000.Plus it makes people smile. (Didn't see many tards so far; only friendly banter.)
Let's do it. :)
Just to clarify the lowest member of the crew gets the xp bonus on top of the standard amount, so In the case of this tank it would be one if the two crew not used in the 215b. So yes, you can use it to level a crew but its less efficient.
Less efficient than a tank that gives training bonuses sure. The other concern then is just how the XP is applied to the crew in general. I THINK ( with no proof mind you ) it's the same amount for each regardless of crew size. How to explain this... OK, so that tanks advance crew skill at the same rate I believe the way they do it say you have a T-28 and an ELC AMX with 100 crew XP from a game. The T-28 crew would each get 100XP discounting all other concerns ( like being dead, double XP from elite, etc ) and each of the ELC crew would also get 100. This would keep the crews advancing at the same rate based on number of games even though the T-28 crew is technically garnering much more XP because there are 6 crewmembers rather than 2. At least I think that's how it works since ELC AMX crews don't seem to advance 3x faster than my T-28 crews ( 2 VS 6 ). At the very least it makes big tanks better at training more crewmembers than small ones. That's more what I was thinking about and trying to write before.
The xp is certainly not affected by number of crew but the lowest member gets a bonus, which is a problem in this instance, according to the official description of xp distribution. The ideal scenario is for instance the T25/E50M combo where the same exact crew can be used in both tanks. With the tog2/215b, you'll end up with 2 crew you'll only use on the tog who get that bonus. Ideally you want that bonus to go to the crew you'll want for the tier x but in this instance that won't happen. This is only an issues for training crews in tanks for cw so not a big deal for the majority.
That is exactly what I do. Im putting a video on youtube of one of my matches
I enjoy playing my TOG and I think it does serve several roles. My first 50 games with the TOG were nothing special. It took a lot of getting used too. But now, it's almost the only tank I play. It's best role is that of defense and short range patrols. Also, if forced to attack, let the TOG go out first and draw fire. Everybody loves shooting at a TOG and that leaves open and reloading targets for everybody else.Lately, I have been trying to recoup my first 50 game screw up. I have destroyed up to 7 tanks in a game. Most games I get 3-4 tanks and top gun isn't that unusual. One area that I would like to see other players improve on is that if a TOG is playing defense, don't assume it can do the job alone.

First off, the history

The TOG II is an interesting Premium Heavy tank. TOG stands for 'The Old Gang', because it was designed by a group of old men who originally worked on the very first World War I tanks, including one of credited original inventors. The assumption was that World War II would be a repeat of the trench warfare of World War I.

So with this in mind, armed with large well cultivated soup strainers (mustaches, for those not familiar with British slang) and completely ignoring the predictions and writings of J.F.C Fuller and Captain B. H. Liddell Hart (notably, these were not lost on Heinz Guderian), they built a tank which could move slowly with infantry, across trenches and ground pockmarked by the enormous artillery barrages so synonymous with the First World War. And because of that, they built a total and absolute failure of a tank which never saw serial production. It did have some interesting features, like an electro-mechanical drive as seen on some of the more exotic German tanks, torsion bar suspension system to give it a smooth ride, and what was a tremendously good cannon for its time.

The first tank was obviously called the TOG. The TOG II was a refined version with some changes to its turret, gun and track path. No one really knows what happened to the first TOG. It disappeared from historical record, which I find strange as you wouldn't think that a tank would be the sort of thing you just lose down the back of the sofa or the dog can bury in the garden. The TOG II itself was cancelled in 1943 and put on display at Bovington Tank Museum, where you can visit it to have a look and be dwarfed by one of the largest tanks ever built.

But, enough about the history. How does this archaic design fit into World of Tanks as a Tier VI Premium Heavy Tank? Lets take a look and see if its worth the asking price 3500 Gold.

Does it earn me credits?

Ok, so we'll cut to the chase. Does it earn me buckets of credits? Yes and no. There is a general misconception that all Premium tanks earn more money than their standard counterparts. This is only true of Tier VIII Premiums; all other Premium tanks just cost less to run than their standard peers, therefor net profit is higher. The TOGII is no different, so don't buy this expecting to be on the World of Tanks Forbes 500 list. 

If its not good for that, Is it good for crew training?

The cool thing about Premium Tanks is you can use any crew from the tanks country of origin so long as they're trained in the same tank class without penalty. So in the case of the TOGII, you can put your 215B crew into it. However this is why this tank is a dud; the TOGII needs 6 crew, your 215B needs 4. You'll need two crewmen you don't care about, and the larger crew means more widely spread experience, which means slower progression for the quartet you do care about.

Matchmaking, the first good news

This tank has favourable matchmaking. You can't meet Tier VIII tanks in it. That's a good thing, since it means you're merely outmatched by almost anything you fight, instead of being hopelessly outmatched.

The Gun

So lets focus on the good before we go into the bad (or the utterly terrible) which define some of this tanks characteristics.  It's armed with Mk VII variant of the famous OQF 17 pdr, a gun also found on the Tier VII Churchill Black Prince and AT-15A. Sounds good already.

With standard AP rounds it will get averages of 171mm of penetration and 150. That may sound mediocre, but it's also got a 12 rounds per minute rate of fire, 2.3 second aim time and 0.34 accuracy.  At this point its also worth noting the depression available is exceptionally at -10 degrees and the view range is 360m, 30m more than many other Tier VI tanks. The Premium round has 239mm of penetration, so that's an insurance policy against the odd Tiger P you may run across. 


You'd think a tank tipping the scales at over 80 tons would have some hefty armour. Well...yes and no. The armour is of the cemented variety, which was best available in the time period for prolonged engagements because of its ability to maintain its strength and shape without spalling after repeated hits. The trouble with the TOG II is that that advantage doesn't translate into the game, and the fancy armor isn't actually that thick.

The hull armour is 76/76/50mm and the turret is 114/76/53. For a Tier VI Heavy, that's terrible, full stop. If the tank were smaller or faster it wouldn't be so bad, but it's not - the tank is the size of a Maus and actually slower.

You can't even do a whole lot to make the best of a bad situation. A common strategy with tanks like the Maus is "side scrapping" - placing your tank so that its front is covered and exposing only the side at an extreme angle. Attackers have the option of shooting at your turret, or taking a shot at your side that will impact at something like 10 degrees off horizontal. Unfortunately, the TOG II has a very forward mounted turret, which makes it rather difficult to do.

Unless you get clever.

Even in this case, though, the 114 armor on your turret is nothing to write home about. It might stop Tier V shots with some reliability, but most Tier VI or Tier VII guns will punch through it without a problem.


I've touched on this before and I think you've already got the impression that this tank is a bit of a brick, maneuvering it is a bit like what you'd expect from a tank built by people who worked on a 'landship committee'. 20 degrees track traverse and 15kph top speed make this more immobile than the Maus, although it has the dubious benefit of meaning that the tank is fairly accurate while moving.

With that in mind, in my experience if the enemy has artillery and they're not AFK, bots or neck beards and you're in an open map or an opening start position and get spotted, you're dead. Despite 1400 hit points, the lack of armour and low mobility it doesn't last long. Its such a large and slow vehicle that it ends up exposed for a disproportionate amount of time and is quite an easy target for artillery.

There is one upshot is that you can literally throw your weight around - other tanks you face are very, very easy to push. Use that to build a fortress from dead foes or something, since those are the only ones you'll catch.


This is certainly something worth covering because this tank is fairly unique in its design. Because it was meant to cross trenches and craters, its very long; It's also quite tall at just over 3 meters. This poses some interesting problems, the first of which is, a shorter tank can effectively hide by hugging you, there's simply no way to depress your gun enough to hit it. The length is also a little bit of a problem because it simply can't traverse 180 degrees or more unless it has over 10.1m of clear space to do it which sometimes is a problem on city maps or if rocks are present.

Tank Companies

As this is a Tier 6 tank, it qualifies for Medium Tank Companies, so I had to test it out. After asking, then begging one of my clans FC's to allow me to take this tank on a few companies I was able to get a measure of its performance. To cut a long anecdotal story short it didn't work out to well; we like to win, even in 'crap' tanks (crap as in not FOTM) so after several battles we decided or rather I was told to not use that tank ever again. Evidently it was just too 'crap'.

As a defensive tank, it has the hit points but not the armour to absorb the sustained punishment from a push into your defense. It also lacks the alpha to punish people for playing peek and poke with you, and the ROF to hit several peekers in rapid succession is a poor compensation. It's to large to hide form artillery, and the AMX105AM and Grilles used in Medium Company Battles will find you an easy target. It's simply too slow to be an attacking tank and despite its excellent sniping ability, it can't get in position fast enough or get to the best positions at all, and can't stay hidden effectively if it does get to where it needs to be.

The only real use for the tank is as a blocker, but really, it's a waste of a slot. Maybe if we could have selected a city map its possibly it would have been useful. Tank Companies with the random map rotation aren't the place for the TOG II; the KV1S and Cromwell won't be challanged by this tank any time soon. 

TL/DR & Conclusion

The TOG II is a tank for aficionados who are either very good at World of Tanks or absolute masochists or more likely, both in equal amounts. There's no other way of looking at it. 

Is it worth 3500 Gold? [Editor's note: NO.] While always subjective to a certain degree, usually players will generally agree on most Premiums as either worth it or not; however this tank really is down to personal taste and on the understanding its not going to be some uber credit or XP grinder, its purely for the 'pleasure' of owning and driving this oddity. 

If you enjoyed the Premium Churchill III, Matilda Black Prince or AT-15A, you might enjoy this. However I own all those tanks, enjoy each one on their own merits however couldn't bring myself to get in any way attached to this monstrosity. 

One plus side I forgot to mention earlier: in nearly every game I play with the TOG II I get someone on the opposite team telling me how he's about to feed off my 1400 hit points and earn some nice XP. It's a bit of a tard magnet, so you might be able to derive some enjoyment from it by killing off overconfident morons and then making fun of them. 

So do you have a TOG II and utterly disagree with me? Leave a comment below!

QA manager by day, avid World of Tanks and EVE Online player by night. Having worked on AAA MMO titles in the past, I bring the perspective of both the gamer and former games industry professional.