The AltProto AMX 30 (A.P. AMX 30 in the garage) is a French Tier VIII premium medium that feels like a kitbash: AMX 30 vibes up top, Lorraine 40 t energy in how you play the map — paper armor, good gun depression, and a habit of punishing people who underestimate your alpha.
This guide walks through what the tank actually brings to Random Battles: firepower, survivability (spoiler: there isn’t much), mobility and vision, then a practical equipment, crew, and consumable setup you can copy on day one.
On this page
- Overview
- Specifications
- Firepower
- Survivability
- Mobility & spotting
- Equipment
- Crew skills
- Consumables
- Verdict
Overview
On paper you’re looking at a mobile French medium with a comfortable 100 mm and 300 alpha — and you pay for it with almost no hull armor. Don’t expect miracle ricochet angles on flat ground: you win by terrain, vision, and tempo, not by face-tanking Tier IX heavies.
Note: The stat tables reflect a stock top-configuration in the garage without equipment or field modifications. After balance updates, double-check reload time and shell behavior on your in-game panel.
Specifications
| Parameter | Value |
|---|---|
| Tier / class / nation | 8 / Medium / France (premium) |
| Hit points | 1,250 |
| Weight / engine | 28 t / 680 hp (≈ 24.3 hp/t) |
| Top speed (forward / reverse) | 65 / 23 km/h |
| Hull traverse | 40°/s |
| Turret traverse | 42°/s |
| View range | 380 m |
| Signal range | 750 m |
| Gun | 100 mm SA47-58 |
| Reload / RoF | 9.0 s (~6.67 rounds/min) |
| Aim time / dispersion at 100 m | 2.5 s / 0.36 m |
| Gun depression / elevation | −11° / +15° |
| Armor hull (F/S/R) | 60 / 40 / 30 mm |
| Armor turret (F/S/R) | 150 / 40 / 30 mm |
| Shell | Avg. damage | Avg. penetration (mm) |
|---|---|---|
| AP | 300 | 232 |
| APCR | 300 | 263 |
| HE | 400 | 50 |
Firepower
The selling point is a strong Tier VIII 100 mm: 300 alpha with comfortable AP pen for a premium — you’re not begging for gold on every angled target. AP also gets normalization, which helps on slightly off angles compared with HEAT-style shells.
What holds DPM down is cadence: you’re not a sustained DPM monster in a straight 1v1 slugfest against dedicated brawlers. You win by trading on your terms — ridge poke, burst of focus fire with allies, then disappear before someone answers with 900 HP worth of mistakes.
Tip: If you’ve played Lorraine 40 t, the lesson transfers: the gun can farm, but gun handling and exposure discipline decide whether you “use” the alpha or donate it. Plan one peek, not three greedy ones.
Good news: −11° gun depression is a genuine perk — you can work real ridges without exposing the whole hull like a billboard.
Survivability
Call it what it is: cardboard hull, tiny HP pool (1,250 — in the same neighborhood as other “glass” Tier VIII premiums like Bat.-Châtillon Bourrasque). The turret front can reach 150 mm plus a chunky mantlet that sometimes eats a bad shot, but don’t build a playstyle around “turret tank go brr.”
If you’re “tanking,” you’re probably already losing — reposition, break vision, and stop giving free broadsides to same-tier guns.
Mobility & spotting
Top speed is 65 km/h with strong power-to-weight — you hit cruise quickly and hold it on flats. That’s your escape plan and your flank tool.
Traverse is only okay: you’re closer to “Lorraine-ish” than “LT dodging circles,” so don’t pick open-field duels with fast meds that want to orbit you.
380 m view range is solid for a Tier VIII medium — enough to contest vision if you invest in crew and, optionally, optics.
Equipment
Build for stabilization + DPM if you like active mid/close play — exactly what IRM + Rammer + Vertical Stabilizer is for.
| Slot | Equipment | Why |
|---|---|---|
| 1 |
Improved Rotation Mechanism |
Faster hull/turret rotation and tighter bloom on the move — helps you snap shots and wiggle without feeling like a bus. |
| 2 |
Gun Rammer |
More rounds per minute — you need every bit of sustained pressure you can get. |
| 3 |
Vertical Stabilizer |
Shrinks the aiming circle on peeks and reduces “RNG said no” moments. |
Crew skills
Standard four-role French layout: Commander, Gunner, Driver, Loader. Stack Repairs early so track snaps don’t end your game, then build into Brothers in Arms once everyone’s first skill is online.
| Role | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Commander | Sixth Sense![]() |
Repairs |
Brothers in Arms![]() |
Camouflage |
| Gunner | Repairs |
Snap Shot![]() |
Brothers in Arms![]() |
Camouflage |
| Driver | Repairs |
Smooth Ride![]() |
Brothers in Arms![]() |
Off-Road Driving![]() |
| Loader | Repairs |
Safe Stowage![]() |
Brothers in Arms![]() |
Adrenaline Rush![]() |
Consumables
Budget-friendly random-battle kit: small kits + Automatic Fire Extinguisher for passive fire resistance (and one automatic put-out if things go wrong).
| Slot | Consumable | Notes |
|---|---|---|
| 1 |
Small Repair Kit |
Repairs one module on demand. Cost: 3,000 credits. |
| 2 |
Small First Aid Kit |
Heals one crew member on demand. Cost: 3,000 credits. |
| 3 |
Automatic Fire Extinguisher |
Lowers the chance of fire and automatically puts out one fire per battle. Consumed when a fire is extinguished. Typical cost: 2,000 credits. |
Verdict
The AltProto AMX 30 is a support sniper / second-line medium: great gun, great depression, great throttle — and almost no forgiveness. You’re a bad main-line breakthrough tank, but a strong flanker and arty hunter when the minimap gives you a corridor. Play patient, play ridges, and don’t donate HP for one extra shot — that’s the whole tech tree in one sentence.






