The Object 279 early — Obj. 279 (e) in the garage — is the flashy endgame prize behind Personal Missions 2.0: a Soviet Tier X reward heavy with a weird four-track silhouette and armor that makes people shoot the wrong pixels. This guide covers what the numbers actually say, how to train the crew, what to bolt on in the equipment slots, and how to stay alive once everyone wants you dead.
It’s rare, loud on the minimap, and absolutely not “press W and win” — but when you play to its shape, it can anchor a lane harder than most tech-tree heavies.
Note: Reward vehicles skip the grind, but matchmaking and player focus treat you like a boss mob — expect gold, HE, and sky cancer to show up with opinions.
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Key specifications
Figures below follow the top-module configuration from the WG encyclopedia profile (no equipment, no field mods). Use them as the baseline before your Rammer/Vents/etc. rewrite the feel.
| Parameter | Value |
|---|---|
| Tier / class / nation | 10 / Heavy / U.S.S.R. |
| Hit points | 2,300 |
| Top speed (forward / reverse) | 35 / 13 km/h |
| Engine power | 850 hp (≈ 14.2 hp/t) |
| Hull traverse | 30°/s |
| Turret traverse | 28°/s |
| View range | 400 m |
| Signal range | 720 m |
| Gun | 122 mm M62-T2A |
| Reload | 11.5 s (~5.22 rounds/min) |
| Aim time / dispersion at 100 m | 2.3 s / 0.36 m |
| Gun depression / elevation | −5° / +15° |
| Armor (hull F/S/R) | 185 / 120 / 90 mm |
| Armor (turret F/S/R) | 330 / 140 / 90 mm |
| Shell | Avg. damage | Avg. penetration (mm) |
|---|---|---|
| AP | 440 | 258 |
| APCR | 440 | 320 |
| HE | 530 | 68 |
Tip: The 440 number is alpha damage per shot, not hit points. Your actual DPM scales with reload buffs — Rammer, food, crew, and BIA all move the needle.
Crew skills
Four crew slots: Commander (also Radio Operator), Gunner, Driver, Loader. On a fresh reward crew, prioritize Repairs and vision basics before you chase meme perks.
Important: Reward tanks often ship with a zero or partial crew. Budget Free XP books or a premium trainer if you don’t want the first fifty battles to feel like hard mode.
| Role | Suggested progression (examples) |
|---|---|
| Commander | Sixth Sense → Repairs → Brothers in Arms → Situational Awareness / Recon (vision line) |
| Gunner | Repairs → Snap Shot → Brothers in Arms → Armorer / Deadeye |
| Driver | Repairs → Smooth Ride → Brothers in Arms → Clutch Braking / Off-Road Driving |
| Loader | Repairs → Safe Stowage → Brothers in Arms → Adrenaline Rush / Intuition |
Equipment
Default mindset: you’re a frontline heavy — stabilize the gun, cycle faster, then decide if you want more vision or more raw stats.
| Slot | Pick | Why |
|---|---|---|
| 1 | Gun Rammer | More damage per minute — your job is sustained trades. |
| 2 | Vertical Stabilizer | Less bloom on peeks and wiggle fights. |
| 3 | Improved Ventilation | Broad crew buff — great if your crew is already strong on vision skills. |
Alternative slot 3: Coated Optics if you want to push spotting without leaning on food — you trade a bit of overall crew efficiency for reach.
Pros and cons
What it does well
- Shape + turret: The layout baits bad shots — the turret front is thick on paper and awkward in practice.
- Comfortable 122 mm package: 440 alpha with workable handling for a heavy — you’re dangerous at more than “melee only” ranges.
- Decent poke mobility: ~14 hp/t helps you get to the rubble faster than true super-heavies.
- Fear factor: Players misplay against rare silhouettes — use that hesitation.
What punishes you
- −5° depression: Ridges are not your religion — flat ground and city rubble are.
- Priority target: Arty, HE spammers, and loaded gold will test you even when you’re “correctly” angled.
- Hull traverse / turret traverse: You’re not immune to being out-rotated in the open.
- Grind to obtain: Personal Missions 2.0 is a marathon, not a weekend project.
Gameplay and positioning
Armor: play the silhouette, not the ego
The 279 isn’t “IS-7 hide the LFP” homework — it’s “make them shoot steep angles and turret meat.” That said, sides and rear still fold when you get lazy or over-traded. You’re angling for ricochets and misses, not signing a contract that says “frontally immune.”
Gun: alpha first, patience second
Your reload is chunky — win fights by trading on your terms. Snap shots work thanks to stabilization stats, but don’t expect Soviet hovermed accuracy at 400 m on a medium’s weakspot.
Mobility: commit with a plan
35 km/h top speed is enough for heavy work — it is not enough to undo a bad wide-open flank. Pick lanes with hard cover, break line-of-sight to arty, and don’t let faster tanks turn your sides into a checklist.
Vision
Base 400 m is a fine start; with crew and gear you can push spotting comfort for mid-game picks. Just remember: being spotted is part of the job — your minimap discipline matters more than maxing view range on paper.
Important: If arty is in the match, assume you’re on a dartboard. Reposition after shots, hug hard cover, and don’t park in “obvious splashes.”
How to get the Obj. 279 (e)
The tank is tied to Personal Missions 2.0 — long sets of combat missions that test consistency, not one lucky game. If you want the full requirements in one place, start from the Personal Missions 2.0 hub and work backward into each operation.
It’s deliberately exclusive: you’re not grinding credits here — you’re grinding proof you can carry conditions.
Stuck on an impossible mission string? Boost Hub can clear Personal Missions 2.0 steps with a clear handoff — you keep the reward, we keep the rng tantrums.
Order Personal Missions 2.0 →