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This is a basic tutorial about the game, tank types, roles you can do with them, modules/equipment/crew/skills/camouflage painting, as well as recommended setups and tips.

1. TANK TYPES
- Light: Low armor/hp, low/decent dmg, fast
- Medium: Decent armor/hp, decent dmg, decent speed
- Heavy: High armor/hp, high dmg, slow speed
- TD: High frontal armor/or low armor/hp, high dmg, slow/decent speed
- SPG: No armor/hp, high dmg, slow/decent speed

CWs rely heavily on light/medium tanks. TDs: long reload time/weak armor, Heavies: long reload, low mobility, SPGs: not enough targes, no mobility/armor/reload


2. ROLES
All tank types (light/medium/heavy/td/spg) have theoretical roles that define their playstyle:
- Spotters(lights/mediums): they go first, spot enemy vehicles, enable their allies to score dmg, they stay hidden/deal dmg from afar or hunt for spgs later
- Snipers/SPGs(any tank, but mostly TD): they rely on spotting to stay outside the viewrange of enemies and score high dmg hits
- Frontliners(heavy): they stop enemy advancements, keep them in one place, deal dmg, create fronts (so that snipers/spgs can kill the vehicles in one place)
- All'rounders(anything): tanks that position between the heavy frontline and sniper backlines, anything except for spgs really, you help the front, and stop breakthroughs


3. MODULES
- There are several interchangeable modules on every tank
Before buying any new modules, see if your tank can hold it (hover over the module, and there shouldn't be a red warning)
 - Gun - Look out for pen/dmg, reload time, accuracy (lower the better), important for medium/heavy/td/spg tanks
  - Heavy hitters: guns with long reload time, high pen, high dmg (not good for cws)
  - Against lights: guns with low pen, high dmg (oneshots lights, can't hit thick armor)
  - Sprays: guns with really low reload time, but low dmg/pen (spray 'dem bullets)
  - All rounders: guns with decent or high pen, decent dmg, decent reload
 - Turret - They give better view range, as well as better armor & traverse speed , important for light/medium/heavy tanks
 - Radio - Better signal range, 500m is decent, but if you find your allies disappear on the map, you should upgrade, important for light/spg tanks
 - Engine - For better speed, important on all tanks except for most of the SPGs
 - Track - Increase load limit (more, new modules) and your turning speed


RECOMMENDED/FAVORED MODULES:
Light: turret/engine, radio
Medium: gun, turret/engine
Heavy: turret, gun, engine
TD: gun, engine, radio
SPG: gun & gun & gun

When you advance and buy new tanks, you can sell your previous modules in the depot for easy credit. But keep modules for tanks you might use later.
You can mount/demount modules if you find you are better fitted with some.
- Several tanks provide more than one optional module, guns for example, that differ in some statistics and you can choose which one fits you better


4. EQUIPMENTS
You can enhance your vehicle's stats by buying optional equipments (max 3) in your garage (middle 3 blocks, when you click on one).
They cost credit, and some can only be changed between tanks if you pay gold.


EQUIPMENTS THAT CAN BE CHANGED FOR FREE:
- Camouflage net - stop for longer periods and helps you hide (YES)
- Binocular telescope - better viewrange for spotters (YES)
- Toolbox - helps with repair speed (useless, really) (NO)


EQUIPMENTS THAT CAN ONLY BE CHANGED FOR GOLD:
- Coated optics - Higher view range up to 500m (YES)
- Improved ventillation - Increases crew xp and skill levels (YES)
- Enhanced gun laying drive - Faster aiming (YES)
- Gun/shell rammer - Faster reload (YES)
- Spall liner - Higher armor def against explosions/ramming, and for crew (MAYBE)
- Enhanced suspension - Higher load limit/suspension hp (MAYBE)
- Vertical stabilizer - Better on the move accuracy for gun (MAYBE)
- Wet ammo rack - Higher ammo rack HP (NO)
- Fill tanks with CO2 - Higher fuel tank durability (NO)
- Cyclone filter - Higher engine durability (NO)


PREFERRED EQUIPMENT:
Light (spotters): Binocular telescope, Coated optics, Camouflage net/improved ventillation
Medium (spotters): Binocular telescope, Coated optics, Camouflage net/improved ventillation
Heavy: (frontliners): Gun/shell rammer, Improved ventillation, Spall liner/Enhanced gun laying drive
TD (snipers): Gun/shell rammer, Enhanced gun laying drive, Camouflage net/improved ventillation
SPG (snipers): Gun/shell rammer, Enhanced gun laying drive, Camouflage net/improved ventillation

These can change depending on vehicles and roles you play with them, as well as your own vehicles, playing style and preference.


5. CREW/SKILLS
Your vehicles have a crew which consists of 2-5 something crewmen.
- They have separate roles/positions
- They can be damaged during combat and thus your vehicle loses stats depending on the lost crewmens role
- They can progress, gain xp and get better
- They can have skills with active/passive effects dependent on their roles


POSITIONS:
Commander: Backbone of any tank, their skills enhances the other crewmen or they can fill-in for the wounded
Gunner: their level determines gun accuracy and other gun related skills
Driver: enhances speed or accurate driving
Radio operator: enhances signalling between allies, map control
Loader: gives ammo reloading perks


SKILLS/PERKS:
Skill: After you select and start training it comes into effect from the start and increases with level
Perks: Only come works when all crew member reaches 100% in given perk

Basic:
- Repairs (skill): faster repair time of dmged modules
- Camouflage (skill): reduced visibility
- Firefighting (skill): doesn't decrease fire chance, but less dmg
- Brothers in arms (perk): improves crewmen's lvl, only comes into effect when all crew member has it on 100%


Special (commander):
- Recon (skill): increases maximum view range
- Jack of all trades (skill): commander can replace wounded crew members
- Eagle eye (perk): commander can identify dmged modules on enemy tanks


Special (gunner):
- Designated target (perk): targeted vehicles stay visible for 2 more sec
- Armorer (skill): improved accuracy of dmged gun
- Deadeye (perk): higher chance to dmg crew/modules with shots
- Snap shot (skill): improved accuracy on turret rotation


Special (driver):
- Controlled impact (skill): decreased ramming dmg to your tank, increased for enemies
- Off-road driving (skill): less ground resistance on moderately soft terrain
- Smooth ride (skill): improved accuracy while moving
- Preventative maintenance (perk): less chance of engine fire on engine hits
- Clutch breaking (skill): better vehicle traverse speed


Special (loader):
- Intuition (perk): you can switch between shells while reloading (with a chance)
- Adrenaline rush (perk): faster reload when less than 10% hp
- Safe stowage (perk): decreases ammo rack explosion chance


Special (radio operator):
- Situational awareness (skill): extended view range
- Call for vengeance (perk): keep enemies spotted for 2 seconds after death
- Signal boosting (skill): extended signal range
- Relaying (skill): extended signal range with allies

A crew member can have any of the basic skills and their respective special skills, but not the special skills of other roles (only in special cases).
As you are getting more skills, each costs more and more xp for your crew (few hundred battles for first skills, thousands for 4th/5th).
The first few %s on a skill will be the fastest, around 70% it will exponentially slow down until 99%, where you need 1000s of xps to get to 100%.


RECOMMENDED SKILLS/PERKS: (in order)

Light tanks:
- Basic: Camouflage, Brothers in Arms (3rd)
- Specials: Sixth sense, snap shot, offroad driving, situational awareness, recon


Medium tanks:
- Basic: Repairs, Brothers in Arms (3rd)
- Specials: Sixth sense, snap shot, clutch breaking, situational awareness, safe stowage, recon


Heavy tanks:
- Basic: Repairs, Brothers in Arms (3rd)
- Specials: Sixth sense, snap shot, clutch breaking/preventative maintenance, safe stowage, situational awareness


TDs:
- Basic: Camouflage/repairs (if weak/strong armor), Brothers in Arms (3rd)
- Specials: Sixth sense, snap shot, clutch breaking, situational awareness


SPGs:
- Basic: Camouflage, Brothers in Arms (3rd)
- Specials: Signal boosting, Snap shot, clutch breaking, Intuition, Eagle eye/Sixth sense

- Don't ever build "mentor" on tanks with small crews (AMX ELC BIS with 2 crewmember), only when you have 4-6 crew, so the effect is greater.


6. PAINTING/CAMOUFLAGE

HOW CAMOUFLAGE WORKS:
- Every tank has a basic camo-value, which determines how easily they are spotted
- Basically the bigger/heavier your tank is, the lower this value will be, the easier you will get spotted
- You can enhance this value by Camouflage net equpment, Crew camouflage skills, Camouflage painting (above)
- If you move, your camo-value is halved, and you are easy to spot, except for lights (they have the same camo while on the move)
- If you shoot your camo-value is nulled out, and are easily spotted (same goes for lights)

 

CAMOUFLAGE PAINTING
Clicking on the "Exterior" button in your garage for each vehicle, you can buy camouflage paintings on your tanks.
- These increase the overall camo of your vehicle reducing visibility.
- Permanent camouflage costs gold, but for a month/week the credit price is decent and worth for any tank (especially spgs and tds)

You can also buy other emblems and stuff, be a good clown a have some if you can. Its all about the looks.


7. EXTRA TIPS
- Look for tanks with more round shapes, they make it a lot easier to ricochet enemy shells and avoid dmg (blocky tanks on the other hand get them all)
- Rotate your tank in slight angels, so the enemy wouldn't be able shoot you in 90 degree, which reduces your effective armor thickness (if you rotate you can lower dmg & ricochet)
- Gun depression means how low you can aim with your gun, its one of the most important features that are not shown for tanks (you can snipe people from hill, but only with good d.)
- Flanking: when fast/mobile light tanks circle around heavies with low turret traverse speed, they can't catch up with your tank, and thus can't shoot you while you are killing them

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