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New DLC release Summer Sale.

Today we’ll tell you about 6 new DLC packages and share some information about the vehicles included and their playstyles. Unlike the Warhammer DLC, these packages will be available for a long time.

French Express, Seafaring Viking, and Heavy Cavalry are all on sale until 8 of July.

Let's take a closer look at the 6 DLCs:

[h2]Tiger 131 (Tier VI German heavy tank) [/h2]

If you want to play hard and to be on the very first line on the battlefield, then heavy tanks are perfect for you. Welcome the Steel Tiger DLC, which features the Tiger 131. It might not be the best sniper, but if you get close to your enemies, they’ll be in some real trouble, because your DPM is pretty impressive.

Firepower. The Tiger 131 boasts very good DPM, aiming time and accuracy. If you’re all about damage dealing, then this is a perfect choice for you at Tier VI. This Tiger struggles to snipe at long distances unless you give the correct amount of lead. As they say, practice makes perfect—you’ll eventually get used to it.

Speed. A good traverse speed helps with angling your armor and will mean your enemies have less chance of penetrating it.

The Tiger 131 was captured by the British Army’s 48th Royal Tank Regiment in Tunisia. The British performed a full examination of the tank, and eventually it became part of an exhibit at the Bovington Tank Museum. The 131 remains the only functional Tiger in the world.

Also in the package:
  • Garage Slot
  • 100% crew (Commander with Sixth Sense)
  • 700,000 credits
  • 3 Demount Kits


https://store.steampowered.com/app/1662500/World_of_Tanks__Steel_Tiger_Pack/

[h2]M4 Loza (Tier VI Soviet medium tank) [/h2]

Did you know the USSR has its own Sherman? With the Heroic Sherman DLC you will get your hands on the M4 Loza, a Tier VI medium tank, as well as the legendary commander, Dmitry Loza. This vehicle’s a great choice if you enjoy active assault play and changing your positions.

Crew. You'll have Dmitry Loza leading your crew, but why would you want anyone else?

Firepower. This tank has good damage per minute and a good rate of fire, and one of the best gun depressions. However, the penetration leaves a bit to be desired, so you need to be quite accurate with your shells and know the weak spots of enemy tanks.

Protection. This tank works well as an assault vehicle, but it doesn’t boast impressive armor, so you still need to be careful and perform a lot of maneuvers on the battlefield.

Speed. The M4 Loza is practically a clone of the famous M4A3E8 Sherman, but without its mighty Ford engine. As a result of the weaker engine power and additional weight, the Loza Sherman is nowhere near as mobile as the Easy Eight. You can try out the old tactics, but it’s unlikely you’ll be successful in doing so.

Also in the package:
  • Garage Slot
  • 100% crew (Commander with Sixth Sense)
  • 700,000 credits
  • 3 Demount Kits


https://store.steampowered.com/app/1662501/World_of_Tanks__Heroic_Sherman_Pack/

[h2]Cromwell B (Tier VI British medium tank) [/h2]

The Lightweight Fighter DLC comes with the dangerous Cromwell B. This famous tank has taken part in a lot of battles and can help you win some of your own. This tank is fast, and its gun can turn the tide of the battle. Still, this is a medium, not a heavy tank, so you need to watch out and not allow your rivals to get too many shots in.

Cromwell B. The B stands for Berlin. The vehicle was made famous by the British 7th Armored Division. In their Cromwells they fought across France and into Germany, and eventually took part in the Victory Parade on September 7, 1945, in Berlin.

Speed and Firepower. There are two things that stand out about the Cromwell: It’s quick-firing gun can tear enemies apart and it boasts amazing speed. This tank plays nearly identically to the standard Cromwell, being able to be used as either an aggressive flanker or a mid-range support medium tank.

Protection. It’s a delicate tank and care must be taken to not take hits in the early stages of battle, as it will lower your ability to engage harder targets later on.

Also in the package:
  • Garage Slot
  • 100% crew (Commander with Sixth Sense)
  • 700,000 credits
  • 3 Demount Kits


https://store.steampowered.com/app/1662502/World_of_Tanks__Lightweight_Fighter_Pack/

[h2]AM 39 Gendron-Somua (Tier II French light tank) [/h2]

This DLC’s name speaks for itself: French Express. The AM 39 Gendron-Somua is a French wheeled vehicle. It can reach high speeds and has an accurate gun. Wheeled vehicles are a special type, and it may take some practice to get used to not having tracks.

Speed. This is a light and very maneuverable vehicle. However, one thing you need to know about wheels—you can’t turn on the spot.

Protection. This vehicle doesn’t have much HP so you need to keep some distance between yourself and the enemies and choose the right time to attack while they can’t get a shot in.

Firepower. The AM 39 has an accurate gun with a high rate of fire. Your best tactics will utilize your maneuverability, concealment and the strengths of your gun.

Also in the package:
  • Garage Slot
  • 100% crew (Commander with Sixth Sense)
  • 3 days of WoT Premium Account


https://store.steampowered.com/app/1662503/World_of_Tanks__French_Express_Pack/

[h2]Strv m/42-57 Alt A.2 (Tier VI Swedish medium tank) [/h2]

The Seafaring Viking DLC contains the Strv m/42-57 Alt A.2. This Tier VI medium tank features a clip, and its damage potential is impressive. Like the majority of medium tanks, you will have to change positions and find the best place then and there to support your teammates.

Firepower. One of the best ranged vehicles at Tier VI, it boasts excellent dispersion. And let’s not forget the great damage potential: 600 average damage per clip and reload time of less than 16 seconds.

Protection. It has very thin armor and a low HP pool, but it’s a relatively small target. You’ll mostly see it in bushes, with binoculars and a camo net, chipping away at an opponent's HP before retreating into cover.

Also in the package:
  • Garage Slot
  • 100% crew (Commander with Sixth Sense)
  • "Surströmming" 2D Style
  • 7 days of WoT Premium Account


https://store.steampowered.com/app/1662504/World_of_Tanks__Seafaring_Viking_Pack/

[h2]50TP prototyp (Tier VIII Polish heavy tank) [/h2]

When you need some heavy power, bring in the 50TP prototyp, the Tier VIII Polish heavy tank from the Heavy Cavalry DLC. With its impressive gun depression, alpha damage and turret armor you can push the battle avenues and give your team many opportunities to grab the win.

Firepower and spotting. This vehicle is a great choice if you like using ridgeline tactics on the battlefield. This Pole has outstanding gun depression and as good alpha damage (output in one shot) as the Object 252U Defender, and even boasts a superior view range—very handy for exposing your enemies.

Speed. The 50TP prototyp, much like many heavies, is a rather slow vehicle. You’ll need to plan what position you want to take up in advance because you can’t rely on your reverse gear to save you from danger.

Protection. With great turret armor and good alpha damage, you’ll be a great support to your teammates by dishing out heaps of damage.

The 50TP prototyp features the unique ’Winged Hussar’ style, so this heavy is adorned in paintings of horsemen with spears, and the Polish flag on the sides.

Also in the package:
  • Garage Slot
  • 100% crew (Commander with Sixth Sense)
  • The ‘Winged Hussar’ 2D Style
  • 30 days of WoT Premium Account


https://store.steampowered.com/app/1662505/World_of_Tanks__Heavy_Cavalry_Pack/

Guide: Dog Tags

In World of Tanks, a Dog Tag is your unique “battlefield signature” that displays some of your in-game achievements (along with other bits of info). Your opponents see your Dog Tag right after you destroy their vehicles.
Learn everything about this feature, and then get ready to show the world what you’re made of!

[previewyoutube][/previewyoutube]

[h2]Basics[/h2]
To see your Dog Tag, go to your Player Account page from the Garage, and then click Personal Dog Tag in the lower-left part of the screen. There you can find all possible Dog Tag elements, view the ones you’ve obtained, customize your Dog Tag, and learn how to unlock elements you don't yet have.



[h3]Dog Tags consist of three independent elements:[/h3]
• Player and clan name: This element cannot be modified. It only changes when you choose a different player name or join another clan. If you have the Anonymizer enabled in the game settings, your opponents will see randomized information in place of your actual player name and clan name.
• Background: This can be obtained by performing certain feats in battle. You can switch backgrounds via the corresponding tab on your Personal Dog Tag screen.
• Engraving: This is the most important part as it displays the main information that your defeated opponents will see. The reverse side of the Dog Tag shows details about the achievement that the engraving was received for, such as the number of battles fought or your victory rate.
• To unlock Engravings, you must meet certain conditions.

[h2]Engraving Types[/h2]
Engravings show statistics of your gaming experience, battle performance, and special battle achievements that you can proudly boast of to other players. There are three types of Engravings, each with its own progression. When you reach a certain stage of the Engraving's conditions, its level automatically increases and its appearance changes. Check out what you can engrave on your Dog Tag below.



[h2]Dedication Engravings[/h2]
These Engravings indicate your long-term game statistics in Random Battles (including Grand Battle). To unlock a Dedication Engraving, you need to meet its initial condition.
Dedication Engravings have 10 levels. If you have already met the conditions for prior levels, they will automatically be considered completed. Your current level will be displayed directly on the Dog Tag.

[h2]Skill Engravings[/h2]
These Engravings display your superior battle mastery. To unlock them, you need to enter the Hall of Fame and play in Ranked battles, and then improve your scores at least once every three months to go up. Once unlocked, higher Skill Engraving levels that reflect your progress will become available for you at the end of each month.
The Dog Tag shows your position in the Hall of Fame on a 10-point scale. It will display your best result for the last three months, excluding the current one. In other words, not only do you need to reach a certain skill level, but you also need to maintain it.

[h2]Triumph Engravings[/h2]
These Engravings highlight exceptional results achieved in Random battles fought in Tier VIII–X vehicles. Triumph Engravings are unlocked after a battle during which a specific challenging condition was met, such as dealing record damage. Similar achievements are available for players in Platoons. There are also certain Engravings that can be earned only by playing in a Platoon.
Triumph Engravings have four levels.

Combined with the backgrounds you can obtain, these Engravings will transform your Dog Tag into a truly unique battle ‘signature’.

[h2]Interacting with Dog Tags[/h2]
• For your destroyed opponents, Dog Tags are displayed in the center of the battle screen.
• For you, by default, Dog Tags of destroyed opponents will pop up above the minimap during battles. Press and hold Ctrl and hover over the opponent's Dog Tag to learn more about the defeated player. However, if you find this distracting, you can turn off the display of Dog Tags in the game settings.
• You can choose to show enemies a random Engraving without your personal statistics. Simply enable this option in the game settings.



Like progressive customization elements, Marks of Excellence, and badges, Dog Tags reflect your passion for the game. We hope you’ll enjoy customizing your very own combat calling card to show your opponents just how good you are at World of Tanks!

Create your own unique Dog Tag and let your enemies know exactly what you're made of!

Update 1.13: New Mechanics, Rebalancing, and More!

Update 1.13 for World of Tanks is coming your way, and we haven't had such a big one in a long time! It introduces the reworked mechanics for dealing damage with HE shells and new features for countering SPGs. We’re continuing to work on rebalancing popular vehicles and improving combat effectiveness of three light tanks and 6 Clan Wars reward vehicles . In Update 1.13 you will also see a new mode called Recon Mission, a fresh set of interface solutions, the reworked Minsk map, and several other new features. Enjoy!



[h2]HE Shells Reworking and Changes to Vehicles and SPGs[/h2]
With your help we completed a whole series of Sandbox, Common and supertests. The changes we roll out in this Update will affect HE shell mechanics, SPG's and other vehicles. It was a complex task, but we succeeded together! Watch the video below and see how the new mechanics work.

[previewyoutube]VIDEO[/previewyoutube]

[h2]Complex Rework of HE Shells[/h2]
One of the most important features of this large update is the complex rework of HE shells. In the new system, HE shells will be able to penetrate armor and cause damage at the point of impact. They will also be able to penetrate screens, tracks, the wheels of wheeled vehicles at the point of impact as well as insignificant and/or destructible obstacles.

[h2]Changes to Vehicles and SPGs[/h2]
Non-SPG players now have 3 new tactical features at their disposal to counteract artillery:
1. Sound Detection (aka "Sixth Sense for Arty")
2. Brighter shell tracers
3. Field of fire markers on the minimap
Another new feature is the reworked Intuition perk, which will still be available for the Loader to learn. It will become a skill that allows you to greatly speed up the process of changing the shell type and will be available for all vehicles in the game.
SPGs will now have three available shell types. Each of them will feature its own combat purpose, trajectory, and velocity, so you will now have a greater variety of tactical opportunities. Two of these shell types will not cause stun, which will significantly reduce the total stun duration in battles. We’ve also refined the interface for SPG players.

[previewyoutube][/previewyoutube]

[h2]Premium Tanks Rebalancing [/h2]
In Update 1.13, three light tanks will receive improvements. We’re updating their combat parameters and enhancing their strengths to improve their gameplay.
The M41D will now become more confident in its role as a fast and mobile scout. We slightly increased its maximum forward and reverse speed, and improved its view range from 390 to 410 meters. The FV1066 Senlac also received an increased view range (from 400 to 410 meters), and its gun became more accurate. The T92 received a slight increase in armor penetration for both standard and special shells.
In addition to light tanks, we’ve improved the performance of the popular tank destroyer, the ISU-130. This vehicle now boasts increased engine power and horizontal aiming angles. We also increased the armor penetration of both standard and special shells, as well as the velocity of standard and HE shells.

[h2]Clan Wars Reward Tanks Rebalancing [/h2]
We also took a closer look at the combat performance of 6 Clan Wars reward vehicles. We’ve improved the characteristics of two Tier X tanks (the M60 and the 121B) and four Tier VII–VIII vehicles (the IS-5, the Т23Е3, the Chieftain /T95, and the KV-4 Kreslavskiy). Their gameplay will not change, but now they can better perform their proper roles.

[h2]Mode Selection Interface Improvements [/h2]
Now it will be more convenient for you to choose the mode you want to play! We’re introducing a standard full-size screen with separate windows for the available in-game modes. Each mode will feature a brief preview and a more detailed description on a separate page. You will also be able to track your progression in some of the modes you play.

[h2]Interface Improvements Continue! [/h2]
We continue to implement the most useful solutions inspired by popular mods. You can now track the HP of both allies and opponents in the player list and on the minimap, so you’ll have more room to take smarter strategic decisions. You will also be able to better analyze the combat situation on the battlefield and find more opportunities for taking crucial positions, changing flanks or performing other maneuvers thanks to Commander Camera. Finally, you'll have the opportunity to look over obstacles and observe the spotted enemy vehicles using Tactical View.

[h2]Minsk Map Rebalancing [/h2]
Many of you have asked us to improve the Minsk map to make battles on it more comfortable and exciting. Following your feedback, we made several improvements to this locale where Wargaming was born and:
· Lowered the water level in the Svisloch River, which resulted in many additional shelters and firing positions.
· Removed some objects that interfered with lines of fire.
· Optimized the volume of helicopters and planes flying over the map.
· Introduced other balance changes.
Plus, the season on the map has changed to autumn, and as such, visibility on the locale has improved in some areas.
Now the map will become more versatile in the choice of flanks and allow teams to implement creative new tactics.

[h2]Replacing Blueprint Fragments [/h2]
We’ve also improved the blueprints system. Now countries of different national formations in the "Second Front" Personal Missions campaign will provide each other with mutual assistance. If, when creating a blueprint for a vehicle, you don't have enough national fragments, you can replace them with national fragments of the allied nation at a 1:6 ratio. For example, if you don’t have enough German national fragments to create a blueprint for a German vehicle, then you can use six Japanese national fragments instead.

[h2]Try Out New Maps in Recon Mission![/h2]
A new mode is coming to World of Tanks—Recon Mission. In this mode, you can explore maps that are in the late stages of development. After playing a certain number of battles in Recon Mission, you’ll be able to vote for one of the maps available for your consideration and fill a special survey. Your feedback will help us better understand what adjustments need to be made on a particular map to make battles on it more enjoyable.

[h2]Brace Yourselves for Battle Pass Season 5![/h2]
Get ready to win tons of valuable rewards in Battle Pass Season 5, Commanders! It will run for 3 months and consists of three Chapters, each comprising 50 consecutive Stages. Battle Pass Season 5 will feature three new Core Vehicles:
· AMX 50 B
· CS-63
· FV217 Badger
You’ll be able to choose one of the three new progressive styles for the three Core Vehicles at the beginning of each Chapter. Showcase your skills in intense battles, and you will have the opportunity to earn a new piece of Bounty Equipment (Bounty Low Noise Exhaust System), up to three custom crew members, and other valuable rewards!

[h2]Ranked Battles Season X [/h2]
A new test season – Season X is coming to Ranked Battles. Kicking off on June 28, this experimental Season features an updated format of battles and other changes. The test Season will run for two weeks instead of the usual three. Battles in Season X will take place between two teams, with 10 players instead of 15 on each, and the number of chevrons you need to earn to move from one rank to another will be reduced.
Season X is not associated with the Annual Reward and Rank Tokens, but features unique rewards: a brand-new piece of improved equipment , Improved Compressor, and a new Directive called Fuel Filter Replacement. Get ready for adrenaline-fueled battles and share your impressions – your feedback will help us decide which format the next cycle of Ranked Battles will take in 2021-2022.

To Battle, Commanders!

Experience battles with reworked HE shells, explore new Maps in Recon Mission, and try out new tools for countering SPGs and other features of this large update!

Changes to Vehicles and SPGs in Update 1.13

SPGs have always had their own place in World of Tanks, and they’ve seen many changes that have affected their gameplay. A few months ago, we suggested several new mechanics for both artillery and its opponents. After testing them together with you, we’ve come a long way. Now, we’re ready to introduce all these changes into the game. In anticipation of the release of Update 1.13, let's take a closer look at the new features and how these mechanics will work.



[h2]Counteracting SPGs: Sound Detection [/h2]
Let’s start off with the features for counteracting SPGs and alerting players. Until now, non-SPG Commanders lacked useful information, which meant they didn’t have effective tools to actively counteract artillery. It was difficult to track an enemy SPG's actions and predict the direction of potential incoming damage. Now you’ll have more opportunities for tactical analysis, which will help you make smarter decisions and, as a result, take less SPG damage or even avoid it completely.

Sound Detection (aka "Sixth Sense for Arty") is a brand-new commander perk that will warn you of incoming shells from enemy SPGs. When an SPG fires a shot, players whose vehicles are inside the danger zone will see a special indicator. The size of the danger zone will depend on the splash radius of the SPG’s shells.



NOTE
If a vehicle is outside the potential danger zone at the moment when an SPG fires a shot, but moves into the area while the shell is flying, the indicator will not trigger. This can happen with vehicles that are moving fast.

Also, Sound Detection won't trigger if your vehicle accidentally drives into the shell’s trajectory, provided that the distance to the point of impact exceeds 75 meters. If your vehicle is within this radius, you will see the indicator.

Depending on the shell velocity and travel distance, you will have a short time to react, so try to make the most of it. If you are playing in a slow, well-armored vehicle, these valuable seconds may be enough to move the hull and protect your tank more effectively. These actions will be enough to reduce (sometimes quite significantly) the damage you take.

Fast and maneuverable vehicles can even try to leave the affected area, and the further you are from the center of the explosion, the less damage and stun you will take. It may seem too little to make a difference, but even moving away from the blast center by at least half a meter will already help reduce the potential amount of damage and stun, regardless of which vehicle you are playing in.

[h2]Brighter Shell Tracers [/h2]
SPG shell tracers are now much brighter and clearer, so you can easily see and identify them from a distance. Such shell tracers will allow you to gauge:
  • Approximate positions of SPGs
  • Directions (from where and when) they fired


Previously, you could only approximate an SPG’s location on the battlefield, but the brighter shell tracers will allow you to confirm your suspicions. Plus, you’ll be able to tell when arty is shooting specifically at you, so you can find a safer position to avoid getting hit.

NOTE
The starting point of the tracer is calculated randomly along the trajectory of the artillery shot and appears at a distance of at least 10 meters from the SPG.

Although you won’t be able to pinpoint the location of artillery to within one meter, this feature will still enable you to better plan your battle strategy.

And while they will now be much easier to spot, competent SPG players should already be planning to change positions after a shot. Even if the opponent has seen your tracer, it doesn't mean you need to stick around to get caught!

[h2]Field of Fire Markers on the Minimap [/h2]
Field of fire markers on the minimap will help you track the actions of artillery and better plan your tactics in battle. Once an artillery shell hits the ground, a vehicle, or any other object, a shot marker will be displayed at that spot on the minimap. It will be visible for only 10 seconds before disappearing, giving you enough time to spot the shot.



Keeping an eye on the minimap has always been very useful—all strong and skilled players constantly do it. A lot of important information can be gleamed from the minimap, and now there will be even more of it. Attentive Commanders will be able to take full advantage of this feature. For example, if a shell tracer is visible next to you, and a marker for another shot appears in a different part of the minimap, this means that both SPGs are now reloading their guns. You won’t take damage from above for the next 20–30 seconds, which gives you time to execute your next move. You can continue the attack, change your position, or even flank an enemy while still having time to find cover before the SPGs fire again.

[h2]Reworked Intuition: Helping You Make the Right Shell Choice [/h2]
Another important new feature all non-SPGs now have at their disposal is the reworked Intuition perk. It will become a skill and be available for the loader to learn. Thanks to this feature, an already loaded shell can be quickly replaced with a different shell type.

You can see the exact time it will take to change the shell type under the reload timer. Fully training the Intuition skill will speed up the reload process by 60%, and another 6% can be obtained through the commander's bonus. Bonuses from Brothers in Arms, Improved Ventilation, directives, and food consumables, such as Extra Combat Rations, can further increase this value up to 84%.

NOTE
If you change the shell type while reloading, the Intuition skill will not work and a full reload of the next shell will begin. This skill will be available for all tanks.

Finally, non-SPGs Commanders will spend less time stunned. Artillery will have a wider selection of shells, and two of their shell types will not cause stun, which will significantly reduce the total stun duration in battles.

[h2]More SPG Shell Types [/h2]
SPGs will now have three shell types at their disposal. Each of them will feature its own combat purpose, trajectory, and velocity.

Standard HE shells with stun: The easiest shell type to use. It causes low damage and stuns the crews of several targets with a single shot. It features the lowest velocity of all three shell types, but the most comfortable, high-angle trajectory. As a result, it will be easier for SPG players to hit targets behind small hills and other obstacles.

Alternative HE shells without stun: The optimal choice for shooting at vehicles with light and medium armor. It will have a higher velocity but a slightly lower trajectory. Unlike standard ammo, the alternative shell will be able to damage internal modules and injure the crew. They will also have higher penetration and damage values.

AP shells (tactical shells): These rounds will have the flattest trajectory (traveling the closest to the ground among all artillery shells) and the greatest penetration values. Their velocity will also be the highest of all three shell types, so you can shoot them without much need to lead the shot.

NOTE
You don't need to constantly use AP shells. They’re meant to be rare, situational shells that require well-weighted choice and use when both HE shell types are less effective. Use them to deal damage to poorly armored vehicles or slow tanks equipped with Spall Liners. It makes no sense to compare them with HE shells, which differ in characteristics and damage mechanics. Unlike HE shells, AP rounds can ricochet or deal no damage on a miss.

Due to the different travel trajectories, it will be more effective to retarget the gun after changing the shell type if you want to shoot at the same point. You should also be aware of the combat situation and react quickly to it, so using the right shells at the right time is the key to success in battle. For example, if you see a group of opponents on one of the flanks, it would be wiser to shoot at them using a standard HE shell. You will not only cause damage, but also stun them. As for firing at a single vehicle with good armor, it is better to use an AP shell.

[h2]Changes to the SPG Ammo Interface [/h2]
The changes in the arsenal of artillery led to the refinement of the interface for SPG players. Each shell type will have colored indicators that will inform you whether this shell can reach what you’re aiming at:
  • If the indicator is green, it means that there are no obstacles in the path of the shell.
  • If the indicator is red, the shell will not be able to reach the target.
  • In addition, a zoom scale will be displayed on the interface. By scrolling the mouse wheel, you can switch from the regular top-down view—Artillery mode—to Trajectory View. You can also press the G key to do this if you prefer.

As the velocity and trajectory of all three shell types are different in the new system, we decided to add one more feature to make SPG players’ lives easier: an estimated shell travel time indicator next to the crosshair. It will help players understand when to make a shot to increase their chance of hitting a moving target.

[h2]More Tactical Options for Both Sides [/h2]
After the release of all these changes, both SPGs and their opponents will have more tactical options. SPG players will have to observe the course of the battle and respond to changes on the battlefield, keeping in mind that the enemy team will receive more information about them than they do now. On the other hand, three shell types in the arsenal will help them better adapt to different combat situations.

Commanders facing SPGs will receive much more strategic information and will be able to use it to actively counteract SPGs. Sound Detection, brighter shell tracers, and field of fire markers on the minimap will help you read the combat situation better and reduce the amount of damage you take from artillery fire. The reworked Intuition skill will make it easier to react to changing combat situations. Finally, the total stun time in the game will decrease, which is surely a change for the better.

Good luck on the battlefield, Commanders! We hope you’ll enjoy all these changes!

Reworked HE Shells: How to Play to Their Strengths

Greetings, Commanders!

After a series of Sandbox and Common Tests, the reworked HE shells will be introduced to the game in Update 1.13. Their damage-dealing mechanics are about to change, so let's go over how the new HE shells will work once more. We also want to take a closer look at some striking gameplay examples to demonstrate how World of Tanks will change and give you some tips for using the reworked HE shells.



[h2]Main Goals of HE Shell Rebalancing[/h2]
When starting the complex HE shells rework, we wanted to change their damage-dealing mechanics in the following situations:
  • Dealing high frontal damage to well-armored vehicles. This is especially frustrating for commanders in vehicles with good armor who cannot play to their vehicles' strengths.
  • Lack of demand for HE shells for low- and medium-caliber guns due to their unpredictable damage-dealing potential. The unpredictable nature of HE damage from these calibers means HE shells are hardly used.
  • Some other unrealistic or frustrating aspects of the previous mechanics. For example, an HE shell fired at the commander's cupola can set the enemy vehicle’s engine on fire.

At the same time, we wanted to keep all the things that you love about HE shells, including:
  • Exciting and fun gameplay.
  • Ease of use.
  • High chance of causing damage.

[h2]Here's how the new damage mechanics will work.[/h2]

[h3]HE Shells: Changes to Damage Mechanics[/h3]
[h3]1. HE shells now deal damage at the point of impact.[/h3]



Upon penetration of enemy armor, nothing will change—if a shell gets inside the vehicle, you will still be able to cause a lot of damage. But if its penetration value is not high enough, damage will be calculated at the point of contact with the armor. At the same time, after exploding, small pieces of spall will be scattered inside the vehicle, injuring crew members and causing damage to modules, as well as to the armor itself. The spall radius will be the same as the shell’s burst radius in the previous system.

When using HE shells, remember that if the shell reaches the armor, it will deal damage. The amount will depend on the armor thickness at the point of impact—the thinner the armor, the lower its nominal value and the greater the damage. And vice versa—the thicker the armor at the point of impact, the less damage the shell will cause if it does not penetrate.

Just like when using Armor-Piercing (AP) shells, you should aim at vulnerable areas and wait for a good moment to cause high damage. As a result, firing HE shells at well-armored areas of enemy vehicles will become less effective—it will be impossible to cause as much damage as before.

[h3]2. HE shells will be able to penetrate screens, tracks, and the wheels of wheeled vehicles at the point of impact. They will also be able to penetrate insignificant and/or destructible objects (fences, destructible structures, etc.)—this is a direct consequence of changing the HE shell damage model from the area of influence to the point of impact.[/h3]



When an HE shell penetrates a screen, its armor penetration values decrease. Accordingly, the chances of penetrating the armor are reduced, so when the shell hits the armor, it will already be "weakened", and penetration will only occur if the armor is rather thin. If an HE shell penetrates a screen and explodes on the armor, the "spall" mechanic takes effect and is guaranteed to cause damage. The amount of damage will depend on the thickness of the armor plate on which the HE shell exploded.

Compared to the previous version of damage mechanics that was available before Update 1.13, we added the ability to penetrate screens, external modules, and destructible objects. However, after penetration, the armor penetration of HE shells will be reduced by a special coefficient.

There will be two different coefficients of armor penetration loss: 1.0 for destructible objects and 3.0 for screens, tracks, wheels, and external modules. This means that, for example, after penetrating a screen with 20 mm of armor, the HE shell will lose 60 mm of its penetration value, and the next attempt to penetrate a vehicle's armor will be calculated considering this reduced value.

As a result, the probability of penetrating the main armor after penetrating the screen will greatly decrease, especially for vehicles with weak side armor. The probability of taking high HE damage when your vehicle is penetrated with an HE shell will also be lower.

If an HE shell does not penetrate a screen and therefore does not reach the armor, it will not cause any damage at all. To fire HE shells effectively through screens, you will need to consider the thickness and slope of the screens.

If an HE shell penetrates the tracks, screens, and wheels, but there's no armor behind them, it will deal no damage. If there is armor, it will cause damage.

[h2]Reworked HE Shells: Gameplay Tips[/h2]
Now let's see how the new mechanics will work, with a few striking gameplay examples.
  • Let's imagine that there are two heavies in a duel—the M103 and the 60TP Lewandowskiego, equipped with a 150+ mm gun. The Polish brawler loads an HE shell and shoots at the opponent’s front without aiming. The shell hits the gun mantlet of the M103, which is a screen with very thick armor. Due to the insufficient penetration values, the shell doesn’t penetrate it and deals no damage.

    Instead, it should have fired at the opponent’s vulnerable areas and not at the silhouette. To deal significant damage with HE shells in situations where you can only fire at a well-armored area, you need to spend significantly more time and shells. In this case, it will sometimes be wiser to change the type of shell or choose a different tactic.

Well-armored vehicles can reduce the damage they take from HE shells by exposing thicker areas of armor. In fact, you should follow the same tactics as when countering Armor-Piercing shells.

When facing heavily armored vehicles, try to shoot at vulnerable areas for a chance to deal damage. To do this, some preparation is required. Consider the new mechanics when planning tactical actions, or when choosing a direction of attack or a place to brawl with opponents.

[h3]Another illustrative example:[/h3]
  • The FV4005 Stage II fires an HE shell at the side of the Maus’ frontal cheeks (which are 260 mm thick). The shell hits the armor, but due to an insufficient penetration value, it does not penetrate the armor. Instead, the shell explodes on the surface. Spall is created inside the vehicle, causing damage to the Maus, but the value is noticeably smaller (250–350 hit points) than it was with the previous mechanics.

Now you also need to aim carefully at weak points, not only when shooting at heavy tanks with good armoring, but also at any other vehicle. It would be unwise to fire an HE shell at random in the front or at the enemy's contour. When shooting blindly, you run the risk of hitting a well-armored area or a screen that you can't penetrate. Here’s an example.
  • The Type 5 Heavy loads an HE shell and wants to hit a vehicle with light armoring, say, the Progetto M40 mod. 65. Thinking the old way and not considering the peculiarities of the new mechanics, it shoots at random at the silhouette of its opponent. But the shell hits a screen, and its penetration values are not enough to penetrate it. In this case, the Type 5 Heavy won’t deal any damage to the Progetto M40 mod. 65.

    Instead, it should have waited for a more opportune moment to shoot at the sides, in the areas with the thinnest armor, or at the tracks (if there is armor behind them), which are now also considered a screen. In this case, the Type 5 Heavy would most likely cause maximum damage (if penetrating the armor) or some amount of damage (if penetrating the tracks and hitting the armor).

To help you determine the outcome of your shot, we’ve improved the armor penetration indicator. In Sniper mode, you will be able to use the indicator’s color to predict the outcome of your shot:
  • Red: no damage (the shell will not penetrate the screen/track/wheel and will not cause damage)
  • Yellow: damage will be caused, but not in full (the shell will penetrate the screen/track/wheel, and it will reach the armor but not pierce it)
  • Green: full damage (the shell will penetrate the screen/track/wheel and pierce the armor).

[h2]HE Shells Rework: Vehicle Rebalancing[/h2]
After all the tests, considering the data received and your feedback, we’ve refined the characteristics of vehicles with HE-based gameplay, which required rebalancing (the KV-2, Type 5 Heavy, and some other tanks) to make them feel more comfortable under the new conditions. Some of their parameters have been improved, while others have been slightly decreased. Take a look.



The test results also indicate that wheeled vehicles demonstrate high combat effectiveness in the new system. They feature speed, agility and one of the best gun stabilization values in the game. To better balance these speedy scouts, we've reduced the penetration of HE shells of the three top-tier Tech Tree vehicles (VIII–X). For the Panhard AML Lynx 6x6 and the Panhard EBR 90, it was decreased from 90 to 75 mm, for the Panhard EBR 105—from 105 to 75 mm. We have also increased the dispersion of those guns.



There are other vehicles with HE guns in World of Tanks. But after all the tests on Sandbox we completed together with you, we see that their effectiveness has not changed, so there is no urgent need to adjust their characteristics. We will continue to monitor their effectiveness after the release and, if necessary, make changes to their performance.

[previewyoutube][/previewyoutube]

[h2]Gameplay Under New Conditions[/h2]
In the new system, HE shells are best suited to the role of tactical shells in the following situations:
  • If you want to reset a base capture.
  • To knock off an enemy’s track*.
  • To finish off vehicles that are low on HP.
  • Beware, it will be a bit harder now because you need to aim at the drive wheel to do so!

Thanks to the new mechanics, it will make more sense to use HE shells in certain guns (especially medium and low caliber ones) than before.

Of course, you can continue to use HE shells to fire without aiming, but when hitting the armor, your shot effectiveness will be lower. And when hitting the frontal or well-armored areas, it will be much less effective. As a result, when brawling with vehicles with good armoring you will need to rely more on basic, established and understandable game mechanics, instead of spamming HE shells. Those commanders who use HE shells will need to aim and focus on the weak areas of the tank they are brawling with.

The way the HE shell system will work from now on means you will not be able to completely avoid taking damage when fired upon. However, on occasions when the enemy's HE shell hits a thick screen that it can't penetrate or penetrates a screen which doesn't have armor behind it, you will not receive any damage.

To counter the new HE shells effectively, try to expose sections with thicker armor, or thick screens or screens that have no armor behind them. For example, you can take a position in which the opponent will be able to penetrate the tracks, but not hit the armor. In this case, HE shells won't cause any damage. This way, you can not only safely expose screens and/or tracks, but also provoke your opponent into shooting prematurely.

Get ready to experience battle with the reworked HE shells, Commanders!