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Coming Along With the 1.14 Update: The Safe Haven Map

Commanders!

Update 1.14 will introduce the Safe Haven map to World of Tanks. This location, set in Japan during a period of immense economic growth, features novelties related both to gameplay (which may become “double-decked” in one spot) and to visual design. Let’s take a closer look at Safe Haven!



[previewyoutube][/previewyoutube]

[h2]Look and Feel[/h2]
Basking in the warm sunlight of a summer morning, Safe Haven features many elements that knowledgeable players will easily recognize as Japanese. While there’s no direct real-world prototype for the location, its topography is based on the Chūgoku region in southwestern Honshu—specifically on the area adjacent to the Seto Inland Sea. The area is visibly populated, with countless patches of cultivated land, a fishing village beyond the playable area, and a landmark site atop a hill as an embodiment of the spirit of the entire location. The site is indestructible and cannot be accessed by players.


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The modern age is represented on the map by the massive structures of the seaport. The vast complex, featuring two covered drydocks and coastal defense bunkers, used to be a navy facility. It’s now demilitarized, with two large barges moored in long deep-water quays, ready to be loaded with goods. A tall crane of a traditionally Japanese design towers over the area, ready to perform the task. Another iconic Japanese industrial-age structure is the truss bridge in the hills.

Smaller unique features designed specifically for Safe Haven include cars, road markings in Japanese, and traditional houses in the old village on the coast beyond the playable area. Alas, there’s no perfect harmony between the old and the new here, as the commercial port infrastructure is encroaching upon this peaceful idyll.

[h2]Gameplay[/h2]
Safe Haven is a spacious map (1,000x1,000 meters) that is available only for Standard Battles in Tier IV–X vehicles. Gameplay-wise, the location can be divided into two large zones. The concrete-clad harbor suits well-armored heavies and assault TDs, offering them good (and, in some places, nearly complete) protection from artillery fire, plus a number of chokepoints to brawl for. The low hills farther inland form a large and picturesque green area which favors faster and less-armored vehicles. Ambush TDs and SPGs will also find some cozy positions here.


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[h2]Music[/h2]
The soundtrack to the Safe Haven map is the result of collaboration between the World of Tanks audio team and Akira Yamaoka, renowned composer of Silent Hill fame. The interesting twist is that Mr. Yamaoka had delivered a tanks-themed, Japan-flavored suite well before the map took its shape. Therefore, one could say that the spirit of the location was born and, for a time, existed in a purely musical form (like in many a creation myth), only to later unfold completely into a place where you can show your battle prowess against a beautiful backdrop.

Gather your strength, Commanders, and get ready to roll out on a new battlefield!

Improved Field Modification: Second Common Test of Update 1.14

Greetings, Commanders!
After completing the Sandbox server test of Field Modification, we thoroughly analyzed all feedback and data we had obtained. Following the test results, we improved certain aspects of Field Modification that had been widely discussed during the Sandbox testing.

In the second Common Test of Update 1.14, we’ll offer you the newest version of Field Modification.



[h2]Field Modification: A Feature to Tweak Your Favorite Tanks[/h2]
Let's take a quick look at the core mechanics of Field Modification and how they can benefit your favorite vehicles.

Field Modification is available for all Tier VI–X vehicles (including Collectors', special, and Premium vehicles but excluding rentals and vehicles from various special game modes, such as Steel Hunter or Mirny-13). In a nutshell, Field Modification is a set of tools for fine-tuning specific technical characteristics of your tanks, which will become available once they acquire Elite status.

Field Modification consists of three types of modifications that players can make to a vehicle's technical parameters or setup:
  • Standard. These are unlocked using Combat or Free XP when the Field Modification level is increased. Standard Modifications provide a small boost to one characteristic, depending on the vehicle combat role.
  • Dual. These are purchased using credits and allow your vehicle's characteristics to be redistributed so that it becomes more effective in one aspect at the cost of another.
  • Special. The first two of these are available for Tier VI and VII vehicles, and the third for Tier VIII–X vehicles. The first Special Modification enables the Essentials Loadout, an alternative set of shells and consumables. The second Special Modification provides you with the Auxiliary Loadout, an alternative set of equipment and directives. The third Special Modification allows you to assign a category to a second equipment slot.

Together, these modifications form the Modification Tree. Upon researching and purchasing modifications, you'll improve your vehicles by slightly increasing their technical characteristics to suit your needs.

Modifications affect vehicle parameters and thus the balance of the game in general. As a result, there may be some changes to numerical values in modifications in the future if we see that they are needed to maintain optimal vehicle balance.

When making decisions about Dual Modifications, pay attention to the values of specific vehicle parameters that change in the Field Modification window rather than the rating and fluctuations of the performance scale in the Garage.



If a Personal Mission requires your vehicle to have a specific piece of equipment or directive, those should be placed into the Main Configuration.

All Tier VI–X vehicles with access to Field Modification receive a special parameter: role. There is a total of 15 roles, like Assault Heavy Tank, Breakthrough Heavy Tank, and Versatile Medium Tank, to name a few. The Modification Tree is created for each vehicle with regard to its specific combat role, so the technical adjustments that vehicles of different roles receive from modifications may vary, even if they are of the same tank role.

Field Modification is designed to help you discover new facets of your gameplay and take a fresh look at the strengths of your favorite vehicles. It should not be considered a compulsory addition to the main Tech Tree, but it will make playing some of your tanks even more special and enjoyable.

[h2]Field Modification: Balance Improvements[/h2]
Results from the Sandbox survey show us that most of you liked the general concept of Field Modification and were positive about adding this functionality to the game. You generally appreciated the opportunity to fine-tune your favorite vehicles to your personal playstyle, so the core mechanics of Field Modification remain unchanged.

However, some of you had questions about higher bonuses from Standard Modifications for Tier IX and X vehicles and perceived unbalanced choices in some Dual Modifications. There were also some other concerns about improvements to parameters, which were considered excessive for certain vehicles, such as SPGs or wheeled vehicles.

We have carefully examined all these issues and made the necessary balance improvements. Now, Field Modification has a more balanced and consistent progression system for all vehicles. Individual tanks no longer see their performance fall below acceptable levels, regardless of what role they play in battle.

With your feedback, we adjusted the following Dual Modifications and the parameters they affect:

[h3]Light Tanks[/h3]
  • All roles: reduced effects in the 3rd Dual Modification
  • Wheeled light tanks: reduced effects in the 5th Dual Modification
  • Versatile light tanks: reduced effects in both the 4th and 5th Dual Modifications

[h3]Tank Destroyers[/h3]
  • All roles: reduced effects in the 3rd Dual Modification
  • Support tank destroyers: increased HP in both the 4th and 5th Dual Modifications
  • Sniper tank destroyers: slightly reduced effects in the 5th Dual Modification
  • Versatile tank destroyers: reduced effects in the 5th Dual Modification
  • Assault tank destroyers: reduced effects in the 5th Dual Modification

[h3]SPGs[/h3]
  • Slightly reduced effects in both the 1st and 5th Dual Modifications
  • Changed the standard concealment bonus for both the 1st and 3rd Dual Modifications

[h3]Medium Tanks[/h3]
  • All roles: reduced the chassis and turret traverse bonus in the 1st Dual Modification, removed turret stabilization from the 2nd Dual Modification, and reduced the repair speed bonus in the 3rd Dual Modification
  • Sniper medium tanks: reduced effects in the 5th Dual Modification
  • Versatile medium tanks: slightly reduced effects in both the 4th and 5th Dual Modifications
  • Assault medium tanks: slightly reduced effects in the 4th Dual Modification; added turret stabilization and increased the view range bonus in the 5th Dual Modification

[h3]Heavy Tanks[/h3]
  • All roles: changed the composition of both the 1st and 3rd Dual Modifications by removing excessive mobility
  • Support heavy tanks: changed the composition of both the 4th and 5th Dual Modifications—removed turret stabilization in the 4th Dual Modification and improved aiming time in the 5th Dual Modification
  • Breakthrough heavy tanks: reduced the stabilization bonus in the 5th Dual Modification
  • Versatile heavy tanks: removed forward speed in the 4th Dual Modification; removed turret stabilization and reduced the resistance bonus to HE shells in the 5th Dual Modification
  • Assault heavy tanks: reduced the resistance bonus to HE shells in the 4th Dual Modification and reduced the repair speed bonus in the 5th Dual Modification


[h3]Adjusted Dual Modifications[/h3]
We also reduced the bonuses of all vehicle combat roles at Levels VII and VIII of Field Modification.

Lastly, we listened to your concerns about the costs of increasing Field Modification Levels and purchasing Dual Modifications across various vehicle tiers. Now, depending on the vehicle tier, costs will be different, with the lowest ones for Tier VI tanks.

Vehicle Tier
XP Required
Cost in Credits
Cost of Changing the Category of the Second Equipment Slot in Credits
VI
3500
10000
10000
VII
7000
25000
25000
VIII
11500
50000
50000
IX
20000
100000
100000
X
28000
150000
150000


[h2]Comparison Window Improvement[/h2]
Another very important change to Field Modification is the improved comparison window, which will now support the following functionality: You can add several vehicles (or multiple different configurations of the same vehicle) for comparison and, by entering advanced settings, apply various modifications that include all possible changes to characteristics. This option will help you understand how to best fine-tune your favorite tanks and which modifications best suit your needs and individual playstyle.



See you on the battlefield!

What to expect from Update 1.14

Summer is heating up as we keep working to bring you cool content, Commanders!

Learn interesting facts about the long-awaited Czechoslovakian heavy tanks with their hallmark unusual gameplay and autoloaders. Find out which popular Premium vehicles’ performance has been improved. Also, there’s more on the fresh Random Battles map—Safe Haven. Plus, we reveal our special training mode, Topography. Finally, we’re dealing with the changing conditions of Personal Missions and giving you a sneak peek of Frontline 2021.

[previewyoutube][/previewyoutube]

[h2]Czechoslovakian Heavy Tanks Are Coming![/h2]
There’s great news for those of you who enjoy playing heavy tanks! In Update 1.14, we’ll add an entire Czechoslovakian heavy tank branch to the game. It will consist of four researchable brawlers from Tier VII to Tier X. Researching the new branch of Czechoslovakian heavies will start at Tier VII, after the Škoda T-25. Let's take a closer look at the lineup.



The new branch kicks off with the Vz. 44-1, a Tier VII heavy. This tank easily performs the duties of a brawler, but its gameplay is more like that of a medium tank. It boasts good maneuverability and comfortable gun handling, as well as decent frontal armor. The Vz. 44-1 is a transitional step from medium to heavy tanks and will be a good training vehicle for Czechoslovakian crews.


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Tier VIII is represented by the TNH 105/1000, which is in some ways an improved version of its Tier VII predecessor. This brawler has a solid turret with additional armor and a decent hull with well-sloped frontal armor. But its main feature is the choice of two top guns. Starting from Tier VIII, all Czechoslovakian heavies will have this unique feature.

The first gun fires in classic (cyclic) mode, while the second features a two-shell autoloader. Both guns are equal in battle performance and have the same caliber (105 mm), alpha damage, and depression/elevation angles. You’ll have the opportunity to choose the gun that best suits your personal playstyle.


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The next warrior in the Czechoslovakian branch is the TNH T Vz. 51. This is a mighty, heavily armored brawler with an even more durable hull and a decent top speed of 50 km/h. You can also choose between its two 122 mm top guns (one cyclic, one autoloading) with the same parameters.


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The crown jewel of the new heavy line is the formidable Vz. 55. This is a versatile heavy tank with a low silhouette, incredibly solid turret with additional armor, and thick lower frontal plate. It features two 130 mm top guns to choose from—one firing in cyclic mode, the other a two-shell autoloader with a short reload time between shells. Pick the one you like the most!


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With 490 points of alpha damage and good gun stabilization, the Vz. 55 can become a real menace on the battlefield. Its top speed won’t impress, but it keeps up well and accelerates fast for a heavy tank. It’s able to close in on enemies and come out on top in a duel thanks to its excellent armor and the firepower of both top guns.

[h2]Premium Vehicle Rebalancing[/h2]
A new update is coming, and a new group of Premium vehicles are going to receive their long-awaited share of improvements! This time, we're updating the combat parameters of many tanks from different nations.

[h2]Welcome to Safe Haven![/h2]
Starting with Update 1.14, a brand-new Random Battles map, Safe Haven, will become available. This 1000x1000-meter summer map is set in 1960s Japan and will give you the opportunity to battle in a demilitarized civilian port that is gradually crowding out a small fishing village.

Safe Haven is divided into two large and distinct gameplay sectors. The first is the harbor area with plenty of cover where brawlers and heavily armored tank destroyers will fight face-to-face to decide who’s the strongest. The second is a picturesque green area where faster vehicles will feel more comfortable. There are also favorable firing points for artillery and ambushing TDs.

The main feature of the port is a huge bunker with a system of tunnels that are completely shielded from artillery fire. They will be an excellent shelter for heavy tanks, as well as a place for them to engage without being exposed to SPGs.

We’ll tell you more about Safe Haven and its gameplay features in a dedicated article shortly before its release, so stay tuned!

[h2]Improve Your Skills in Topography![/h2]
The most experienced commanders may sometimes find themselves returning to the Garage too soon because they've chosen the wrong direction or flank, even on the most familiar maps. And for those who have recently joined our tank community and don’t know where the key positions and shelters are in different locales, this can be even more frustrating. To help newcomers navigate maps in World of Tanks, we're introducing a new training mode—Topography.

In this single-player mode, you’ll be able to master the basics of playing on maps of different difficulty levels. The training will take place in a single mission format. First, you need to choose a map and one of four scenarios on it. The scenarios differ according to the base where you start the mission, as well as the vehicle type: armored or maneuverable.

Entering the battle, you’ll find yourself on the selected map with the objective of destroying AI-controlled opponents. To do this, you will need to move in different directions and travel to firing positions. A map is considered explored if you complete all 4 scenarios on it.

Completing all missions and exploring all maps will significantly improve your skills and prolong your time in battles. We'll tell you more about Topography in a dedicated article coming soon!

[h2]Ruinberg Map Rebalancing[/h2]
Balance changes for the Ruinberg map have been added to the Common Test. The purpose of these changes is to fix the imbalance between the teams that is presently in favor of the lower base.

In the current version of the game, the team at the lower base has a significant advantage in taking control and holding positions in the suburban area in the eastern part of the map. This allows seizing the initiative in battle and significantly increasing the chance of winning it. The area is captured through the effective use of a convenient position in the central part of the map, which allows firing at enemy vehicles in the suburban area while staying relatively safe. Also, the arrangement of structures in the suburban area allows the lower base team to extend their advantage and control the battle both in the open part of the map and in the area of the city’s central crossroad and square.


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The following changes are coming to the Update 1.14 Common Test:
  • The arrangement of structures in the suburban area has been changed to make this area equally convenient for both teams
  • The convenient position for the lower base in the central urban area has been changed
  • The firing positions in the southeastern part of the map will become more dangerous for supporting allies in the suburban area as the chance of being spotted will be increased

[h3]Other Map Changes[/h3]
During the Common Test, we want to test fixes for incorrect vehicle behavior on slopes and large objects such as stone blockages. On these surfaces, tanks can slide and roll down as if they were on ice.

We have a solution to fix this issue, but changing the required mechanics may lead to situations where vehicles can gain access to non-playable zones on the maps and cause gameplay issues. Our task is to identify as many of these situations as possible and assess the likelihood of fixing them before Update 1.14 hits live servers —or, if there are too many fixes, to migrate those improvements to the next version.

Your help with fixing this issue will be invaluable, so please let us know of any new surfaces where you experience this phenomenon, or non-playable zones on maps that have now become noticeably more accessible with the release of Common Test 1.

[h2]Interface Improvements[/h2]
We're also adding a handy improvement to the Research Screen, module auto selling. Now, when purchasing a new module, you can check the box to sell the old one. You can even get more credits by selling the old module!

Plus, we’re introducing visual module dependency. If the cursor is hovering over any unmounted module that requires the installation of another module, such as a turret needing a certain chassis, the module is highlighted.

[h2]Changes to Personal Missions for Artillery[/h2]
In Update 1.14, we'll simplify some Personal Missions for artillery. When reworking missions, we focused on more challenging tasks because they greatly affect your overall progress in Personal Missions. Less complex missions such as SPG-2.1, 2.2, SPG-4.1, 4.2 etc. do not require updating, because they are already achievable and easy to complete.

We tried to rework the missions for a certain amount of stun and damage, because these are the parameters that were changed in Update 1.13. The rest of the missions, in our opinion, do not require updating. The missions' changes, in numerical terms, are not so significant, because SPGs can still effectively stun enemy vehicles with the first shell and deal damage with the second one.

[h2]Frontline Is Back![/h2]
Epic battles in this 30v30 format are returning to the game, Commanders! There will be four Stages of Frontline in 2021, with the first one kicking off in August. Frontline’s core gameplay remains unchanged, but we’ve made some adjustments to this mode to make it more enjoyable. You may even be able to unlock Tier IX tanks to replace your Tier VIIIs during the course of the battle! Learn more details in our dedicated article.
https://store.steampowered.com/news/app/1407200/view/2998818442401035450

G.I. Joe Styles in World of Tanks

Commanders!

World of Tanks is bringing a special collaboration to Steam.



Created by Hasbro, G.I. Joe is one of the most popular action figure lines in the world. Generations of kids in the U.S. and beyond played with them and were captivated by the struggle of the international elite spec ops team against their sworn enemies of Cobra, a multi-faceted and masterfully coordinated global criminal network. Uncounted millions of battles which have been fought with plastic action figures (often commanded by present-day online tankers) have elevated G.I. Joe to the status of a cultural phenomenon.

And now, the famous adversaries from G.I. Joe and Cobra have come to World of Tanks to settle their scores in their impressive vehicles, the B.T.T. (having the same stats as the TS-5) and the B.O.A. (having the same stats as the T-54 first prototype).

The exteriors of the B.T.T. and the B.O.A. are non-historical; their display can be toggled on or off at any time in your Game Settings, under the General tab.

NOTE: This activity for CIS, NA and EU regions.

[h3]Transmission Incoming: Cobra Commander [/h3]
Greetings from one Commander to another!

You know, Commander, they call me mercilessss. I would say effective... Oh... I managed to get to you before that fool Duke? Then disregard what I said. You see, me and my associates, we’re not just rebels at heart. We’re inventors, industrialists, and armored vehicle enthusiasts. I can see you are into powerful tanks. Look at this specimen we’ve recently assembled in our secret lair... I mean, our skunkworks facility. The Cobra B.O.A. can obliterate your enemies... and finally give ussss a chance to prevail over G.I. Joe. COBRA!!!




[h3]Transmission Incoming: Duke [/h3]
Wherever there’s trouble, G.I. Joe is there, Commander!

I’m Duke, a G.I. Joe operative, and I’m honored to make your acquaintance. I’ll cut straight to the chase. Our intel has confirmed that Cobra have recently developed a new secret armored weapon to get an edge over us. So, we’re going to establish a presence in World of Tanks to contain the threat. We could use the help of a seasoned tanker like you, riding in our brand-new G.I. Joe Breakthrough Tank. The B.T.T. is well protected, packs quite a punch, and should be able to deal with that crazy Cobra gizmo, the B.O.A., should you meet on the battlefield. YO JOE!!




[h2]Park the B.O.A. and the B.T.T. in Your Garage! [/h2]

We have prepared several packages with the new G.I. Joe and Cobra vehicles for you. Choose the one that fits your wishes (and your wallet) the most!











[h3]Available from July 16 at 12:00 CEST | 03:00 PT | 05:00 CT | 06:00 ET through July 30 at 12:00 CEST | 03:00 PT | 05:00 CT | 06:00 ET.[/h3]

[h2]Legendary Tank Decals [/h2]

The classic armored vehicles depicted on the decals in our G.I. Joe and Cobra packages are instantly recognizable to tankers who played with G.I. Joe action figures when they were kids.



G.I. Joe M.O.B.A.T. (Motorized Battle Tank, also Multi-Ordnance Battle Tank) first appeared in toy stores across the U.S. in 1982. In every box with a plastic vehicle (clearly resembling a real-life contemporary main battle tank), there was a figure of the driver named Steeler.



Cobra H.I.S.S. (High Speed Sentry), complete with a figure of a driver, was first released in U.S. toy stores in 1983. This futuristic war machine was armed with double Diablo cannons you could elevate and swivel.

Representing a different technological era, the M.O.B.A.T. and the H.I.S.S. didn’t make it into World of Tanks as playable armored vehicles. Instead, we’re introducing the B.O.A. and the B.T.T., which also embody the character of their respective factions to the full.

[h2]Awesome G.I. Joe and Cobra Inscriptions and Emblems [/h2]

Getting the G.I. Joe and Cobra inscriptions and emblems for your favorite vehicles requires you to complete two sets of special missions, available from July 16 through July 30. Each set of missions will net you 9 customization elements from one of the factions, plus Personal Reserves. Those who obtain a package will have to complete a single mission to claim each set of these rewards.













Applying a G.I. Joe or Cobra inscriptions and emblems to your tank isn’t just about declaring your allegiance to one of the factions, but also a proclamation of your armored combat style, or even your current mood. So, what do you prefer today, Commanders? To smite or to bite?

Grab these G.I. Joe and Cobra goodies and join their timeless battle, Commanders!

G.I. JOE and all related characters are trademarks of Hasbro and are used with permission.
© 2021 Hasbro. All Rights Reserved. Licensed by Hasbro.

Frontline 2021

Frontline is one of the most exciting modes in World of Tanks, first season started in 2018. Let's find out why this 30v30 game mode is so popular and take a closer look at new adjustments.
One weeklong Stage awaits each month from August through November 2021; Frontline will be unavailable between these Stages.

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[h2]REGULATIONS[/h2]

[h3]Frontline Stage 1[/h3]
[h3]August 16, 2021 at 06:00 CEST – August 23, 2021 at 03:00 CEST (UTC+2)[/h3]

The dates of the other upcoming Frontline 2021 Stages will be added later, so stay tuned!

Start
End
Stage 1
August 16, 2021 at 06:00 CEST (UTC+2)
August 23, 2021 at 03:00 CEST (UTC+2)
Stage 2
September
September
Stage 3
October
October
Stage 4
November
November


Frontline 2021 will feature a reworked Combat Reserves system and will be closely integrated with Battle Pass. But most importantly, Tier IX vehicles will be allowed in this mode in a trial format. Let’s dig into the details.

[h2]Brief Overview[/h2]
The Frontline 2021 core mechanics and progression system remain unchanged. Here’s a quick refresher, just in case:
  • Battles take place between 2 teams of 30 players on two huge 9 km² maps: Normandy and Kraftwerk.
  • Each team has its own objective. The attackers should break through the defense and destroy at least 3 of 5 pillboxes on enemy territory. The defenders should repel enemy attacks until the battle timer elapses.
  • To fight in Frontline, use any Tier VIII vehicles available in your Garage. Plus, Tier IX vehicles will be allowed in this mode in a trial format at a later part of battles (more details below).
  • You can also use special Tier VIII and IX rental vehicles to enter battle.
  • Play Frontline and Earn Battle Pass Points!
  • You can now receive Battle Pass Points when playing in all Frontline Stages. The number of Points you can earn will depend on your position in the post-battle ranking by Frontline Experience earned, as well as whether your team won or lost.
Position in the Post-Battle Ranking
Victory
Defeat
1–5
25
10
6–20
10
5
21–30
0
0


Upon reaching each Frontline Tier (except for the first), you will also receive 20 Battle Pass Points, as well as a bonus reward of directives.

Frontline Tier
Points
Directives
1
2
20
Vent Purge (x5)
3
20
Vent Purge (x5)
4
20
Vent Purge (x5)
5
20
Exhaust Insulation (x15)
6
20
Stabilizer Greasing (x5)
7
20
Stabilizer Greasing (x5)
8
20
Stabilizer Greasing (x5)
9
20
Stabilizer Greasing (x5)
10
20
Fuel Filter Replacement (x15)
11
20
Orderly Ammo Rack (x5)
12
20
Orderly Ammo Rack (x5)
13
20
Orderly Ammo Rack (x5)
14
20
Orderly Ammo Rack (x5)
15
20
Aim Tuning (x15)


In total, you’ll earn 280 Battle Pass Points when you reach Frontline Tier 15.

Vehicles allowed in Frontline don’t have a Battle Pass Point Limit. You will receive Points in every Frontline vehicle in every battle, so long as the above conditions are met.

[h2]Combat Reserves Rework[/h2]
In the 2021 Season, we’ve added three new Combat Reserves and reworked some of the existing ones. In total, there will be nine Combat Reserves divided into three categories: Attack, Recon, and Tactical. All vehicles will have three Combat Reserves slots, one for each category.

By reaching Frontline Tiers, you’ll earn Combat Reserves Points. Use them to unlock Combat Reserves on their dedicated screen. Once unlocked, you can select and assign Reserves to your vehicle. All Combat Reserves can be upgraded in the course of a battle after obtaining certain ranks. The maximum upgrade level of a particular Combat Reserve depends on the vehicle type in which you’re playing. Check it out:



Now, let’s take a look at each Combat Reserve category individually.

[h2]Attack Reserves[/h2]
This category includes Combat Reserves that cause direct damage. Two of them, Airstrike and Artillery Strike, will be familiar to you. Airstrike is most effective against swift targets and large enemy formations, while Artillery Strike is best used against slow opponents and vehicles with decent armor.

The third—and new—Reserve is Minefield. Once activated, you can plant mines that will not only inflict damage upon but also stun your opponents. Minefield is more of a tactical Combat Reserve that will help keep enemies from advancing, cut off their retreat, and control strategic zones on the battlefield.

The mines planted by your allies will be marked with special indicators and won’t cause damage to or stun your vehicle.

Enemy Minefields will be automatically detected when they are within 50 meters of you. You can also spot them with the two Combat Reserves in the Recon category (more on that below). Destroy mines with a direct shot, as well as with Airstrike or Artillery Strike. Or deploy your own Minefield, after which both fields will be destroyed.

[h2]Recon Reserves[/h2]
We’ve improved Smoke Screen, a Combat Reserve that blocks the enemy view range and conceals allies within the specified zone. Previously, it improved concealment while limiting the view range of all tanks inside; now, it’ll hide allied vehicles without imposing a view range penalty on them. Your opponents will receive a view range penalty with no bonus to concealment. In addition, you can now distinguish enemy and allied Smoke Screens by the color of the smoke: gray for allies and dark orange for enemy vehicles.

Recon Flight remains unchanged but will now enable you to detect enemy Minefields.

We’ve also added Sentinel, which will be especially useful for light tanks. This is a passive ability that takes effect if your vehicle is stationary for a few seconds, improving your view range. Upon activation, Stealth grants a bonus to concealment and gives you the Commander's Vision System property, which worsens the enemy's concealment. This bonus takes effect if enemy vehicles are stationary. In addition, this Combat Reserve will allow you to detect enemy Minefields within a radius of 250 m.

[h2]Tactical Reserves[/h2]
Inspire now gives a significantly higher bonus to your vehicle's crew performance than to the allies around you. The bonuses to skills and perks of crews of allied vehicles will remain +15% to the major qualifications.

Engineering will no longer provide a bonus to restoring vehicle HP at Resupply Circle—this bonus will be moved to Field Repairs (more info below). Engineering will still give a 50–80% bonus to base capture speed and a 30–50% bonus to resupply speed, depending on its upgrade level. Additionally, when causing damage to an attacker, the base capture will be interrupted by five to 10 seconds, depending on the Combat Reserve upgrade level.

Field Repairs is a new Combat Reserve that instantly restores a significant percentage of a vehicle's HP and continues to restore it a little more for a few seconds. It also reduces the damage from Minefield while active. Field Repairs doesn’t stop, even if you take damage.

[h2]Combat Reserves Categorization[/h2]
You will enter a battle with one Combat Reserve and gradually gain access to other Reserves from the remaining categories. You’ll be able to select one of the three available Reserves for each slot category. You can also upgrade Combat Reserves during battle when you achieve certain ranks.



Each vehicle type will have its own order of unlocking Combat Reserves, depending on their gameplay features. For example, at the start of a battle, heavy tanks will only have a Combat Reserve of their choice from the Attack category. As the battle goes on, they can unlock and select a tactical Reserve, then Reserves from the Recon category will be the last to be available. For light tanks, SPGs and tank destroyers, the Recon Combat Reserves slot will be the first to be available. Medium tanks will first gain access to tactical Reserves. Thanks to this system, you can improve the Combat Reserves that will allow you to be most effective in battle and use various strategies.

[h2]Get Ready to Fight in Tier IX Vehicles![/h2]
Tier IX tanks are popular vehicles with diverse gameplay, coveted by every Commander. You could have earned them as a reward in last year's Expedition (which shared a progression system with Steel Hunter) or in Battle Pass. But, except for Random Battles, there were no modes in the game where you could play them and fully unleash their high combat potential. Now, you can get a whole new gameplay experience and see these formidable vehicles in action in the most epic World of Tanks mode!

Start battles according to the standard rules: in a Tier VIII tank. But when the attackers capture at least one point of the second defense line (zones D, E, and F), all players, upon respawning after being destroyed, may pick a Tier IX vehicle to reenter the battle and strengthen their team.

If you enjoy playing Tier VIII tanks, you don't need to pick a Tier IX tank to rejoin the battle. You can still play the entire battle in Tier VIII Premium tanks and earn maximum credits, as always. However, Frontline's economy allows you to make a good profit in Tier IX vehicles, as well. After Tier IX tanks become available, you can play in them without restrictions, just like in Tier VIII tanks. And thanks to rental tanks, which you can also obtain for free, it’s very easy to enter battles in Tier IX vehicles.

The Frontline Garage will consist of two sections, each containing only Tier VIII and IX vehicles. If you want to join a battle in a Tier IX vehicle, don't forget to select and equip it before the fray begins—and the same applies to your Tier VIII vehicles.

[h2]Rental Vehicles[/h2]
If you don’t have any Tier VIII and IX tanks in your Garage, you can rent vehicles. The following vehicles will be available at a fixed price in credits throughout the Stages:

[h3]Tier VIII rental tanks (available for 240000)[/h3]
  • T32 FL
  • T-44 FL
  • Ferdinand

[h3]Tier IX rental tanks (available for 320000)[/h3]
  • E 50
  • T-54
  • AMX M4 mle. 51
  • WZ-111 model 1-4
  • T30
  • Jagdtiger
  • Strv 103-0

Two more Tier IX rental vehicles, the M46 Patton and the Conqueror, can be obtained for free by achieving the second and fifth Frontline Tiers, respectively. All rental tanks are replicas of existing vehicles, with the same characteristics and properties.

We hope that all these changes will make your experience even more enjoyable. Get ready for intense 30vs30 clashes, Commanders!