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British Wheeled Mediums: Master Speed, Power & Precision!



Commanders!

Six brand-new British medium tanks, that trade their treads for wheels, are making their Tech Tree debut in World of Tanks with Update 1.22 due in early September!

The new branch begins at the bottom of the U.K. Tech Tree. Between the Cruiser Mk. IV and Covenanter is the start of the new vehicle line with the AEC Armoured Car at Tier V, which extends to Tier X with the Concept No.5. It features the first non-Premium British Wheeled vehicles in the game. Before we examine them in detail, let's examine their unique features.


[h2]British Wheeled Vehicles: Support Strength[/h2]



Although these new vehicles have wheels, they are a different beast than the wheeled French lights. The Brits excel at supporting the team, using their formidible firepower to protect flanks and other vulnerable spots.

For reference, the Polish lights ending with the CS-63 and German mediums ending with the Leopard 1 Tech Trees are a close match for the new British wheeled medium tanks.

[h3]Firepower[/h3]

Run by three-person crews, all British wheeled mediums pack an accurate single-shot cannon that delivers high damage and penetration with a quick aiming time. Calibers range from 40 to 105 mm, depending on the vehicle's Tier. Their average DPM can distract foes at medium to long ranges, but full-time sniper tactics are occasionally thwarted by the vehicle's bulky shape.

[h3]Armor and Dynamics[/h3]

With hull armor thickness in the double-digits, these vehicles are hardly first line. While the turret provides a bit more padding, avoid direct trades; if you can't avoid them, at the bare minimum don't show your sides to avoid being penetrated by HE shells.

The top speed of all the medium tanks is well above average at 60–65 km/h, with a reverse speed of 30–32 km/hr (depending on the specific vehicle). Vehicles retain excellent mobility in either direction. Aiding the vehicle's maneuverability is a "wheeled suspension mechanics" that allows it to turn in place (similar to their tracked counterparts). Where track damage is concerned, the wheeled Brits are not brought to a dead halt when a wheel is damaged—although their speed is reduced (and it's temporarily saddled with an eyesore of a wobbly tire).



For these vehicles, damage to one wheel reduces the top speed by approximately 60% to forward and reverse speeds. Damage to each subsequent wheel reduces the speed by approximately one-third of the current value. Even with all wheels damaged, the vehicle is still mobile—although barely—at around 4.5 km/h forward and 2 km/h reverse.

Summary

With the combination of potent firepower, high speed, and light armor, the medium wheeled vehicles are best suited to supporting front-line allies and watching the flank.

Let's check out the branch composition.

[h2]Tier V–VI: AEC Armoured Car & Staghound Mk. III[/h2]

Starting the line at Tier V is the AEC Armoured Car. The AEC Armoured Car, built on the 4×4 AEC Matador chassis, exemplified the era's design spirit of simplicity, reliability, and versatility. It influenced the evolution of armored vehicles, leaving a lasting legacy in post-war designs. The vehicle first saw service in late 1942 in the North Africa Campaign and was utilized until the end of World War II. The vehicle comes with a 40 mm cannon but can upgrade to a fast-firing 57 mm gun that can cause 1,928 DPM. Its 60 km/h top speed puts it far above average among mediums and lights. Works well as a reconnaissance scout—just be aware of its lightly armored hull and turret and rather large silhouette.


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The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.

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Following in the treads of its predecessor, is the Staghound Mk. III. Produced by the United States under Lend-Lease and modified by the U.K., the vehicle also saw action in the World War II North Africa Campaign, and later served in the 1948 Arab-Israeli clash and Vietnam (among other conflicts). The Staghound keeps many of the AEC’s attributes, namely top forward and reverse speed, but it brings more firepower with a second 75 mm cannon, slightly thicker armor, and a 360 m view range. Does the turret look familiar? It’s the same one that sits atop the Crusader.


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The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.

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[h2]Tier VII–IX Vehicles: More Wheels and Bigger Guns[/h2]

Starting at Tier VII, the line adds two wheels to each vehicle for a total of six. It also brings bigger guns and and other improvements.

The FSV Scheme A is the first six-wheeler on the Tech Tree and the first machine that wasn't actually produced. Developed in the 1960s, the project considered various variants to the base model, but was ultimately scrapped. In World of Tanks, the FSV Scheme is the lightest of the half dozen at 9 t and although it has less horsepower than its predecessors, it hits a 60 km/h top speed. Two guns are available—a 75 mm and a 76 mm.


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The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.

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The Saladin (FV601) is the last vehicle in the line with a real-life manufactured counterpart. Developed as a replacement for the AEC Armoured Car, the Saladin rolled off the assembly line in 1958. Variants of the vehicle saw action worldwide in the Middle East, Oceana, Africa, and other regions. The Saladin’s good mobility, coupled with a 380 m view range, let it take up key battlefield positions to support teammates, with one of three cannons—75 mm, 76 mm, and 90 mm—to keep enemies occupied.


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The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.

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The GSOR 1006/7 is the penultimate wheeled vehicle in the line. In reality, the airborne vehicle never entered service and one of its designs provided for Swingfire anti-tank guided missiles. In World of Tanks, its 535 hp engine, can reach a 65 km/h top speed and is protected with 60 mm frontal hull and 85 mm frontal turret armor. The most noticeable improvement is the optional 105 mm cannon with 1,080/1,240/1,080 m/s velocity that causes 390/390/480 HP damage with 248/315/53 mm of penetration—take an occasional diversion from support duty and play sniper!


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The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.

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[h2]Crowned Cruiser: Concept No.5[/h2]

Lighter than most medium tanks in the game, the 24-ton Concept No.5 sits at the end of the Tech Tree. It brings more of everything: 1,800 HP, 70/40/35 mm hull armor, is powered by a 580 hp engine, but only carries one gun—a 110 mm boomstick that penetrates 260/318/55 mm and causes 430/430/515 HP damage; all in, it can deliver 2,205 DPM, which is enough to send some heavies back to the Garage. Use the 65km/h top speed and 400 m view range to scout enemy positions and −8° gun depression to peek over uneven terrain to spot and take potshots at unsuspecting enemies, putting its 1,230/1,420/1,020 m/s velocity shells to good use.


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The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.

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Even with the increased armor, the Concept No 5 is still a thin-shinned vehicle. As always, avoid head-on combat and instead join with other mediums in support and reconnaissance. You can see for yourself when Update 1.22 is released!

Enjoy these British mediums with wheels, Commanders!

Frontline Is Back With the Twist of Fate Scenario!



Commanders!

Your 2023 Frontline journey continues with Episode 2, which will run from August 28 at 13:00 CEST through September 4 at 11:00 CEST (UTC+2). It comes with an additional Combat Reserves Level, a new battle scenario, Twist of Fate, and several balance improvements. And, of course, with attractive rewards! Get ready for large-scale battles and new gameplay experiences!

FRONTLINE GUIDE

[h2]General Rules[/h2]

The second Episode will drastically change the Combat Reserve selection system; however, the basic rules of Frontline remain the same. We're sure you remember them, but here's a small summary just in case:
  • Battle format: 30v30.
  • Vehicles: Tier VIII vehicles.
  • Objectives: Five high-caliber guns at the rear of the defending team's territory. The attacking team must destroy three of them. The defenders must protect these objectives by repelling enemy attacks until the battle time elapses.
  • Maps: Normandie, Kraftwerk, and Fata Morgana.
[h2]Additional Combat Reserve Level[/h2]

The addition of a fourth Level to Combat Reserves is only for the Twist of Fate experimental scenario.

To make Frontline gameplay more exciting and provide you with even more tactical variety, we’ve added a fourth Level to all Combat Reserves. To improve them to Level 4, you need to purchase Reserves before entering battle using Combat Reserve Points. Simply head to the Frontline Garage and select the ones you find most useful in combat!


When activated in battle, these Reserves will be Level 2, and you can upgrade them to Level 4.

All three default Combat Reserves (Artillery Strike, Recon Flight, and Inspire) will be upgraded to Level 2 from the start, so you can save your Points for your favorite Reserves.

[h2]Twist of Fate: A New Combat Reserve Selection Scenario[/h2]

Previously, you had to manually select Combat Reserves in your Garage before entering a Frontline battle. The Twist of Fate scenario introduces a new system in which a random selection of Combat Reserves will be available for choosing in battle.

Now, placing Reserves in slots does not guarantee that they will be available during battle. When you reach the Ranks where Reserves are unlocked, you will be offered a choice of two Random Combat Reserves of a random category and vehicle type. This choice will be repeated until all three Reserve slots are filled.

Placing Combat Reserves in slots before battle increases their chance of being available for selection by 10%.

If luck is on your side, you may be able to select the same Reserve more than once. If this Reserve has an active effect, such as Airstrike, it will be placed in a different slot, so you can even fill all three slots with the same Reserve. You can use these duplicated Reserves independently during battle, and each of them will have its own cooldown. One exception is the passive Engineering Reserve. When it is selected more than once, your Engineering Reserves merge into one slot and gain enhanced parameters.

[h2]Activating Combat Reserves[/h2]

Some Combat Reserves can be activated at the same time, while others only work in succession. Check it out.

Activated at the Same Time

Artillery Strike
Airstrike
Smoke Screen
Minefield
Recon Flight
Activated in Succession

      
      
Field Repairs
      
    Inspire
      
Sentinel
The Reserves you choose apply throughout the battle to all the vehicles you play in. The Combat Reserve cooldown doesn’t change after your vehicle is destroyed.

[h2]Rewards[/h2]

As always, we’ve prepared a host of attractive rewards for you in Frontline. The new Episode is a great opportunity to earn up to four pieces of Experimental Equipment, a choice of directives, bonds, Retraining Orders, and a universal Training Manual. Participate in intense 30v30 clashes on colossal maps and grab all these goodies!


[h2]Other Balance Changes[/h2]

To make the gameplay in Frontline even more entertaining, we’ve also made the following balance adjustments:
  • The survivability of high-caliber gun turrets has been increased to 3,500 HP.
  • The capture time of the zones in the first line on all Frontline maps has been increased to 170 s.
  • Other minor changes have also been made.
Get ready for large-scale battles and new gameplay experiences, Commanders!

Update 1.22: Map Balance Improvements



World of Tanks maps have seen a lot of innovation recently. You played on night locations, tried out random events, and saw last year’s Recon Mission ‘graduates’ enter Random Battles. Maps in their classic form have also been given the attention they deserve: with Update 1.22, ten of them will receive a batch of improvements of different scales. Based on feedback and data gathered, these adjustments will make your playing experience even more enjoyable.

All changes—be they major or minor—are based on the same design principles. Everywhere, the goal was to improve map balance while also making the gameplay more varied and nuanced, allowing more tactical approaches to be employed and the strengths of various vehicles of different types to be used. Let’s have a look at the changes!

[h2]Extensive Map Changes[/h2]

Mountain Pass received multiple augmentations to improve the quality of life for both sides. The zone for heavily armored vehicle clashes was expanded and refurbished. A lot of lines of fire that previously allowed for hitting vehicles en route to positions at the start of battle were blocked. The hill in the south often used by snipers and arty was significantly reshaped, and it is no longer possible to shoot at the bridge from the top of its northern counterpart.

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In square H8, the height of the hill has been reduced so that the lowermost team can take up anti-tank positions faster and more efficiently. The firing position for attacks along the 9th and 0th verticals has been removed.


Intermediate covers have been added at the intersection of squares F9–F0 and E9–E0 which will allow vehicles to advance to the lowermost base capture circle more safely. The shoreline position in the E0 square, which facilitated control over the entire entrance area to the lowermost base, has been removed.


Balcones and covers have been added to square E9 to allow for firing from medium and long distances.


In squares C7, D7, and D8, the collision zone for heavy tanks has undergone a complete overhaul. The terrain has been changed, new covers have been created, and finally, the play area has been expanded.


In squares H6–H7, part of the mountain has been removed and cleared of vegetation to open a small chamber for those holding the anti-tank position (the balcony in square H8). Through this chamber one can attack enemy vehicles in squares J3–J4, just like in the uppermost base.


In squares G5-H6, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the lowermost base and allowed new medium-range firing positions to be added.


In squares D2-E3, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the uppermost base and allowed new medium-range firing positions to be added.


In squares E2-G1, the play area has been expanded: a balcony and intermediate covers have been added, enabling players from the lowermost team to attack more efficiently.


New covers have been added in the F4 square.


In square D4, a rock has been added to block the attacks along the bridge from the anti-tank firing position in square C3.


In squares E6–F7, the bridge approach area has been redesigned for the lowermost team: the play area has been expanded and better positions have been added for firing along the bridge from medium and long distances.


In squares H1-K4, the collision zone has been revamped. The balcony in squares H3–H4 has shifted toward the uppermost team. In squares F3–G3, part of the mountain was removed for broader firing options from the balcony. Both teams have been given new positions and shelters for medium-range combat. The time of approach to the collision zone has been rebalanced.


At the junction of squares A1 and A2, vegetation has been added for players from the uppermost team. Their positions for base defense have been improved to mirror those of the lowermost team.
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Fisherman‘s Bay now offers more opportunities to the northern team than before. The route to the city blocks (which lost a couple of buildings) has been made safer. More view-obstructing foliage has been planted in the middle of the map, and a new firing position has appeared in the K7 square.

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The path to the city has become safer thanks to the modified terrain in squares A6-B7.


In square E8, the troublesome position for attacking the urban area has been removed.


Vegetation has been added to the central part of the map (squares E5–E6). The house has been moved to give more of an advantage to the uppermost team against the lowermost team heading to the town.


The anti-tank position in square B2 has been improved: vegetation has been added while the location of the house has been changed.


The tree in square D1 has been removed. In certain scenarios, it acted as a double bush when it fell.


Some houses have been removed from squares H9-G9 to eliminate the blind spot when approaching the city and balance the time intervals for the lowermost team.


A new position has been added to square K7, which gives more opportunities for attacks on the central part. It can also serve as an additional secure point for the uppermost team in the event of a breakthrough to the east.
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The brick factory on Studzianki has been made larger, creating more space for well-armored brawlers. The village has also been expanded. The trench splitting it in two now offers better protection from shots fired from the factory.

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The factory area has been expanded. In squares C4-C7 and D5-D6, several new spots have been added as an incentive to practice smart positioning.


A hill has been added in square D8 as an intermediate cover to be used when retreating from the factory part of the map.


For balance improvement, a few houses have been added to the central ravine (squares H5–H6, G5–G6).


The pit in squares E5–E6 has been deepened so that vehicles can hide from shooting from the factory area.


The village area on the K-line has been extended. The terrain has been reworked and new positions have been added in the ravine along the map border.


The vegetation density has been decreased in square K0.


For balance improvement, an indestructible house has been added to square E0.
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Oyster Bay has become friendlier to the northern side than it used to be. A sub-direction on the heavies’ flank (squares E6 and F7) has become more exposed to fire from the main sniping positions on the northern side; pushing it will now be less easy for the southern side. Select mountains have gained in height to give better protection from artillery fire. A few bushes and a coastal defense gun have also been moved.

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The upper sub-direction on the heavy tanks' flank in square E6 has become more open to shooting from the uppermost team's main anti-tank positions. Now it will be more difficult for the lowermost team to advance from it.


The passage in the F8 square in the direction for heavy tanks has been redesigned to provide more options for attacks on the southern part of the map.


In square D6, the path to the position for the uppermost team's light tanks has been streamlined. Previously, one had to drive through the water, which slowed down movement.


The height of the mountains in squares H5 and G6 has been increased so that the lowermost team's self-propelled guns cannot fire at the main positions of the uppermost team in the direction for heavy tanks.


The entrance to the balcony in the G5 square has been improved. Now it cannot be jumped on.


The location of the ship's gun in square C4 has been adjusted. Now it does not block the firing position of the uppermost team's anti-tank vehicles (square B5 in the direction for medium tanks).


The bushes have been adjusted on the lowermost team's anti-tank position in square E2. Shooting at square B3 now requires moving out of the bushes (similar to the uppermost team's balcony).
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[h2]Improvements to Gameplay Experience[/h2]

Three more battlefields underwent lesser but still significant changes along the design principles outlined at the beginning of the article.

[h3]Murovanka[/h3]

Several map balancing changes have been introduced, making the overall situation better than before for the southern team.

The sniping position in the J9 square has been improved.


The route toward the forest in the H7 and G8 squares has been made safer.


With the changes in terrain shape, the position in the F8 square has become better protected.


The spot in the F9 square is now safe from fire from the hill in the E8 square.


There is now less foliage in the D0, F0, and G0 squares, so firing over positions there is easier.


The road, the hill, and the bushes in the E6 and E7 squares have been moved southward to even out the balance for those playing in light tanks.


In the Encounter mode, the base has been moved into the E2 and F2 squares. Vehicle spawning points have been repositioned closer to the hills.

[h3]Cliff[/h3]

Several adjustments have been implemented to get rid of some overly advantageous positions and to make playing on the map more comfortable.

The center of the map is now less exposed to fire from the southern side’s base (the J3 square) which will make life easier for heavies coming from the north.


The stone in the G5 square has been made larger, to block a line of fire that had been used to hit heavily armored vehicles. A house has been added to the G6 square to protect against attacks made from the H9 square, mirroring the tactical setup on the opposing side of the map.


The terrain depression in the D4 and D5 squares has been removed. The rock in the D5 square is now lower, which allows for fire over the E6, F6, E7, and F7 squares from the northern base.


There is now a safer arty zone in the A4 square, to balance the existing one on the southern side of the map.


Climbing on the cliff in the F7 square is no longer possible.


[h3]Live Oaks[/h3]

The map has received a few changes to improve the overall playing experience.

The approaches to the city blocks from both the northern (squares A5 and A6) and the southern (squares C1 and D1) bases have been reworked, making them safer for slow vehicles.


More cover has been added to the A7, E0, and F0 squares to create more variability when attacking and defending the northern base.


A swampy area in the K8 square has been dried up to give the southern side the same range of tactical opportunities that their opponents enjoy.


Heavies can now clash with more convenience due to a slight expansion of the city block in the A3 square and several destructible buildings in the A2 square made indestructible.


[h2]Selective Adjustments[/h2]

Three locations have received relatively minor changes to improve the overall playing experience.

In the mountain gorge on Lakeville (squares from C1 to H2), the type of ground has been changed (both mechanics-wise and visually) and vehicles will now traverse it with more ease.

On Ensk, the locations of spawning points have been slightly changed for both teams, and priorities for spawning have been allocated based on vehicle types. For Encounter battles, the spawning points on the northern side have been rearranged for the sake of map balance, and vehicle-type priorities for spawning have been set for both teams.

For Assault battles on Siegfried Line, the attacking team’s spawning zones have been merged into a single one, located in the E3 and F3 squares.

We will monitor the influence of these changes on map balance as well as player satisfaction to ensure that our favorite game remains fun to play and that tankers’ wishes are met.

See you on the updated battlefields, Commanders!

Follow Us and Earn Community Tokens!



Commanders!

There is always something happening in World of Tanks, and the best way to be sure that you don’t miss anything important is to follow us on Steam! In addition to always being up to date with the latest game news and updates, you have one more great reason to press that “Follow” button: Every month, we send rewards to our subscribers!

Become our follower before the end of this Community Event, and you’ll earn one Community Token to spend in Steam Community Shop! The Tokens will be credited to players in a few days after the event ends, as we’ll need some time to collect and process all the info.

If you’re already subscribed to our news, you don’t need to do anything! As long as you remain subscribed, you will keep receiving your rewards for these monthly events. Thank you for staying with us!

       
Please note that we will reward only those tankers who have played at least 10 battles on their account.

And also remember that we will send the goodies to the account that’s associated with your Steam one!


PeacefulSoldier, WoT Steam Community Manager


[h3]How Do I Subscribe?[/h3]

It's really simple: You just need to click the "Follow" button!
  • You can do that either on the Store page
  • or in the Community hub


[h3]Rewards[/h3]
  • 1 Community Token
[h3]Steam Community Shop and Community Tokens: How It Works[/h3]

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Community Tokens are a special currency that you earn by being an active member of the World of Tanks Steam Community and by participating in various events and activities.

You can spend your Tokens in the Steam Community Shop in-game to select the rewards you need (rather than a predetermined reward, as it used to be).

To find the Steam Community Shop, log in to the game, enter the Depot from your Garage and open the “Homefront Supplies” tab. There, you will find the Steam Community Shop with all available rewards and their cost in Community Tokens.
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Follow us and boost your progress!

British Booms and French Zooms: A Wheeled Vehicle Comparison



Commanders!

With the arrival of the brand-new British medium line, the French lights are no longer the only wheeled vehicles in the game. Players already have a chance to try out the newcomers in the ongoing Common Test for Update 1.22.

Join us as we examine the soon-to-be-released Tier X Concept No. 5 to understand its place within World of Tanks. This is the second wheeled Tech Tree line, so we'll compare this top-tier vehicle to the Panhard EBR 105 in the French line.

[h2]British and French Wheeled Tanks: An Overview[/h2]



Are you a medium-game hunter or ninja assassin?
  • British medium wheeled vehicles: The new branch in the British Tech Tree contains six vehicles. They are hard to stop and have excellent agility but are more reliant on their boomsticks than their wheels. They have an overall larger profile than their French cousins and are not as speedy. Different driving modes were traded for a new mechanic that allows turning on the spot, which makes them easier to operate. Their role in the field is to quickly provide fire support and aid the team’s advancement with their high specific power, good gun accuracy, solid view range, and adequate damage per shot.
  • French light wheeled vehicles: The French wheeled light tanks were introduced with Update 1.4 in February 2019 and have gained a lot of attention with their speed and agility. They play up the notion of speedy and agile scouts that can appear out of nowhere and quickly retreat. Their role on the battlefield is to gather vital intel for the team, dodge shells, and outmaneuver the enemy.
[h2]Concept No. 5 vs. Panhard EBR 105[/h2]

Now that we know what we're dealing with, it's time to address the elephant in the room: Although British vehicles are a different class than the French ones, comparisons are inescapable, and burning questions need answers. We looked at each Tech Tree kingpin and put them head-to-head with their strengths and weaknesses. Simply put, these are very different beasts, and we hope to emphasize this with comparisons in the following categories.


[h3]Drag Race[/h3]

When you hear wheeled vehicles, you think of speed. The Panhard EBR 105 has a 70 km/h standard top speed, a 42.35 hp/t specific power, and a 720 hp engine, but don’t underestimate the cunning and agility of the newcomer. The Concept No. 5 enters the game with a 65 km/h top speed, a 25.2 hp/t specific power, and a 580 hp engine.



A speedy start into the battle is not the main forté of most medium tanks, and the British wheeled mediums are no exception. Keep in mind that the Panhard has Rapid and Cruise modes, whereas British wheeled vehicles do not.

[h3]Off-Road Top Speed Race[/h3]

Quickly getting up to speed is one thing, but which ride can traverse a tricky battlefield with its various terrains the fastest?



The British medium tries to keep up, but the EBR 105 pulls away thanks to its Rapid mode. The Panhard also has a 42.35 hp/t power-to-weight ratio, whereas the Concept has 25.2 hp/t.

[h3]Taking "Track" Damage[/h3]

Similar to tanks, wheeled vehicles can take track damage, resulting in reduced speed and wobbly tires. We put our subjects to the test to see which one can take a flat tire or two and stay in motion.



The French light tank with eight wheels keeps rolling a little faster for a little longer than its six-wheeled British counterpart. After three trials, it's clear that the lights are made to keep going no matter what due to lighter armor and other characteristics tailored to their class. It's also worth noting the Panhard gets back on track (so to speak) after a 19.25 s repair time; the Concept's is 25.06 s.

[h3]360° Turning[/h3]

Moving around tight corners or quickly getting out of a narrow position is a well-known weak spot of wheeled vehicles, which, until now, were unable to turn on the spot like tracked vehicles. Enter the Brits, who roll in with the brand-new wheeled suspension mechanic.



The Concept has the advantage, as it has few issues navigating the alleys and tight lanes of city maps and making a hasty retreat in a difficult situation. The French lights need to perform a cumbersome, multi-point turn or make a wide turn in order to reorient 180 degrees.

[h3]Causing Damage[/h3]

Sure, speed is useful in running away, but sometimes you can’t avoid the fight. Who can take out an enemy the fastest? Time to see the impressive boomsticks of our two trial subjects in action.



The British medium and its powerful 110 mm gun brings 430 HP of alpha damage, decent accuracy, 260 mm of penetration, and 2,205 DPM to the field to outgun the Panhard's 105 mm cannon cocktail of 390 HP of alpha damage, 190 mm of penetration, and 1,950 DPM. As a medium, the Concept's firepower edges out the Panhard so as to compensate for the latter's higher mobility and faster top speed.

[h2]Conclusions[/h2]

These trials illustrate the French light tanks clearly specialize in speed and mobility. The new British medium tanks, on the other hand, have a solid leg—or rather wheel!—up in firepower and turning with the wheeled suspension mechanic. There's more to it than boiling things down to which nation's wheels are better.

Roll Out!