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Battle Path Boosters now available!

Commanders!

This week, we are offering you another opportunity to boost your Battle Path progress and get that main prize you know you want – the CATTB Tier 10 Premium Main Battle Tank!



Between January 16 and January 23, 2020, the following Battle Coin booster bundles are available:
  • 2 Battle Coin boosters
  • 5 Battle Coin boosters (20% off)
  • 10 Battle Coin boosters (40% off)
  • 20 Battle Coin boosters (60% off)

Each of these boosters grants you 900% Battle Coin income bonus for two hours and can be activated for free, even in the Premium booster slot. And what’s more – if you don’t use these boosters right away, they will carry over to the next Battle Path.

Battle Coins can in turn be used for a number of things, including:

 


Please note: In order to use Battle Coins and Battle Coin boosters, you need to obtain the access to the Last Patriot Battle Path.

Enjoy the offer and see you on the battlefield!

Offer: Israeli Tanks

Commanders!

This week, we have, once again, two offers for you – a Battle Coin Booster one and one that includes three Israeli vehicles, specifically:
  • Magach 7A Tier 6 Premium Main Battle Tank
  • Sabra Mk.2 Tier 7 Premium Main Battle Tank
  • Merkava Mk.2D Tier 7 Premium Main Battle Tank

Between January 16 and January 23, 2020, the following items will be available (along with 100% bonus to Gold to Credit conversion):


[h2]Magach 7A[/h2]


The Magach 7A is an early M60 series American tank, upgraded by the Israelis to meet the requirements of the 1990s battlefield, especially to combat the threat of anti-tank guided missiles that had started to find their way into the hands of various terrorist groups in the late 1980s. The most distinctive upgrade is its box-shaped extra turret armor. While well-protected, the tank was quite lethargic when it came to its mobility due to the use of its old engine, a shortcoming that was only corrected in the final evolution step of the Magach series, the Magach 7C. You can read more about it in a dedicated article.



In Armored Warfare, the Magach 7A is a Tier 6 Premium Main Battle Tank. With its excellent gun accuracy and aiming time values, the Magach 7A is a good sniper for its class and is perfectly suitable for those players, who want to experience long-range combat but who also want to keep some level of protection and survivability instead of completely relying on mobility and camouflage. It’s a rather sluggish vehicle, but more than a match for anything that it encounters on the battlefield.






[h2]Sabra Mk.2[/h2]


The Israeli Sabra Mk.2 was developed as an upgrade kit for the aging Turkish M60A1 and M60A3 series Patton tanks in the early 21st century. Its main features include a new 120mm IMI M253 smoothbore gun replacing the old M68, and a brand new set of additional NERA armor, significantly improving the tank’s protection. You can read more about it in our dedicated article.



In Armored Warfare, the Sabra Mk.2 is a Tier 7 Premium Main Battle Tank with powerful armament capable of defeating almost any vehicle it encounters on the battlefield. It’s not well-armored, but its ability to penetrate even extremely thick armor more than makes up for this handicap.






[h2]Merkava Mk.2D[/h2]


The Merkava IID (also known as Mk.2D) is an advanced version of the standard Mk.2 Merkava, upgraded with a modular “Dor-Dalet” composite armor kit. It’s a tough and unyielding vehicle, featuring a number of battle-proven components such as its 105mm rifled cannon. The first version of the Merkava Mk.2 entered service in 1983 and the last vehicles were phased out in 2016 after thirty long years.



In Armored Warfare, the Merkava IID is a Tier 7 Premium Main Battle Tank. It is not equipped with an explosive reactive armor kit, but is, nevertheless, a very tough customer due to the introduction of the applique armor, allowing it to take a lot of damage. Additionally, the tank is equipped with a Ready Rack mechanism, significantly increasing the rate of fire for the first four shots.





We hope that you will enjoy the offer and, as always:

See you on the battlefield!

Developer Diary: Improving Commander Performance

Commanders!

One of the things we are planning for Update 0.31 is taking several of the less-used commanders and rebalancing their skills to improve their utility and to make them more competitive when compared to the more popular ones.



Today, we’d like to tell you more about the changes that we will be making. For most of them, the goal of these changes is to offer more options aside from the obvious builds.

[h2]Progression Commanders[/h2]

These commanders are available either initially, or for game progress.

Viktor Kirsanov is one of the starting MBT commanders. He focuses, for the most part, on damage output along with some universal skills. As things stand, he’s not very popular because of several rather inconvenient elements, including the need to pass empty skill fields in order to access the Tier 3 skills in his skill field’s corners, or some skills with extremely limited use (reduction of wounded crewmember penalties). Therefore:
  • We will fill those empty fields with Tier 1 skills (bonuses to crew resilience, specific module hitpoints, view range or accuracy)
  • The largely useless Tier 2 skills (reducing penalties from wounded crewmembers) will be replaced by crew resilience bonuses
  • Two Tier 2 skills in the upper right corner of the field (turret traverse and hull traverse bonuses) will trade places

This change should make the commander more universal with the emphasis on module protection.

Rashid Al-Atassi is an ATGM-focused commander, but there’s another aspect to him – the lower branch of his field is dedicated to camouflage and mobility. This one’s not used that often. In order to make this part of the field viable:
  • The lower left corner Tier 3 skill improving the bush camouflage bonus was changed to a Tier 3 skill reducing missile noise
  • We added two skills above each of the Tier 3, one improving acceleration and one improving off-road acceleration
Juan Carlos Miramon is a commander focused on mobile Light Tanks and will receive two smaller changes when it comes to the skills that are a part of the build recommended by Primer. Using the field coordinates used by the abovelinked tool:
  • The Stabilization skill at G2 will be improved to Tier 2
  • The G3 and G4 skills will trade places
Ioannis Sanna is a very specialized commander, putting a lot of emphasis on skills related to fire (either protection from it or setting things on fire). However, most of the recommended builds (such as this one by Primer) focus on the left side of his skill field. We’ll be improving the right side to make it more viable by replacing some of the least popular skills:
  • The Smoke without Fire skill that is reducing smoke grenade cooldown will be replaced by a different one (presumably a chance to make an accurate shot)
  • The Lucky Shot Tier 3 skill to the right and bottom from the smoke skill will be replaced with an accuracy-improving one in order to stack better with the Texas Duel II skill in the lower right corner
  • The upper right corner skill that is currently improving gun accuracy as long as the vehicle has at least 50 percent hitpoints will be replaced by one reducing the camouflage penalty for firing in order to make it more consistent with camouflage bonuses of the skill field top area
Rachel Kramer is an Israeli commander, well-suited for brawler-type MBTs thanks to her skills that trigger substantial bonuses in close range combat. Her skill field is quite useful as it is. Rather than switch it around, we’ll be upgrading four Tier 2 skills located on the top and on the right side of the field to Tier 3 – these skills improve:
  • APS cooldown
  • Smoke cooldown
  • Ramming protection
  • Reduction of fire damage

In the recommended build, these skills occupy the following fields: A1, A3, E7 and G7. The goal of this particular change is to offer more options aside from an otherwise obvious build that’s linked above.

[h2]Premium Commanders[/h2]

These commanders can be obtained during various sales or game events.

Maximillian König and Fyodor Sokolov – these commanders share their respective skill fields. They are fairly universal and suitable for new players since they increase the Reputation income and their only downside is that they are not often available for purchase. We’ll be slightly improving them as follows:
  • The vehicle maximum speed Tier 1 skill will be replaced with an acceleration bonus one, making the commander more suitable for MBT gameplay (MBTs rarely reach their maximum speed in combat)
  • The two skills reducing damage from fire are not all that useful, which is why we will be replacing them with skills that improve engine hitpoints (rather than a fire doing less damage, it’s better not to have to deal with a fire at all)
Kathryn Gray – Kathryn is a special commander that’s suitable mostly for MBTs and other vehicles with poor hull and turret traverse. In Update 0.31, she will be receiving a major update to some of her skills to make her useful. Specifically:
  • Her main skill condition (improving reload time when having less than 50 percent hitpoints) will change to “while driving an MBT”
  • The Rage skills (improving module damage while having less than 50 percent hitpoints) in the vertical line in the middle will collectively be replaced by skills improving hull traverse rate
  • The nearly useless skills in the lower right corner improving maximum speed for the first 120s of combat will be replaced by skills improving MBT acceleration

This way, Kathryn Grey will become a specialist mobile MBT commander with her unique traits left intact.

And last but not least, Alisa Korhonen will be receiving a relatively minor update. Her Tier 3 skills improving the rate of fire of the Mysterious Stranger skill (Rate of Friendly Fire) will be replaced by the skills increasing the chance for the Mysterious Stranger to fire an ATGM that are currently only available as a part of the right side of this commander’s skill field.

The reason for this change is to make the left portion of the field more viable since the skills that are getting replaced were rarely taken by players.

What do you think of these updates? Let us know on Discord!

We hope that you will enjoy them and will see you on the battlefield!

In Development: Type 16 MCV

Commanders!

The New Year celebrations are over – even in Russia – and we are, once again, hard at work bringing you a lot of exciting content that’s going to appear in Armored Warfare in 2020. In the first quarter of this year, we’d like to launch another, Asian-themed season called Spirithaven and, today, we’d like to show you the first of the progression vehicles that are coming with it – the Type 16 Maneuver Combat Vehicle.



Ever since 1945, Japan’s military force has become practically exclusively defense-oriented and tasked with the protection of its mainland. Only in the recent years, discussions have begun about changing some elements of that concept, but the Second World War had a profound impact on the way Japan sees its army and its mission.

In order to understand the concept behind the creation of this vehicle, one has to have two things in mind.

The first thing is that Japan is essentially a mountainous country. In the event of an invasion, fighting in difficult terrain would be unavoidable and there are very few tanks that are suitable for such a task. This is one of the main reasons why Japan has been developing MBTs with hydraulic suspension that can help depress or elevate their main weapons beyond the limits normally allowed by their turrets. When tanks have to aim up and down the slopes to repel an attack, every degree would help.

Secondly, weight also plays a major role in such environments. Truly heavy MBTs would struggle getting into position through narrow mountain passes or across various bridges (that’s why many Japanese MBTs tend to be on the lighter side). A lighter vehicle (ideally one that could be transported by air) with the firepower of an MBT would therefore be actually more sensible than a sixty-ton category tank.

And that’s essentially the rationale behind the Type 16 MCV. The Japanese created an agile wheeled tank that is very suitable for the Japanese terrain. It lacks the protection of a tank, but features very advanced electronics and optics, allowing it to ambush its enemies, leaving them battered and retreat to safety after the action.



The development began perhaps as early as in 2007 by the Technical Research & Development Institute of Japan’s Ministry of Defense. The first prototype was ready by 2008, and between 2009 and 2014, several extensive rounds of testing took place. After their successful conclusion, in 2016, the vehicle was accepted in service under the name of Type 16 Maneuver Combat Vehicle.

The Type 16 MCV weighs 26 tons and has a crew of four since its main weapon is manually loaded. In order to keep its weight this low, the vehicle is only lightly armored with same type of modular welded multi-layer steel armor the Type 10 MBT uses. According to some sources, it is nano-crystal steel with high matrix density, incorporating some non-metallic elements (carbon) – something between an alloy and a composite.

Regardless, in its most basic for, it offers protection from small arms only (STANAG 4569 Level 3) with particularly low resistance to mines and IEDs – despite its light (“colonial”) nature, this vehicle is not meant for asymmetric combat abroad or anything like that and you generally don’t need to encounter mines in defensive actions. However, some sources have noted various planned or developed armor upgrades that would make the front of the vehicle resistant to 20mm or 30mm autocannons or even RPGs.

Additional protective measures include:
  • 76mm smoke grenade launchers
  • Laser warning system
  • Automatic fire extinguisher

Where this vehicle truly shines is mobility. It is powered by a 570hp Mitsubishi 4-cylinder turbocharged diesel, allowing it to go as fast as 100 km/h. It is also transportable by the Japanese Kawasaki C-2 transport planes, further adding to its strategic value, since it can be deployed anywhere across Japan in short order. It is also quite agile, albeit some sources claim that its off-road characteristics leave much to be desired for. Indeed, wheels are worse off-road than tracks and the Type 16 MCV was clearly designed with roads in mind rather than bogs or forests – the Type 16 MCV is not amphibious.



The firepower consists mainly of its 105mm Japanese Steel Works L/52 rifled gun. This weapon is roughly similar in performance to the Royal Ordnance L7 and can fire the same NATO standard ammunition, but it is not (contrary to popular belief) its copy – it was developed indigenously in Japan using special alloys and processes. The ammunition it can fire includes:
  • JM33 APFSDS (460mm of penetration at 2km)
  • Type 93 APFSDS (460-500mm of penetration, depending on sources)
  • Type 91 HEAT-MP
  • Type 75 HEP

Like it was mentioned above, the gun is loaded manually, allowing for the rate of fire of roughly 8 rounds per minute. Its maximum elevation is +15 degrees and its depression is -6 degrees, although these values are estimated only from various photos and are not openly stated anywhere.

The gun is fully stabilized and features both a thermal shroud and a muzzle reference system. It is paired with an advanced fire control system similar to the one used in the Type 10 MBT. It includes a Thales weather sensor and a hunter killer capability (where the gunner can engage one target while the commander already searches for another one and designates it for the gunner). The gunner has the following tools at his disposal:
  • Day/night sights
  • Thermal imager
  • Laser rangefinder

The commander, on the other hand, has the access to his own:
  • Panoramic day/night sights
  • Thermal imager
  • Laser rangefinder

Between 2016 and 2019, 109 vehicles of this type were built by Mitsubishi Heavy Industries and most are intended to be deployed to Kyushu (the southernmost Japanese island). This reflects the shift in Japanese defensive policies. One of the biggest problems for Japan is the fact that they have a limited number of tanks available and their tanks are very expensive. Replacing some of them – especially the aging Type 74 MBTs that are scheduled to be phased out in the near future – with Type 16 MCVs would make for a cost-effective solution.

The deployment to Kyushu is connected to the threat shift – instead of the defunct Soviet Union, Japan now has the Chinese ambitions in the East China Sea to contend with. The behavior of China – an emerging superpower and regional hegemon – is therefore likely to dictate the defensive strategies of all other countries in the area for years to come and since Kyushu is the first and most obvious target at hand for any potential invader, it makes sense to deploy the bulk of these vehicles there. From there, they can be air-transported easily to the other regions of Japan.



In Armored Warfare, the Type 16 MCV will be a Tier 7 progression Tank Destroyer, available through a new dealer we’ll be implementing in Update 0.31. Just like with the American Dream branch of U.S. vehicles, the Type 16 and its branch will be unlockable from already existing machines – in this case, either the C13 TUA TD (Francine De Laroche) or the Type 90-II MBT (Zhang Feng).

At first glance the Type 16 will be comparable to a Centauro – the concept is the same: light wheeled fire support vehicle with a 105mm rifled gun, even though the weapons are somewhat different.

With its ingame weight of 26 tons and its Mitsubishi 570hp engine, the Type 16 will be fairly mobile and about equal to the Tier 7 Centauro. The same goes for its armor – it will protect the vehicle frontally only from 30mm autocannons or smaller weapons and the flanks will be even more vulnerable, making it clear that this vehicle should not enter close combat under any circumstances.

Things will start to get really interesting when we look at this Tank Destroyer’s firepower and special abilities. The Type 16 MCV will be armed with a Japanese Steelworks 105mm rifled gun, comparable in performance to the famous NATO standard 105mm L7. This manually loaded gun will fire all sorts of shells, including APFSDS, HEAT, HESH and even the LAHAT HEAT-MP guided missiles. With its solid penetration (up to 650mm for the upgraded APFSDS) and damage output (reload time 4 seconds), it’ll be an effective second line Tank Destroyer.



But its true strength will lie in convenience – or, more specifically, the ease with which it will be able to hit its targets. For starters, the gun will be very accurate while moving and will have solid depression and elevation levels (-6/+15 degrees). However, that’s still not all.

The tank will feature a very special mechanism called AI Target Assistant. This ability will work both in automatic and manual aiming modes.

In the automatic mode, normally, marking targets with right click will automatically aim your gun at the center of the target and keeps it locked there. In addition to that, the Type 16 autoaim will also “lead” the target – if the target is, for example, moving from right to left from the Type 16 gunner’s point of view, the gun will aim ahead of the target so that when the trigger is pressed, the shell will fly towards where the target is going to be at the time it will cross its trajectory.

In the manual mode where you control the gun, you will see a marker indicating where to aim to hit the target moving on its current trajectory.



While not as effective at close ranges, this mechanism will make long range shot adjustments easier, allowing the Type 16 to snipe more effectively. In addition to that, the vehicle itself will be fairly stealthy (32% camouflage factor) and equipped with excellent optics (410m view range), upgradeable further with a thermal imager.

Overall, what we have here is a dedicated gun sniper that will be able to take some trick shots thanks to its advanced systems and a perfect launching vehicle for the fairly diverse progression branch. It’s also worth noting that the Type 16 MCV wasn’t chosen randomly – it was selected based on your feedback from 2019 when it was one of the most popular suggestions for the upcoming branch.

We hope you’ll like it.

See you on the battlefield!

Battle Path Bounty Hunt: Bradley AAWS-H

Commanders!

We’d like to invite you to another round of the Bounty Hunt event, in which you will have the opportunity to hunt down some Armored Warfare members of staff or VIPs and destroy them in battle for amazing prizes! This time, we’ll be focusing on some Battle Path content and prizes.

[previewyoutube][/previewyoutube]

On Monday, January 13, 2020, between 18:00 and 19:00 CET, log in to Armored Warfare and play Tier 8 PvP.

We, the staff-members and moderators, will be joining the battles in our Bradley AAWS-H Battle Path vehicles and if you manage to destroy one of us, you will be awarded with 2.000 Battle Coins and a 7 day temporary version of the Bradley AAWS-H Tier 8 Premium TD.

The following staff and VIP’s will take part in the event:
  • MaciekM4a4
  • Bat_Comrad
  • waidler
  • arek3city
  • Primer
  • REM_X
  • Tenam
  • AWRU
  • Eskobar68
  • ONEMANCLAN
  • Sorenou
  • Spitfire
  • Dayan78
  • M3pit
  • kller1993
  • Silentstalker
  • Bezkres82

They will also identify themselves at the beginning of each battle by a chat message.

The rules of the contest are very simple:
  • Team-Killing will not win you a prize, unless you count a ban and contest disqualification
  • You don’t need to make a note of who you destroyed (although it doesn’t hurt); we’ll keep track
  • You can win as many times as you want, they are no limits per player
  • The temporary Bradley AAWS-H will only be awarded for your first kill, any further kills will be awarded by Battle Coins only
  • Rewards will be distributed after the end of the event
We look forward to seeing you on the battlefield!