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In Development: Battle Path “Last Patriot”

Commanders!

As we announced in our article about the plans for 2019, we will be launching a new, American-themed Battle Path campaign in December. We’ve decided to call it the Last Patriot since you’ll be helping a former U.S. Army and ISD officer by the name of Austin Harper make contact with the Resistance movement following the disastrous events of the Moscow Calling season.



Mechanically, the Last Patriot Battle Path will have much in common with the previous campaigns. Once you acquire access to the campaign, you’ll be earning Battle Coins and spending them on Battle Path progress. Battle Coins will be earned either by just playing or by completing missions. Several mission sets will be available like the last time.

Like the last time, the campaign will feature several Premium vehicles available as a part of the campaign’s basic level progress. These will be:
  • XM247 Sergeant York Tier 5 Premium AFV for achieving Level 10
  • Griffin 120mm Tier 8 Premium LT for achieving Level 30
  • CATTB Tier 10 Premium MBT for achieving Level 50 (along with an optional skin)

Unlike the last time, however, there will not be any “bonus” progression levels – the level progress will end with Level 50 and the acquisition of the CATTB. For those players who want to have it all, another special skin for the CATTB will be available for completing a certain number of Battle Path missions.







Apart from the abovementioned Premium vehicles, the Battle Path levels will contain other rewards such as Battle Coin boosters, camouflages, decals, avatars, Gold, boosters and much more.



There will also be four mission chains, each unlockable with a ticket (available at Level 1, 7 and 12) and each with a different focus and reward:
  • Dealing damage with high-caliber weapons (130mm or more, excl. ATGMs) with the top reward being the Expeditionary Tank Tier 6 Premium LT and the Prime skin for it
  • Various armor-related objectives with the top reward being the MBT-70 Tier 6 Premium MBT and the Prime skin for it
  • Dealing damage with HEAT rounds (excl. ATGMs) with the top reward being the RDF/LT Tier 6 Premium LT and the Prime skin for it

Players who already have those Premium vehicles will receive Gold instead.

The final, fourth mission chain will, as usual, be unlocked upon completing the other three and will reward you with Commander Austin Harper. Austin Harper will focus on buffing allies around him and, like a true action hero, the less people will be on his team, the stronger will his vehicle become. You’ll learn more about him soon in a dedicated article.







But here’s where things get quite different. Like we mentioned before, you’ll have several ways of earning Battle Coins.

The first one is simply by playing. We’ve made some significant changes to the formula. There will no longer be a random factor to this type of reward –you’ll receive a fixed amount of Battle Coins (2 for PvE and GLOPS, 3 for PvP) for each minute of effective combat. Effective combat time is a new mechanic that counts only the time when you are active in battle (during or between the actions that contribute towards your team’s effort).

During the last Battle Path, we received a number of reports about players who enter some battles and go AFK and still receive some rewards. This mechanic solves the situation – unless you actively contribute to the battle, you will receive either nothing or very little. The exact length will be rounded up for the purposes of rewards (eg. 41 seconds will be treated as 1 minute, 1:01 minute as 2 minutes etc.) and will be available on the results screen.

Like before, winning will multiply your reward (by 1.25 for PvE and GLOPS and by 1.5 for PvP) but you’ll also receive extra Battle Coins for being amongst the best players on the battlefield (4 for Top 2 in PvE, 5 for Top 5 in PvP and 10 for Top 5 in GLOPS).

The second way is by completing the updated Repeatable Battle Coin Missions. This feature also appear during the last Battle Path and, like with the Battle Coin formula above, we have changed it for this one.



There will be three missions available:
  • Deal a certain amount of damage (each point of damage against player vehicles will count as five for the purpose of this mission)
  • Destroy a certain number of enemy vehicles (each player vehicle will count as five)
  • Earn a certain amount of net Experience

The cooldown of these missions will be 72 hours. However, there’s a twist to them. Upon each cooldown, each of these three missions will also contain a randomly chosen set of conditions. For example, the Battle Path may ask you to deal damage while driving a Marat Shishkin Tank Destroyer, or a Sol Schreiber vehicle of any class.

Additionally, there will be a third, brand new, way called Challenges. Next to the mission chains and the Repeatable Battle Coin Missions, Challenges are a third type of tasks that you can complete for additional Battle Coins.



Challenges (there will be ten of them in total) will open on weekly basis as the event progresses. Each Challenge requires you to do something (for example, deal 15.000 damage in PvE/GLOPS or 3.000 damage in PvP) and consists of ten stages, each more difficult than the last. The abovementioned Challenge opening will be server-based, so joining the Battle Path two weeks into it will allow you to start with two Challenges already unlocked. This will help latecomers to catch up on progress faster than ever before.

And, last but not least, one new mechanic will be available – the Workshop. This new Battle Path tab will allow you to modify your Battle Path vehicles with additional performance-enhancing or modifying modules that will be available for completing a certain number of Battle Path Missions (chain or daily) or Challenges. These include for example a module for the XM247 that will trade more mobility for fewer hitpoints or new, advanced shells for the Griffin 120mm.



These modules will become available only when you obtain the vehicle itself, although the completed missions and challenges from this Battle Path will count retroactively. With some effort, all these upgrades will be obtainable during the Last Patriot Battle Path but it is worth noting that if you don’t manage to do that, future Battle Path missions and challenges will count towards them as well.

For those players with spare Battle Coins, there will also be a brand new Patriot Loot Crate with blueprint pieces of the fourth Battle Path Premium vehicle – the Bradley AAWS-H Tier 8 Premium TD, a LOSAT program predecessor to the already implemented M8 MGM-166. As the name suggests, it will be armed with kinetic missiles, albeit with lower performance corresponding to its Tier.



But, in addition to the blueprints, the Patriot Loot Crate will have three new traits compared to the last time:
  • It will drop parts of Special Loot Crates
  • Special Loot Crates will include a chance to drop Premium vehicles (including Tier 10s) that you don’t already have
  • Special Loot Crates will include a small chance to drop Battle Path commanders (Alexander Cortez, Alisa Korhonen and Ofelia Kitescu)
  • Every opening of a Special Loot Crate will count towards the Workshop module progression (as long as you own the Workshop vehicles)

And that’s the long and short of it. The Last Patriot Battle Path took plenty of your feedback into account as well as our experience with the last one. As you might have noticed, we’ve removed some elements of the older Battle Paths, such as:
  • Randomization of Battle Coin income (which you criticized)
  • Tying Battle Path progress to the Contract Missions (which was also criticized due to the randomness of the Contract Mission campaign itself)
  • Elite Loot Crates (their mechanics were merged with the Patriot Loot Crates)

We hope that you will like the improvements we’ve made.

See you on the battlefield!

Offer: Warlords of the Wasteland

Commanders!

This week, we have a very special offer for you. Long have you asked us to make the previous Premium content – including the Battle Path one – available by other means and, today, we are happy to report that we will do so.



Starting today, for one week, the top prizes of the Warlords of the Wasteland Battle Path will be available on MyLoot and in our Web Shop:
  • Commander Alisa Korhonen
  • Altay Tier 10 Premium MBT

They will be available between November 21 and November 28, 2019:


Alisa Korhonen



Alisa Korhonen hails from southern Finland. She was born in Espoo (near Helsinki) in a family of a neurosurgeon and followed in her father’s footsteps by becoming doctor. When her father was lost on a humanitarian mission in the Middle East, Alisa enlisted in the ISD and went looking for him, only to have discovered him to be murdered by terrorists. Vowing revenge, she joined local tribes to battle the warlord menace.



In Armored Warfare, Alisa Korhonen has a special Basic Skill called Mysterious Stranger. Whenever a vehicle commanded by Alisa damages an enemy vehicle, there is a chance that her mysterious ally from off the map will fire a guided missile that will swoop in from above and hit the same enemy. Another very useful skill of hers is the ability to increase the amount of ammunition carried per vehicle. You can read more about her in a dedicated article.





Alisa Korhonen is available on MyLoot in two bundles, one of them including 50 Loot Crates with the following item:


Altay



The Altay is the result of a Turkish program to build a true indigenous MBT. After a decade of development with hundreds of millions of dollars spent, Turkey finally achieved its goal and built a tank that is roughly on par in performance with decades-old Leopard 2 variants while it still uses many foreign components, including some of its most critical systems. Nevertheless, future Altay variants are expected to feature some cutting edge components.



In Armored Warfare, the Altay is a Tier 10 Premium Main Battle Tank based on the current prototypes, but also upgraded by various hypothetical aftermarket components of the future to surpass its current capabilities and to match its assigned Tier in power. The basic tank is – gameplay-wise – a mobile sniper, much like the Leopard 2 series, relying on its mobility and the penetration of its shells rather than on its armor. There are two key features to this tank: Adjustable Suspension (tilting forward and to the side) and Hybrid Engine with its distinctive electric sound, giving the vehicle excellent mobility and agility.

The Altay MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.





We’ve also prepared several other vehicles that are currently available on MyLoot with discounts. These include:
  • VT-5 Tier 9 Premium LT
  • BMPT Prototype Tier 8 Premium TD
  • Marder 2 Tier 8 Premium AFV
  • MT-LB S8 Tier 6 Premium AFV

We hope that you will enjoy the offer.

See you on the battlefield!

In Development: CATTB

Commanders!

The CATTB is one of the last evolutions of the Abrams design from back when a radically different successor to the original M1 tank was sought in the 1980s in order to combat the next generation of Soviet Tanks, internally designated “FST” (Future Soviet Tank) by the Americans. By the mid-1980s, an opinion appeared that the Soviets were building some radically different MBTs that were superior to everything else in the aging Soviet arsenal and (more importantly) to anything the NATO could field. By 1995, the Soviets were expected to operate around two thousand such super-tanks, which would dangerously jeopardize the defense capabilities of Europe.



At first, the developers tried something new – specifically to use a modified Abrams hull to carry an unmanned turret. One of the earliest iterations of such a design was the TTB demonstrator vehicle and the SRV testbed that followed, both intended to test innovative and largely experimental features for the future Abrams, such as an adjustable hydropneumatic suspension or the Cummins XAP-1000 diesel engine that occupied 50 percent less space than the turbine of a standard Abrams while producing equal horsepower. Additionally, this diesel engine was far less fuel-hungry. Drawings of new unmanned turrets also started to appear, each with different armament ranging from 120mm to 145mm caliber.

But, around 1985-1986, the panic about the future Soviet tanks was cranked up a notch. It’s very hard to say as to what prompted this development. By this time, the Soviet Union was basically on its last legs both economically and politically. Since the ill-fated Brezhnev reforms of the 1960s, the Soviets were dependent on food imports and loans from the west and the technology gap between them and the NATO was, thanks to the rapidly developing computer industry in the USA, only getting wider. Additionally, there was much political unrest brewing in the Warsaw Pact satellite states – unrest that the Soviets were not ready or able to handle anymore. Under the circumstances, any Soviet foray into the west was tantamount to suicide.



There has been this strange tendency to overestimate the Soviet (or, specifically, Russian) capabilities amongst the NATO staff, possibly motivated by the opportunities to spend more money on the military as long as the threat was there, regardless of its severity. This tendency is, oddly enough, alive to this day even with the diminished military might of the Russian Federation.

But, regardless, back then, the idea that it was too late to develop a next generation Abrams in time for it to counter the FST threat took root and the Americans scrapped the entirely new platform project. Instead, they would focus on upgrading the original platform in sufficient numbers (which resulted in the M1A2 Abrams model) and on building an “interim” future Abrams that would be based on some experimental technologies combined with the older Abrams platform.



The most important piece of this experimental technology was, of course, the XM291 dual-caliber cannon, also known under its project name Advanced Tank Cannon (ATAC or sometimes ATACS with the S standing for System). The unique feature of this gun was the fact that it could switch between calibers (120mm and 140mm) in the field by replacing its barrel. The 140mm caliber version of the system was the primary one with its two-piece shells (both KE and CE) having double the muzzle energy of the standard Abrams M256 gun. It was more than enough to take care of any future Soviet tank, a task the gun was specifically developed for. The barrel length of the 140mm version was L/47.

Upon switching to 120mm (the L/55 barrel change would take around two hours), the gun could also fire standard 120mm NATO ammunition. The gun would, in both versions, be automatically loaded by an XM91 mechanism from the 17 round turret bustle, which allowed for a rate of fire of 8 to 12 rounds per minute. Additional 22 140mm or 33 120mm rounds would be stored in the hull. It’s worth noting that thanks to its composite design, both barrels were also inherently extremely accurate by themselves, much more so than those of the M256 gun.

Another very interesting piece of technology was a 120mm version of the same gun fitted with ETC technology. ETC stands for “electro-thermal chemical” and is based on the assumption that solid shell propellants have reached their limits with the conventional technology. Instead, using the ETC technology, the propellant would be ignited by an inserted plasma cartridge, leading to a more efficient discharge. In this case, the XM291 gun, fitted with such tech, was allegedly able to achieve the muzzle energy of 17 MJ. In comparison, a standard 120mm L/44 such as the U.S. M256 has the muzzle energy between 11 MJ and 13 MJ. This puts the energy of the XM291 ETC to the levels normally reserved only for 140mm guns. The advantages of such an improvement are obvious.

Between 1987 and 1988, the XM291 was tested (amongst other places) on another of the series of component demonstrators, this time designated the CATTB (Component Advanced Technology Test Bed).

The CATTB was effectively a modified Abrams with a larger turret housing the abovementioned XM291 gun. The vehicle weighed some 60 tons and had a crew of three men (the loader was removed in favor of the automatic loading mechanism).

The vehicle had advanced composite frontal armor with the turret front itself being equal to 1270mm of RHA equivalent while its sides were allegedly equal to 520mm of RHAe. The hull armor schematic can be seen on the image below (thickness in inches).



The gun itself was fully stabilized and could, in both configurations, depress to -10 degrees and elevate to +22 degrees. It would fire either standard NATO 120mm rounds or advanced two-piece 140mm kinetic rounds (XM964) or HEAT-MP rounds (XM965). There was also a training round. Like was mentioned above, the rate of fire was, thanks to the automatic loading mechanism, somewhere between 8 to 12 rounds per minute. The gun was aimed using a highly sophisticated, computerized fire control system with a thermal imager and laser rangefinder. The whole thing was allegedly powered by an AIPS power pack consisting of a 1450hp V12 27.56 liter turbocharged Cummins diesel and an automated Allison transmission.

The vehicle was tested by the U.S. Army as a basis for a future production Abrams in 1990 and was viewed rather favorably, even though some partial problems were noted – the tank felt underpowered and lacked advanced protective measures such as an indigenous APS or remote-controlled machinegun stations.

And then the Soviet Union finally collapsed in 1991. With the biggest threat gone, the Americans cut the funding of many military programs, the next generation Abrams included, and started focusing on maintaining and upgrading the existing fleet of tanks, eventually leading to the current generation of heavily upgraded M1A2. The CATTB passed into oblivion, even though rumors of its reappearance would occasionally surface on the internet from time to time, especially in 2015 with the Armata unveiling.

The last chapter of the CATTB history was written in the 1990s with the “Thumper” Abrams. The Thumper was effectively a stripped version of the CATTB built by Lockheed Martin. It lacked several advanced (but expensive) systems and was armed exclusively with the 120mm version of the XM291 gun – it was no longer viable to switch to the 140mm caliber. The tank was lighter than the CATTB, but its armor levels reached only those of the M1A2. The Thumper was tested for a while alongside the XM8 (the first one), but, unfortunately for it, shared its fate and would also get canceled. We are adding this information because the Thumper and the CATTB get often mixed up, although they are different vehicles.



However, you’ll have the chance to drive the CATTB in Armored Warfare because this Tier 10 Premium Main Battle Tank will appear soon in Armored Warfare as the ultimate vehicle reward for obtaining levels during the upcoming Last Patriot Battle Path (preceded by XM247 and Griffin 120mm).

In a way, the game will feature two separate branches of Abrams evolution. One, represented by the XM1A3, is a vision of what a future M1A2-based Abrams might look like if the Americans upgrade it with experimental technology. The second one, which will be represented by the CATTB, will show what the Abrams might have been, had the Soviet Union not collapsed and its development had not been cut. Jam-packed with cutting edge tech, our CATTB will be effectively a service Block III Abrams fitted with the technologies of 2020s.



But before we get into any details, the usual disclaimer:

The numbers below are very preliminary as the vehicle has not been properly tested. They are sure to change and should only be discussed as an indicator of how we’d like to set the vehicle up.

With that being said:

When compared to the XM1A3, the CATTB will be a bit heavier (70 tons) and slower. Its armor will be roughly the same as the XM1A3 will have and the vehicle will be protected by both soft-kill APS (AN/VLQ-8A) and hard-kill APS (Trophy) as well as by a retrofitted ERA kit. Additionally, its ammunition rack will have further reduced chance to catch fire and explode due to the experimental nature of the weaponry the tank will carry.



Which brings us to its teeth – and sharp they are indeed! The CATTB will be armed with an experimental 140mm ATACS gun with ETC (electrothermal-chemical) technology and FastDraw automatic loading mechanism.

The ETC technology will allow the vehicle to fire shells at higher initial velocities, leading to high penetration and damage values (APFSDS with 850mm and 880 points of damage per shot, HEAT-MP with 870mm and 900 points of damage per shot). The ETC technology will also allow for a smaller muzzle blast, leading to only one half of the usual camouflage penalty for firing. Additionally, the APFSDS shell itself will be quite special, as it will deal additional 25% damage if it penetrates armor nominally thicker than 340mm (that is, not taking the angle into account).

The FastDraw automatic loader will let you fire two shells in rapid succession before having to be reloaded for a longer period of time (15 seconds).

These advantages will be balanced by the tank’s average to mediocre mobility. The CATTB will be powered by a 1450hp diesel engine, which will be somewhat inferior to the gas turbine of the XM1A3 MBT. Its maximum speed will be 70 km/h but the acceleration and steering rate will both be lower than those of the XM1A3.

And, last but not least, the CATTB will feature a new active ability, pushing – once in a while – the vehicle and its crew to their limits. This ability will allow the CATTB to, once per 60 seconds and for the duration of 10 seconds, increase its acceleration by 300 percent and decrease its reload time by 200 percent. However, when it ends, the vehicle will enter a 10 second downtime, during which the abovementioned characteristics are reduced by 150 percent and 100 percent respectively.



This will put a unique spin on the vehicle’s gameplay.

Much like the other Abrams tanks, the CATTB will be fairly universal, although, for each tactic used, downsides of this tank will have to be carefully considered. Even with its basic characteristics, the tank will be more than capable of tearing its way through most battles or even staying in the second line and using its powerful gun to snipe at longer distances.

However, there’s another, high-risk and high-reward option in play here. Its kinetic shells, combined with the abovementioned new active ability, will allow for some very aggressive tactics. Skilled players will be able to target heavy vehicle armor with the deadly shells, deal a lot of damage and trigger the active ability to finish the target off. However, the obvious downside to such stratagems is the active ability downtime, during which the tank will be left mostly exposed.

Regardless, this MBT has the potential to excel on practically any battlefield, should your choice of tactic be the right one. What choice will it be, now that’s something we’ll leave up to you.

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

Maintenance - November 21

On the 21st of November 2019, starting from 8:00 CET (20th of November, 11 PM PST), the server will not be available for 5 hours due to the application of Update 0.30.5823.



List of Update 0.30.5823 Changes


M8 MGM-166 Changes
  • Minimum damage distance increased from 200m to 250m
  • Maximum damage reduced from 1431 to 1189
  • Rate of fire increased from 15 to 20 rounds per minute
  • Magazine reload time increased from 48s to 70s
  • Missiles now completely ignore ERA as was intended
General Changes
  • Fixed an issue that prevented players from activating a temporary Premium vehicle from their Inventory tabs
  • Fixed an issue that prevented players from assembling a Premium vehicle from 100 Loot Crate blueprints
  • Fixed an issue where some items (typically vehicle blueprints) in your Inventory, specifically the Goods section, would appear split into two rows for no reason
  • Fixed an issue with Stryker ADATS where installing the partial reload module would trigger a full reload of already loaded magazines every time you switch between ATGMs and unguided rockets
  • ATGM description now has a new value – missile agility (steering rate)
  • Object 287 now has correctly named weapon system
  • M60A2: Fixed its suspension model behavior
  • Shadow RST-V: Fixed several visual model issues (the appearance of optics, wheels clipping through the destroyed model of the vehicle)
  • Fixed an issue where the Javelin aiming reticle would lack its central crosshair
  • Fixed an issue with the display of dirt on some vehicles when running the game on low details
  • Fixed an UI issue where it was possible to push the Incoming and Outgoing Damage panels beyond the screen’s boundaries
  • Added a flag of South Africa to the list of country flags
  • Added a number of Black Friday and Cyber Monday assets

Lore: Alisa Korhonen

Born into a wealthy family of a neurosurgeon and a career diplomat in Espoo, Finland during the time of the dark days of upheaval, Alisa Korhonen had a relatively happy childhood thanks to the efforts of her parents. Her father, a kind but stern man, known for both his prowess and the air of authority that made him a natural leader, did his utmost to shelter his family from the riots, violence and food shortages that had been unleashed upon the once-peaceful country. However, the rapidly deteriorating situation forced the family out of the heavily-populated urban areas – with the cities reduced to anarchy, few had a use for a medical specialist.



Fortunately, Andreas Korhonen had his hobbies to fall back to. He was an avid hunter and survivalist, having spent much of his youth outdoor. His skills with a rifle ensured that the family would never go hungry or had to fear for their safety. Eventually, they settled in Karelia and were amongst those who had founded one of many small communes of thousands of. The harsh weather in the region, combined with the indomitable nature of these new age settlers, prevented any big city trouble from reaching them and the family lived a quiet, rural peaceful life for almost a decade.

It was there that Alisa learned to hunt and he and her father, having spent many hours in the wilderness, grew very close. She quickly became a marksman without equal and, together, they formed a strong bulwark against any, who would do the settlement harm. Hunting and farming in the inhospitable northern wastes was a hard life, but Alisa adapted to it well, learning more and more from her parents over the course of her puberty, including the basics of chemistry and healing.

Little in the way of news from the rest of Europe found its way to the isolated Karelian villages, but, in the 2030s, rumors started to go around about a new, powerful corporate-backed force sweeping Europe, putting an end to the worst of atrocities all around the continent. One mild summer, a trading caravan finally arrived with good tidings – the capital of Finland, Helsinki, had been liberated by this organization calling itself the International Security.

After months of debates, friendly yet often lively to the point of rowdiness, the majority of the village, including the Korhonen family, decided to pack their things and take the journey south, back into the civilization and towards the promises of a new, peaceful world order under the benevolent auspices of the ISD. The organizations, now in control of all larger cities, issued calls for any refugees to return in exchange for security, jobs and the way of life just like in the old days before Europe fell apart.

And for a while, it seemed to even be true. Upon their arrival in Helsinki, the family received first shelter, than food and, finally, Alisa’s father once picked up the mantle of a neurosurgeon. His skills helped many an ISD soldier to recover from traumatic injuries and he would gradually become one of the most successful and sought-after experts in the field.

All that time, Alisa would look up to her father and would pick up a quest of her own to become like him and to follow in his footsteps. She dedicated her life to first studying and, later, the practice of medicine.

During those days, her father would be frequently sent on ISD missions all over the world. Alisa and he would not see each other for months, but they kept in touch thanks to the generous communications options, one of the many perks of working for the ISD. She became so used to regular contact with him and her mother, who had resumed her diplomatic career as a part of the ISD peacekeeping and mediation corps.

Only, one day, the call never came and her increasingly agitated attempts to find out what happened came up empty. As the days went by, she and her mother used every contact at their disposal and called in every favor they were owed to find out why Andreas Korhonen would so suddenly go silent.

The truth left them both shaken – the man had disappeared during a mission in the Middle East. To her dismay, the ISD was remarkably unwilling to divulge any more info or investigate the matter. Alisa suspected foul play – perhaps an incident took place that would cause the ISD a lot of embarrassment if it ever came to light.

But Lady Luck is a fickle woman and, in this case, she’d smile on both Alisa and her mother. Alisa was just starting her tenure with the ISD as a medic and, pulling whichever string she could, her mother would have her assigned to the Middle Eastern division. From there, her deployment to one of the worst hotbeds of insurgency was only a few phonecalls away.

For the several months that followed, Alisa was stationed in one of the ISD’s refugee centers as a doctor, spending all her free time asking both soldiers and locals (wherever her language skills allowed it) whether they had seen her father. It was during the final days of the tenure that she came across a sick elderly woman, who told her about a wounded man of matching description being rescued from raiders but left in critical condition. His state would not allow the villagers to bring him to the hospital and all their attempts to get a doctor to come with them were unsuccessful.

That night, Alisa would desert the ISD. Packing only a few things, she climbed out of her window under the cover of darkness, stealing one of the hospital’s spare vehicles and traveling dozens of miles across the largely hostile country. She reached the village described by the woman at dawn, frightening many of the inhabitants in the process.

The man she found on a bedroll in one of the clay huts was indeed her father, but, at first, she barely recognized him. Suffering from malnutrition, dehydration and sepsis, his skin was leathery and stretched like old parchment, his eyes looking feverishly through her as if she was not even there. Deep inside, Alisa knew even then that there was no helping the poor man, but her training would kick in and she started to examine him. Her attempts quickly unveiled the horrible truth – her father was shot and there was little she could do to help.

With the help of the drugs she brought with her, Andreas Korhonen became lucid and the two would get to talk one last time. He passed away later that day, the same day that Alisa Korhonen disappeared and someone else – something else – was born. That day, she vowed to make whoever had done this to her father pay. Her rifle, her skills and her charisma – all tools in her inventory. She would get her revenge, by any means necessary.

In Armored Warfare


Alisa Korhonen is one of the deadliest commanders in the game thanks to her special unique ability to summon the support of the tribe she swore to protect in the form of her skill called Mysterious Stranger.

Whenever a vehicle commanded by Alisa damages an enemy vehicle, there is a chance that her ally from off the map will fire a guided missile that will swoop in from above and hit the same enemy. The more damage you deal per shot, the higher the chance of the Mysterious Stranger missile being launched. The incoming missile is guided to an extent, but its arrival will be announced to its target. It is possible to outrun it and make it miss – that, however, requires the targeted player to immediately start moving. The skill is therefore the most effective when used against slow-moving targets. The missile damage scales with Tier and the skill also has a cooldown.

In addition to this skill, Alisa has the access to a number of other skills, including the following bonuses:
  • Increasing the Basic Skill chance and decreasing its cooldown
  • Increasing the amount of vehicle ammunition carried
  • Hitpoint increase
  • Reducing the camouflage penalty when moving
  • Reducing the accuracy penalty when moving
  • Reducing the accuracy penalty when firing in long bursts
  • Increasing maximum speed
  • Increasing ramming damage

And several others. She is a popular and universal commander, especially suitable (thanks to her skills that add extra ammunition) for vehicles with limited ammo supply such as the Kornet-EM. For an example build, please visit this page.

See you on the battlefield!