Spawn points for both teams have been relocated (previously, one team had to travel farther to reach key points). Spawning light tanks are assigned to the front, which will simplify their departure and operation at the beginning of the battle.
The bushes on the balcony have been shifted closer to the edge of the cliff, and the terrain in this area has been slightly modified. The viewing radius from this position is better now.
The church has been rotated. Now it’s more beneficial for the north-spawning team to take the church, and this position will have added effectiveness through the course of battle. From this position, you’ll be able to shoot at the swamp and defend it from the enemy on the hill. Also behind the church, some of the terrain has been lowered.
Revised the density and number of bushes in the swamp for both teams.
Added a small ledge at the slope of F7 to provide greater opportunities for the north-spawning team.
Some minor adjustments were made throughout the map to strengthen the positions of the team spawning at the top (left).
Added shelter from tank destroyers firing from the lower base. Now tanks passing through this zone will be less vulnerable.
Changed the terrain on the outcrops from the ravine, allowing safer play from the tower and strengthening the positions of the west-spawning team.
Added an indestructible house to the tank destroyer position, which allows you to hide from enemy fire.
Added an alternative route on the lower part of the hill, allowing attackers to reach the base more safely.
Minor changes have been made to improve the ability to attack and rebalance the map.
Changed the geometry of the castle wall. Now defenders near the castle will be more vulnerable to the attackers on the island at E1 and those in the city.
Added houses to create an additional coverage position. This will also simplify the attack along the 0 and 1 lines.
Added trees and buildings to better cover the tanks in the city from fire and spotting from the flanks.
The area has been redesigned to correspond more closely to a similar place in the opposite corner of the map.
Fixed minimap errors.
There are more convenient zones for the players from the top of the map, without impacting the usual positions of the team spawning in the south. We did this to fix the imbalance on the map which favours the south-spawning team.
2. Fixing the Comrades: Three Soviet Tanks Get Required Adjustments
Approaching Soviet reinforcements—Object 277 and K-91—will get their first taste of battle upon the release of Update 1.0.2. After being thoroughly assessed during our Common Tests, these machines are getting their share of adjustments. Alongside these newcomers, the Object 268 Version 4 has been tweaked to better fit the overall gameplay.
Mobility. The Object 277 is considerably faster than other heavies. It stands somewhere near the IS-7 in terms of top speed, and even beats the “old fellow” in acceleration. Capable of keeping up with its medium teammates, the tank plays an important role in supporting early rushes to strategic points on the battlefield. Decent maneuverability allows you to remain effective in one-on-one encounters against rival mediums.
Firepower. As a successor to the T-10, the Object 277 gives you everything you’re used to—accuracy, high armor penetration a good firing rate. The alpha is lower, compared to its Soviet “classmates”, which sets your play style away from dropping bombs towards frequent damage dealing. With that in mind, try to avoid hills, as the machine won’t be at its best on this terrain, with its –5.5 degrees of gun depression.
Armor. Carrying a well-armored turret, the Object is best used when its hull gets good cover. The upper frontal armor can withstand Tier VIII weapons, but the chances of being penetrated by more advanced guns are high. Its relatively thin side armor plates are especially vulnerable, so try to either hide them, or angle your tank to reach appropriate effective armor thickness.
View range. If you’re an assault tank, the ability to detect your enemies before they see you is crucial. The Object’s 400 meters of view range, coupled with high top speed, make it an extremely effective machine for this role.
How to play
The Object 277 is an excellent addition to any team. It can assist in taking key points on a map (like Malinovka’s hill), as well as support its heavily armored allies, who lead the charge, hiding behind their silhouettes. What you don’t want to do is play as a breakthrough tank, due to weaker hull armor.
Adjustments and what stands behind them
Mouse over the points to display the info on the vehicle
The Object 277 performed well during the Common Test, fitting almost seamlessly into the role of the T-10’s successor at Tier X. However, we got loads of player feedback on the tank’s vulnerability to critical hits to its fuel tanks, a trait that didn’t fit to the whole mini-line.
Why did it happen?
We initially placed the modules in strict accordance with the vehicle’s historical notes and blueprints. Because of this, its fuel tanks were so big they covered the ammo rack, and would get hit by an enemy shell piercing through the upper armor plate. This led to the 277 behaving differently from what players had become used to at lower tiers.
To fix it, we’ve reduced the size of the fuel tanks, which helped uncover the ammo rack, so that the chances of catching fire vs. “beheading” are now similar to those of the IS-3 and T-10.
Firepower. The best DPM rate among all Tier X mediums says it all. On top of that, the K-91 has good armor penetration, giving you more confidence in its rapid-firing gun. Now it’s up to your timing and sense of rhythm.
Visibility. Another record among medium tanks. Train camouflage for your crew, and you’ll get a steel ninja that can deal significant damage to enemies before getting noticed.
Durability. One of the main downsides, the tank’s armor will force you to avoid open encounters, acting from cover and relying on your low silhouette.
Mobility. The K-91 can’t boast great speed and agility and won’t be the first to reach a crucial position, so don’t try to drag-race your teammates to close-range fights. Your speed will be just enough to take sniping points and hunt enemies down.
Gun depression. Excellent side depression can give a critical advantage, when it comes to hill fights.
How to play
The most important of your objectives is to stay away from opponents, even if closing in looks very tempting. Head-to-head fights may always happen, and this is where you need to rely on your crazy DPM. You’ll just have more chances to beat down your opponent. Bushes and fallen trees will be your best friends throughout every battle, especially in the early stages, when the enemy roster is still full.
Adjustments and what stands behind them
Mouse over the points to display the info on the vehicle
The K-91 is our attempt to design the ultimate DPM medium tank—a machine with a low silhouette, great visibility values, sharpshooting gun and “cardboard” armor. After the first Common Test, the vehicle’s specs will be tweaked to perform this role even better.
To add more of a medium-tank feel rather than a TD, and provide more flexibility on various terrain types, the turret rotation angle will increase from 180 to 220 degrees, while side gun depression will reach –9 degrees against the current –5 degrees.
Adding to the equation is the improved reloading time (6.3 s instead of 6.5 s), giving it the largest DPM figures among all medium tanks in the game.
Following changes to the K-91, the Object 430 II will lose some armor, but gain DPM, just like its “big brother”. With these changes implemented, we’ll get a consistent MT mini-line with its own character and play style.
Object 268 Version 4
The Object 268 Version 4’s balance turned into an issue after the machine got on World of Tanks battlefields. The set of characteristics we had prepared for the model was meant to make it a great assault vehicle, but we went too far with emphasizing its strengths. The frontal armor was too thick, the top speed was too high, the engine power was too much. The 268 v4 turned out too dominant and overpowered.
To fix the issue, we’re rolling out three sets of adjustments that will harness this beast.
Firstly, we want the machine to be involved more into close-/mid-range fights. We’ve increased the gun’s dispersion by 33% while moving or turning, whereas aiming time has increased from 2 s to 2.5 s.
Secondly, with 55 km/h, the Object could take key positions as fast as, or even faster than some medium tanks, leading to unnecessary competition. So, we’ve decreased the TD’s engine power to 1350 hp and cut the top speed to 50 km/h. Its reverse speed has also been reduced from 22 km/h to 18 km/h, lowering the chances of retreating from a taken position.
Finally, the most overstuffed specs. The major problem was the Object’s overwhelming durability. To reduce its firing life, we reworked the respective values. The HP pool has dropped from 2100 to 2000 points, while the bottom frontal armor plate is now 201 mm of effective armor, as opposed to the initial 245 mm. The commander’s hatch, in its turn, has lost 10 mm, reaching 230 mm in effective armor.
Penetration and alpha numbers will remain unchanged, so that the Object remains a decent damage dealer, but with the applied changes to armor and HP pool, its vulnerability will eventually become a bigger factor in battle.
3. Resurrected from the Archives: In-Depth Look
Since World of Tanks’ first steps into early alpha back in 2009, 11 nations have joined the ranks, and each could count at least a couple of tanks that found glory in real-life combat. So, with Poland next to step into the fray with a full-scale Tech Tree, we began researching their national vehicles. However, we ran into trouble. There was no star of the show—Germany has the Tiger, Britain can boast the Conqueror, the U.S. is famous for the Pershing, but Poland didn’t have any iconic tanks.
This particular roadblock called for a change of course. So, instead of reproducing copies of Soviet tanks, which would bring no versatility to current gameplay, we dove into the archives with one mission: find the most exciting engineering experiments and bring them to life (in-game). We wanted to define and shape an authentic group of machines that would encapsulate Polish tank design, with its own traits, strengths, and shortcomings.
You might notice that the numbers we provide below don’t have a final value. For example, a gun’s alpha may be 300–320 points. That’s because we’re just approaching the very first testing stage, where all the specs will be reviewed repeatedly. We list those raw values, so you can get a general impression on what will distinguish Polish tanks from other machines in battle.
Poland’s early machines borrowed a lot from vehicles built by leading tank-manufacturing countries of the ‘30s and ‘40s. At first sight, their traits are quite similar to other nations—fast and dynamic vehicles with thin armour. However, just like every nation has its distinctive features at low tiers, the Poles can boast a slightly increased alpha compared to same-tier competition.
We start with the4TP, a machine based on the famous Vickers Carden Loyd. Weighing a little over 4 tons and equipped with a 95hp engine, this tiny “tractor” is a true sprinter capable of reaching 55 km/h (34 mph).
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The British influence is traced with the Tier II 7TP light tank, an evolution of the design laid down in the Vickers Mk. E. Unlike its “little brother”, the 7TP did reach production lines, with a little under 150 tanks rolling out of the factory.
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Tiers III and IV are occupied by two similar models. A cruiser tank prototype, the 10TP is notable for utilizing the famous Christie suspension, but just like its sibling, the 14TP, the tank’s development ceased shortly after the beginning of WWII.
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Marking a transition to heavy-duty top tiers, the mid tiers are especially diverse from a gameplay perspective, introducing a whole set of combat roles and behaviour. You’ll start with a light/medium hybrid, going through to a medium tank that really wants to act like a big boy, and finally evolving into a pure heavy tank.
Tier V is occupied by theKSUST I, a tank concept developed within a tendering process launched in 1937. One of the most demanded models, the “20/25TP” has been long awaited by the Polish community, so we’re happy to introduce it as part of the upcoming line. In terms of specs, the model evolves the trend started by the low tiers, featuring a 75mm gun with 140HP alpha. An impressive number, compared to an average of 115 hit points seen in Tier V medium tanks.
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As we march towards Tiers VI and VII, two incarnations of a concept by Edward Habich come to life. A talented Polish engineer, he blended the most successful ideas from contemporary German and Soviet designs. The “Eastern” influence has resulted in sloped armour plates, whereas the “Western” approach brought in compact turrets and high firepower. The latter will become the signature feature of both models. You can expect the Tier VI’s alpha to be around massive 220 to 240 points.
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As there was only one tank concept developed by Habich, we didn’t have a ready-to-go solution for what to put on Tier VII. So, we took one step further and modelled the possible development of the engineer’s ideas. Historically, Polish tanks had tendency to grow bigger, inclining towards heavy machines. For this reason, Tier VII welcomes a heavier, mightier version of the tank, depicting our vision of what “Habich’s Tank Mk. II” might have become. With its heavy tank status, the machine will get a 105mm gun with 300 to 320 points of alpha, but its weaker armour means you’ll have to play it cautious in battle.
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As we mentionedin the previous article, the post-war Polish tank fleet included nothing but Soviet vehicles or their modified versions. But we had no intention of just rehashing old models. Instead, our goal was to make an unconventional set of top-tier machines. After a quick dig in the archives, we uncovered three thesis projects by graduate engineers of the time—works that could have gone to production, shaping a different look of the Polish vehicles.
While the notes we came across didn’t have any titles for their concepts, we got a little creative and named the tanks after their authors.
Sitting at Tier VIII, theCzołg Markowskiegois a relatively heavy, but bulky vehicle, its speed maxing out at a mediocre 25 km/h. We’ll be testing a wide range of gun modifications for this model, starting with the traditional 105mm and 122mm barrels and ending up with a never-before-seen 120mm HE gun. Armour-wise, the tank will likely receive a robust turret mounted on a weaker hull, which will eventually define its playstyle.
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Tier IX will feature the Czołg Tyszkiewicza, the proud carrier of a 130mm gun with alpha reaching 490–560 HP. Its impressive destructive power, great overall armour, and low speed will become the tank’s main features.
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Crowning the Tech Tree will be the Czołg Lewandowskiego, the ultimate embodiment of the concept proposed in Polish top tiers. In terms of size and even looks, it’s comparable to its Soviet counterparts. Two gun options are currently in the mix, including 130mm and 152mm calibres, with the latter being the favourite. Its firepower will enable you to shave off 750 HP from your enemy, but its penetration values will skirt 250 mm. Gameplay-wise, it’ll stand somewhere between the IS-4 and E-100. Just like those two, the tank will have low mobility, while borrowing the German’s durability and firepower, coupled with the Soviet’s shape and size. What you will have as a result is a heavily armoured low-speed damage dealer meant to rigorously crush enemy defences. But what will really make this machine stand out is the gun depression that will reach as much as –8 degrees, making a decent impact on the tank’s gameplay diversity.
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4. Update 1.0.2: Advanced Training
Everyone could do with a little help or a hint now and then, and with the newest update, Advanced Training makes its way into the game. This means those of you struggling with a specific aspect of World of Tanks can consult the in-game menu.
Also, if you’re relatively new around here, make sure to check out our Chained Missions, which will teach you the basics and help you improve your tanker skills. These are some little extra applied lessons that help your development from Boot Camp.
Chained Missions are intended to benefit newer players after Boot Camp
Right now, in the main menu, you will find a new option called “In-Game Manual”. This is a collection of slides to explain some of the key features of World of Tanks: some of which are basic and some of which are a bit more advanced.
EXAMPLE: Say you find yourself wondering which tank type is for you (or you’re looking at researching a new branch), you can check out the guide to give you a better understanding of what roles the tanks play through the course of battle.
Even if you consider yourself a master tanker, it doesn’t hurt to take a look!
For those of you new to World of Tanks or slightly inexperienced on the battlefield, we now have a selection of missions for you to complete to help you progress through the game and to teach you the basics so you can get the most out of your tanking career.
Each mission is linked so completing the previous mission unlocks the next in the chain. Don’t worry, we aren’t expecting any superhuman results or accomplishments from you to complete them.