This time, we’re focusing on four national lines—Japan, France, USA, and USSR. The German tree is getting a few tweaks, too. As a follow-up to the comprehensive revision it received in early 2017, we’ll be working on combat parameters of the Maus, Mäuschen, and 8,8 cm pak 43 Jagdtiger.
Once we shared the first details on the upcoming vehicle rebalance on social media, they’ve become the most discussed 9.20 topic on World of Tanks forums. So instead of covering them as part of the 9.20 preview, we ran a standalone article on Tech Tree revision to explain the rationale behind the changes and address your questions. Head here for an in-depth overview.
The work on fine-tuning SPGs didn’t stop with 9.18. The team spent a few months analyzing your feedback and came up with a set of tweaks to improve the experience for players in arty and those fighting them.
The increased splash radius often resulted in confusing instances where you thought you were safe from an enemy SPG, laying low behind cover, but received damage regardless. To alleviate these issues, we refined the stun and damage calculation mechanic, adding an extra set of variable for shooting over obstacles:
Also, to provide you a full lowdown on your performance in a battle, the post-battle stats will now brief you on the total stun time you caused.
Nine Chinese TDs are revving their engines, ready to hit the battlefield. Yes, we’re talking about the line that rolled out on Chinese servers a few months ago. We know this is something you’ve been asking for, and we’re excited to make them available for all players. We’ll have more to share on each vehicle as we get closer to release, so stay tuned.
Have you ever wanted to test your mettle outside the 15v15 setup? Well, you’ll soon get your chance. Starting in 9.20, the game adds a new 30v30 “Grand Battle” mode with 60 players fighting over an all-new 1.4x1.4 “Nebelburg” map, created specifically for this scenario. Available alongside other Random Battles types, it’s exclusive to Tier X vehicles and follows the rules of Standard battles: capture an enemy base or destroy all opponents to secure victory. The number of SPGs is limited to four per side to ensure enjoyable experience for all vehicle classes.
Stay tuned for a detailed overview of Grand Battle with a closer look at Personal Missions available in it, medals and marks of excellence you can earn, and more. We’ll be looking into it with extra scrutiny in a separate article coming closer to 9.20’s release, so keep leaving us feedback and questions.
Lastly, another 12 vehicles had their looks revamped in shiny HD:
It’s got a big gun; its frontal armor can save you from a disastrous hit; its visibility is nearly unmatched in its class. The WZ-113G FT is about to hit the stage in the upcoming Update 9.20, leading an all-new line of Chinese tank destroyers. But the road to Tier X will be long, so at a certain point, an inevitable question comes up: “Is it worth it?” In this article, we’ll try to figure out if this machine fits your play style.
Fire rate and alpha damage are the two parameters the WZ-113G FT can be praised for. But each of the two would not mean much acting alone; it’s the combination of both that turns this tank destroyer into a fearsome weapon. The WZ delivers a whopping 750 strike every 16 seconds, and while the gun doesn’t possess outstanding sniping abilities, its effectiveness at close- and mid-range is remarkable. If only you could get there quickly…
…which you can! Its max speed allows the WZ-113G FT to become an effective fire support vehicle or confuse the opposition by rapidly changing its location. But what it's best used for is closing the gap with enemy vehicles and leading the charge.
A solid argument for that is the armor. The WZ-113G FT can serve as an assault vehicle, tearing through enemy defenses or supporting first-line allies. The upper-front plate reaches as much as 310mm of effective thickness, not to mention the 340mm-thick mantlet! In other words, this thing can absorb some serious punches—until you expose your lower-front plate, which is only 190mm. You'd better not find yourself on a flat surface in the heat of a battle, as all your strengths can be ruined by a single steel plate.
However, this drawback can be compensated with a curious peculiarity of your gun. You see, it has a depression rate of –6 degrees, so the WZ-113G FT can become a true threat when it comes to hilly combat. Nobody can see your weak spot, and few can pierce you through your upper armor. What everyone does see is that 152-mm barrel pointing straight at their command pod. Who's the king of the hill now?
It’s hard to mention visibility as an advantage when it comes to top-tier machines, but in its league, the WZ-113G FT is the third best, with only the Object 268 and the Strv 103B ahead. This feature is accompanied by one of the best view ranges among all Tier X tank destroyers, meaning that if you don’t fancy being a first-line attacker, you can always opt for distant attacks. Bear in mind that gun accuracy requires a lot of concentration.
The WZ-113G FT is an all-rounder capable of performing a wide range of actions on the battlefield with certain weaknesses to hide. Here are a few hints you might find useful:
Don’t be a lone wolf. Remember, this is a tank destroyer, and the only part of your body the enemy is allowed to reach is its frontal armor. Stick together with your allies and check the minimap regularly; missing a pack of flanking medium or light tanks will be your demise.
Hide your lower armor plate. Always find shelter, where that fragile sheet of metal can feel safe. It can be a rock, a hill, a ruined building, a destroyed ally—anything you find on your way to victory. Don’t forget you're not meant to go toe-to-toe; let the IS-7s and E-100s do the work. Your goal is to stay alive and keep pounding.
Change your position. You can always switch to long-range combat (remember that visibility/view range ratio?) and use your size advantage to remain unseen, pelting enemies from distance. But every shot you make will disclose your position, so, make sure you’re gone from enemy radars before firing another 750-damage shell.
If you’re the type of tanker who loves leading the charge and keeping the enemy on edge, the WZ-113G FT can be a pretty sweet option. This machine is born for stepping up as the main attack force, and has all it takes to do so: great armor, decent mobility, and impressive firepower. On the other hand, there’s that lower front armor that needs to be hidden to remain effective.
Lower-tier Chinese TDs have good view range for their class, combined with low visibility, meaning you can pack a punch from distance. Remember, however, that your armor isn’t too robust, so keep a low profile and wait for the perfect moment to ambush.
The line starts with the T-26G FT, a small tank destroyer with good accuracy and penetration. Weak armor won’t allow you to act as a first-line striking force, but you can deliver fire support from distance, while staying disguised thanks to the T-26G FT’s decent visibility. The machine is a great choice for those who've just begun their journey in World of Tanks, providing well-paced, smooth gameplay.
The third tier is occupied by the M3G FT that takes the advantages of its predecessor to a new level. Thanks to superior visibility, this tank destroyer is meant to hunt down rival tanks from cover. The disadvantages, however, are still there—its armor is not robust enough to win open fights. What you can benefit from with the M3G FT is the choice of guns. The 57-mm has a great DPM ratio and better penetration, and the 76-mm barrel will boast better alpha damage and accuracy, while being short on firing and penetration rates.
The concept of “silent stalkers” continues with the SU-76G FT. Good mobility allows this TD settled on Tier IV take a crucial position in no time, where it can unleash its main weapon: huge DPM compared to “tiermates”.
Moving up the tiers, you’ll find that these TDs have better mobility, topped with good alpha damage. On the downside, you have relatively large dispersion numbers, so getting into mid-range fights can be the play style of your choice, as opposed to classic hunting. All in all, you have some well-rounded machines in your hands.
Things change right from Tier V. The 60G FT allows for more aggressive gameplay, thanks to high DPM numbers and a great HP pool. The machine’s bigger size makes it sacrifice visibility, meaning that you won’t stay unseen for long. That’s why second-line support fire is the recommended role for the 60G FT.
The WZ-131G FT is another great choice for those who like to provide assistance rather than shine on the frontline. It has a combination of great mobility and a superb gun, which means getting into a good position won’t take you much time. Use that advantage, so the enemy never knows where you’ll strike from next. And remember: no showing off; what the enemy will not walk past is your weak armor and low HP.
Tier VII is where it gets really big. The T-34-2G FT features a highly-popular 122-mm gun, with a fearsome combination of high DPM, intimidating alpha damage, and impressive penetration that make it an outstanding damage dealer. Accuracy is not a characteristic to shout about, so every shot must be thoroughly planned and prepared.
The largest, most powerful vehicle from mid-tier is the WZ-111-1 FT. Along with a 130-mm gun, it has sloped armor with 210–220 mm of effective thickness, becoming a dangerous counterpart at any distance—from sniper duels to clinches. Add in its –6 degrees of gun depression and you get a universal warrior effective on rough terrain, too.
At higher tiers, you’ll encounter good alpha and firing rates that make these vehicles stand out. While their alpha strikes are not crazy like the Jagdpanzer E 100, they have enough firepower to seriously hurt their opponents. Like mid-tiers before them, high-tier TDs are more universal machines, with lower mobility numbers compensated by good rate of fire.
With a IX-Tier WZ-111G FT, you can get very close to a rival. Once you’re there, keep on pushing until you see the frightened eyes of their driver mechanic through a sight hole. This TD has a rhino’s forehead and can horn any opponent. We’re talking about 270-mm of effective armor in its upper front plate. What’s even more important is the quick-firing main gun capable of unloading a tremendous 750 damage per shot, a crucial element in case of a close encounter. But be careful with your lower front plate: reaching just 170-mm of effective thickness, this is a weak spot that will not cause any problems for an experienced tanker to target.
The top of the line, WZ-113G FT has all the same characteristics enhanced to withstand the severe Tier-X competition. Better gun specs, better effective armor (310 mm in the upper front plate vs 190 mm in the lower front plate), more HP—this machine is a tough nut to crack and turns into a deadly weapon when used right.
The 9.20 preview kicked off a conversation about work that’s underway to spruce up the Random Battles experience: the new Grand Battle setup. Available in Random Battles, this new format blends classic Standard Battles gameplay, a new larger arena and teams of 30, all battling it out in Tier X vehicles. Today, we’re sharing more details on it to get you ready to rock when you hit the battlefield.
You’re in for 30v30 combat if you own (or as soon as you buy) at least one top tier vehicle. Starting in 9.20, all players in Tier X tanks have a 10% chance of getting matched into a Grand Battle by default with the chances of getting a Standard Battle set at 60% and 15% chances of playing in Encounter or Assault. These are the odds you get when lots of players are queueing to hit the battlefield; the numbers will differ when there is considerably fewer people.
The new format might cause framerate issues on low-performance PCs, transforming the game into a turn-based-like experience. It isn’t enjoyable, especially when it happens unexpectedly! To alleviate the problem, Grand Battle is disabled by default on low performance PCs. If you want to check the mode out regardless, you can enable it manually:
Designed specifically for Grand Battles, Nebelburg is a 1.4x1.4 km summer map with mixed terrain, offering enough space for all 60 players to maneuver. The middle area, dominated by a hill, is well suited for scouts. Heavy hitters and TDs can use the buildings and streets of the town in the west to their advantage in close combat. Hilly areas in the east lend ample tactical opportunities to medium tanks and vehicles that prove great on uneven terrain, thanks to solid gun depression and turret armor.
There are two ways to achieve victory in a Grand Battle: destroy all enemy vehicles or capture the enemy base.
Base capture follows the rules of Random Battles: each vehicle within the enemy base circle contributes to its capture. Capture time is 100 seconds, but it can be sped up by having several vehicles in the circle simultaneously. The minimum capture time amounts to 33 seconds and is achieved with three or more vehicles inside the base circle.
Each team has three Respawn Points on the map. Each point deploys 10 vehicles in a specific formation.
The place of deployment for any given vehicle depends on the following conditions: heavily-armored vehicles appear in the front, SPGs are placed in the rear line, and the remaining vehicles occupy the formation’s center.
The formations of the opposing teams are equally balanced: the matchmaker seeks to evenly distribute their composition by vehicle type between the formations facing each other.
Each team has three Respawn Points on the map. Each point deploys 10 vehicles in a specific formation.
The place of deployment for any given vehicle depends on the following conditions: heavily-armored vehicles appear in the front, SPGs are placed in the rear line, and the remaining vehicles occupy the formation’s center.
The formations of the opposing teams are equally balanced: the matchmaker seeks to evenly distribute their composition by vehicle type between the formations facing each other.
Each team has three Respawn Points on the map. Each point deploys 10 vehicles in a specific formation.
The place of deployment for any given vehicle depends on the following conditions: heavily-armored vehicles appear in the front, SPGs are placed in the rear line, and the remaining vehicles occupy the formation’s center.
The formations of the opposing teams are equally balanced: the matchmaker seeks to evenly distribute their composition by vehicle type between the formations facing each other.
There are two ways to achieve victory in a Grand Battle: destroy all enemy vehicles or capture the enemy base.
Base capture follows the rules of Random Battles: each vehicle within the enemy base circle contributes to its capture. Capture time is 100 seconds, but it can be sped up by having several vehicles in the circle simultaneously. The minimum capture time amounts to 33 seconds and is achieved with three or more vehicles inside the base circle.
Each team has three Respawn Points on the map. Each point deploys 10 vehicles in a specific formation.
The place of deployment for any given vehicle depends on the following conditions: heavily-armored vehicles appear in the front, SPGs are placed in the rear line, and the remaining vehicles occupy the formation’s center.
The formations of the opposing teams are equally balanced: the matchmaker seeks to evenly distribute their composition by vehicle type between the formations facing each other.
Each team has three Respawn Points on the map. Each point deploys 10 vehicles in a specific formation.
The place of deployment for any given vehicle depends on the following conditions: heavily-armored vehicles appear in the front, SPGs are placed in the rear line, and the remaining vehicles occupy the formation’s center.
The formations of the opposing teams are equally balanced: the matchmaker seeks to evenly distribute their composition by vehicle type between the formations facing each other.
Each team has three Respawn Points on the map. Each point deploys 10 vehicles in a specific formation.
The place of deployment for any given vehicle depends on the following conditions: heavily-armored vehicles appear in the front, SPGs are placed in the rear line, and the remaining vehicles occupy the formation’s center.
The formations of the opposing teams are equally balanced: the matchmaker seeks to evenly distribute their composition by vehicle type between the formations facing each other.
Each team of 30 is divided into three groups of ten players. To ensure you kick-start a battle without wasting precious seconds to regroup, we tied spawn positions within these small groups to vehicle types. Well-armored tanks roll out on the front lines ready to rush towards the enemy, while SPGs stay behind the main push and cover the group from the rear. The rest of the squad spawn in the middle, including heavy tanks that didn’t get into the first line. Finally, Platoon players start a Grand Battle within one line.
The matchmaker balances opposing small groups so that none of them have an upper hand due to their sole composition. Squads that appear in the same map area will always have a similar number of Platoon players, SPGs, LTs, and TDs, making the battle outcome a game of skill rather than luck. The number of SPGs is limited to a maximum of four per team.
You can seriously ramp up your resources in Grand Battles, and we aren’t talking just XP and Credits, which you can earn in any other mode—there are Bonds too! To acquire some, you must earn at least 400 XP per battle (Premium XP and bonuses don’t count). The total number of Bonds you make is directly proportional to this total number of XP you earned. Just enter your XP per battle in the tool below to find out how many Bonds you get:
On top of the opportunity to stock up on Bonds, there's a variety of other cool odds and ends to fuel the competition in Grand Battles. For example, you can complete Personal Missions in the mode and earn medals; however, it will take a little more effort for the latter, as conditions for four of them got tailored to the new format (please see them detailed in the table below). At the same time, Grand Battle won’t reward great performances with Marks of Excellence, unlike other Random Battle formats.
Destroy enemy vehicles:
Destroy enemy vehicles:
Destroy enemy vehicles:
Destroy enemy vehicles:
Update 9.20 gives the AMX 50 Foch (155) a special vehicle status with all its benefits, opening the spot at Tier X, which the AMX 50 Foch B is warming up to fill it right away. Effectively a revised version of a once formidable old-timer, this new top-tier French TD sports thicker side armor and packs a six-round 120 mm autoloader with 400 alpha damage. If this has you excited, then read on for a review of the new French TD and the reasons behind the top-tier reshuffle.
Why are we doing it?
The AMX 50 Foch (155) lost much of its former glory as the game evolved. Balance tweaks to mobility, armor, and alpha pretty much forced it into exile, undermining the relevance of climbing all the way up the French TD line and earning this once-beloved French power horse a ghost-like status. The sad state of things sparkled a discussion in the community, putting us to work. To address the issue, we went through the line, tweaking upper-mid-to-top tiers and making autoloaders their signature feature.
Although it retained a few devoted fans, the AMX 50 Foch (155) couldn’t provide a Tier X experience, which would feel like a natural progression from Tier IX. So we replaced it with a TD well-suited for the job while keeping it in the roster for those who grew to enjoy it. We also decided to give some much-needed love to the AMX 50 Foch (155) by improving its side armor, gun depression (from -5° to -6°) and elevation (from +12° to +18°), as well as horizontal traverse angles (from 6° to 10°).
How will it work?
Take a minute to check your vehicle collection as the sleek new AMX 50 Foch B might be yours for the taking, no grind required. It’s as simple as it gets:
The 155 keeps its battle statistics, XP, achievements, medals, and Marks of Excellence, while its Crew gets retrained for the AMX 50 Foch B. The latter also inherits all of its customization items for their remaining duration. Lastly, the 155’s equipment gets de-mounted and moved to Storage, and you can use it on any other vehicle.
Firepower: When used wisely, the Foch B can deal enough damage to change the tide of battle. Its 400 alpha damage and 257 mm penetration might seem unimpressive for a Tier X gun, but once you’ve it filled up and ready to go, good things happen. In just 10 seconds, its six-round autoloader can unleash an astounding 2,400 damage with a 2s interclip reload. Of course, 257 mm of penetration isn’t enough to cripple a target simply by shooting at its silhouette. This “Frenchman” requires patience, not hasty moves and relying on luck. Spend a few seconds to take full aim at a weak spot—with practice and experience, you can bring the Foch B to bear, leveraging handy aiming parameters and traverse angles.
Armor: The Foch B inherits the armor layout from the AMX 50 Foch (155). Though most enemies will struggle to slice through the thick frontal armor, bear in mind a major weak point in the rangefinder—Tier X opponents can penetrate it easily if they take good aim. There’s a silver lining, though: the side plates that were virtually useless on the AMX 50 Foch (155) received a solid boost. Unlike its elder brother that is easily dismantled by any 120+ mm caliber gun regardless of firing angle, the Foch B’s 80 mm protection lets it smile at the three-caliber rule, using its horizontal gun traverse angles. It can become a game-changer if you play your cards right.
Mobility: Let’s be honest; the Foch B won’t make it into the game’s fastest list, but does it need superb speed to reign over the battlefield? Let’s take a look. It’s mobile enough to secure a favorable position and safely unload its devastating clip, or close on an enemy and send it back to the Garage. Unloading a clip into an opponent works every time with its firepower parameters, while its mobility lets you do that on your own terms.
The AMX 50 Foch B truly shines when you focus on damage dealing and frags. You can rock out in it supporting the team from the second or first line of fire. Sneaking up on an enemy where they least expect it will work just fine, too, making you a valuable asset for allied heavies and a devastating force for enemies. Try it for yourself and share your thoughts on the forum! But before you do, here are some tips to help you hit the ground running: