Update 9.20.1

1. Vehicle Rebalances in Update 9.20.1

Updated
Update!

Your feedback during Common Tests brought about a host of additional tweaks to British medium tanks and tank destroyers.

Instead of giving the FV4202(P) a slight boost in performance, the combination of stronger frontal turret armor and a more powerful engine sent it into OP mode. Increased turret thickness up front gave it an upper hand over same-tier opponents. To set things back to normal, we toned down the initial changes: it still gets a little extra to its frontal turret armor, but significantly less than initially.

Easier gun handling worked well for the FV4004 Conway and FV4005 Stage II, boosting their efficiency as support fire vehicles. What didn’t work as intended was their revised mobility. We went too far here, which, combined with decent firepower, turned the two TDs into hard-to-hunt-down damage dealers. They would pop up, derp someone in the face, and relocate too fast for the opponent to return the favour. We made an extra round of adjustments to their mobility to balance out their parameters. Now, the FV4004 can reach 40 km/h going forwards (compared to the 35 km/h it had before), while the FV4005 Stage II speed stays at 35 km/h (the same as in 9.20).

With the numerous rebalances fresh off to production servers in Update 9.20, we’re just about done locking down another batch of changes scheduled for 9.20.1. This time, we’re examining the British Tech Tree, American light tanks, and the famed Chinese Type 59. Before we dive into today’s suite of to-be-tuned tanks, here’s a quick refresher as to why this is happening. The all-round Tech Tree revision is designed to revitalize vehicles that grew obsolete over the years. While doing so, we’re also establishing and/or strengthening the unique gameplay flavor of vehicles classes within each nation. Now, let’s dig into the details!

While we want to keep you abreast of upcoming rebalances and share as much info as possible, as early as possible, there’s always a chance that things could change between this article and what finally rolls out in Update 9.20.1, given that there’s a great deal of testing underway.

British Tech Tree

HEAVY TANKS

The British heavy bunch from Tier VIII onward are adequately balanced, but they feel like a weird collection of vehicles that just don’t belong together. We reshaped them into a coherent line built around the Conqueror’s gameplay. In short: you get universal heavies with powerful guns, reliable turret and hull armor, and a large margin of safety all the way up from the Caernarvon. Let’s take a closer look:

The Caernarvon raised many questions with its combination of heavy tank HP pool and mobility married to medium tank armour, low alpha, and an accurate gun. We gave it a new gun with reasonable alpha and thicker armor to turn it into a proper heavy at the cost of its two 20 pounders. To put it into perspective: there’s no need to hang back behind more heavily armored teammates supporting them. You’re a true heavy, so act like one: push the frontlines and engage enemies at close range. The Tier VIII Brit also had its top turret replaced with the better-armored Centurion 32-pdr and received some extra side protection to its hull. To compensate for improved survivability and firepower, we slightly decreased its mobility and maneuverability.

The Conqueror really doesn’t feel much like a heavy because of its armor. Update 9.20.1 turns it into an efficient assault heavy tank, boosting its overall protection big time. It can take a punch and stand up to top-tier TDs without getting crippled in a matter of seconds, while a powerful gun with impressive pen and alpha to match lets it spearhead the assault. It also benefits from a new top turret with spaced armor in its front part, while the current option becomes a stock turret. On top of that, we significantly changed the Conqueror’s gun roster, removing two 20 pounders and giving it a stock 32-pounder gun. To prevent it from turning into unstoppable force that rains destruction at long range, we toned down its mobility and rate of fire. Regardless of the boost to its hull and turret armor, it retains a thin lower plate and commander’s cupola.

The paper sniper FV215b with its rear-mounted turret isn’t everyone's cup of tea. It can shine in the hands of few, but feels lackluster unless you’ve mastered its ins and outs. Most importantly, it’s big a departure in playstyle from the well-armored multipurpose heavy tank mentality we designed for this line. That’s why it follows in the footsteps of the АМХ Foch (155), joining the ranks of special vehicles, while the all-new Super Conqueror takes the Tier X spot. And just like with the Tier X French TD, having a researched and purchased FV215b in your Garage when 9.20.1 goes live will grant you the Super Conqueror. The newcomer is a natural step-up from the Conqueror. Heavily armored, loaded with a powerful gun, and good at several roles, it deserves an overview of its own, which it will get closer to release. So stay tuned.

Mouse over the points to display the info on the vehicle
 
MEDIUM TANKS

British medium tanks seem cutout for mid-range support. They pack a great mix of powerful guns, decent gun depression, view range and stabilization. Hide behind a hill, find an unaware enemy, and pincushion them with shells. Sounds like a snap—but wait, is it? Not really, as they lack turret armor to thrive in this role. Fairly thin, it would often leave you with a destroyed turret after a few accurate enemy shots, wondering what went wrong in that seemingly perfect plan.

To cement their role as mid-range beasts, we gave these Brits more turret armor up-front. Effective armor at Tiers VIII–X is now 240-mm or higher so they can exercise their support role, working ridges at the 2nd line without fear and giving enemies a “headache” by bouncing their shots.

Frequent negative comments on the FV 4202 pushed us to show it a little love, too. It gets stronger frontal turret armor. To tone down the criticism to its mobility, 9.20.1 also gives this vulture a much needed 650 h.p. engine, which should allow it to reach its maximum speed quicker, keep up with the medium tanks, and provide that deeper punch it’s notorious for.

ALTERNATIVE BRANCH OF TDS

The FV4005 Stage II and its brethren down the line are seldom seen on the battlefield. Difficult to master and in no way, shape or form 'mainstream,' these TDs trade armor for mobility and call for a steady (if not overly cautious) play style with little room for mistakes and daring moves. No wonder they often get overlooked. To bring the line back into relevance, we worked on the Challenger, Conway, and FV4005 Stage II, increasing their firepower and longevity, which should provide for a much more accessible experience. These changes are the result of player feedback (thank you!) and combing through game data.

Often played as a medium tank, the Challenger now has the guts to reclaim its place among conventional TDs and make damage dealing its primary focus. This Tier VII Brit can do some serious harm to the opposition thanks to a new gun with 280 alpha. Keep in mind, though, that impressive alpha comes with 120° gun traverse angles. Forget about rolling erratically across the map. Secure a favourable position instead and start crippling enemies, leveraging increased firepower and turret traverse speed.

The FV4004 Conway gets the B.L. 5.5-in. AT Gun capable of dishing out 600 alpha as an alternative gun. And with it comes more gameplay variety. You can build your tactics around DPM with the 120-mm L1A1 AT or get ready for the FV4005 Stage II gameplay wreaking huge alpha damage with the B.L. 5.5-in. AT Gun. Simply adding a new gun won’t suffice to revive the FV4004 Conway, so we also increased its mobility and gun depression. The latter is now set at -10°, boosting its potential on uneven terrain, with its main downside being the gun traverse limit of 180°. So there’s no need to turn the hull when aiming at the enemy’s front plate (which often resulted in being spotted). You no longer need to take a full aim after shooting either as the turret rotation dispersion is way lower than hull rotation one. Lastly, the turret traverse speed increased to 18°, which allows you to take your chances crippling an enemy, while staying unscathed up a bit.

With few strengths to wrest victory in challenging conditions, the FV4005 Stage II didn’t do anything good enough to give it a valuable roll at its tier. With 9.20.1 we patched its fatal weaknesses with several tweaks. Following a boost in mobility, it can retreat to safety and acquire favourable positions faster. Along with increased durability, the FV4005 Stage II gets easier gun handling thanks to a faster turret traverse speed, 180° gun traverse, and lowered dispersion from turret rotation. Finally, the gun depression of -10° lets it poke ridgelines without exposing its frail hull and turret, while the increased ammo load of 20 shells ramps up its chances at seriously damaging a target. Simply put, it has what it takes to last through a battle and help its teammates gain the upper hand.

If you wonder why we rushed past Tier VIII to cover changes to the Conway, just imagine the Charioteer with its 105-mm top gun. It’s adequate for everything you'll ask of it by default, once you know how to handle it. The only tweak its gets is improved gun depression, now set at -10°.

Tier X Light Tanks

With the view range and mobility to potentially outspot an enemy, armor to withstand threatening targets, and camo values to remain hidden, Tier X light tanks excel at scouting, but are bereft of firepower to play at the same level as top-tier vehicles of other classes. Update 9.20.1 fixes it with a set of tweaks to gun handling, DPM, and alpha damage.

Insufficient firepower made it hard for the XM551 Sheridan to make an impact on maps where spotting is of little value. The top-tier American gets a bigger alpha for the105-mm Lightweight Gun with no changes to the reload speed. Simply put, it can deal even more damage per minute now, which should ramp up its chances against MTs.

The Rhm. Panzerwagen receives better gun stabilization and aiming time. As it takes less time to prepare for a shot, the odds of being spotted decrease, too, boosting the German’s survivability. We also ramped up its rate of fire to stress the Rhm.’s roles as a fast-firing, maneuverable sniper that thrives off DPM rather than trading alpha’s with the other side. Alpha damage went down to cement this role.

Small, sneaky and insanely fast, the T-100 LT is at its best when played as an active scout. However, it was nothing but another “you don't scare me” light tank in terms of firepower. We’re punching up its DPM to turn it into an active scout that can give as good as it gets.

If you look at French light tanks, scouting for the AMX 13 105 is no less important than damage dealing. We raised its alpha to stress this attribute and single out its firepower among the five Tier X LTs.

Finally, all five Tier X LTs (the Chinese WZ-132-1 included) get a bigger ammo load to ensure they can hammer enemies until the end of the battle.

American Light Tanks

Similar to the line of British heavies, the American LT branch gets reshuffled so that it unites vehicles that share key gameplay attributes. The line ending in the XM551 Sheridan now fits five LTs with traditionally reloading guns. The T71 gets renamed “T71 DA” and relocates itself to the mixed line of light, medium, and heavy tanks and frees a spot for a newcomer, the T71 CMCD. Modelled after the T71, it loses a magazine reload gun but has a few tweaks to its combat parameters to deliver a unique experience. The M41 Walker Bulldog stays, but bids farewell to its autoloader gun (76-mm Gun T91E5) that doesn’t fit the concept. Lastly, we also changed several connections between the two lines:

Please keep in mind that the XP you earned on the T71 DA gets transferred to the T71 CMCD with the release of 9.20.1. Also, there’ll be no transition from the T71 CMCD to the T69 in the Tech Tree, just as there’ll be no way to reach the M41 Bulldog from the T71 DA.

Re-enter the Type 59

You’ve most definitely heard of it, many must have seen it in action, and the lucky few have this exceptional tank as the centerpiece of their collection. It’s in for a shot of adrenaline in 9.20.1, and you won’t want to miss it.

The Type 59 has been around for ages and hasn’t lost a bit of its unique flair. With the armor to bully tanks with less than 200-mm penetration, maneuverability to secure a spot it wants, and firepower to rain destruction (whether at a distance or close range), this Tier VIII medium tank can still turn heads when taken for a stroll on the battlefield. As potent as it is, it’s also rather demanding to play, and in 9.20.1 we’re answering your requests to ramp up its efficiency a little. At the end of the day, it’s a game; it should be all about enjoying yourself. To boost the fun factor, we improved its stabilization and cut down its aiming time. Shooting on the move and right after it stops takes far less time now.

Along with the Type 59, we also revised the 59-Patton, increasing its AP penetration from 190 mm to 212 mm. Will it prove a game-changer for this Tier VIII? The jury is out on this one; it all depends on how well you use it.

Finally, we revised the Т-34-3 armor bringing it on par with the Type 59 and tweaked its gun handling making it easier to take a good aim. 

2. Update 9.20.1: Bonds and Medals

Updated

Ranked Battles were our first foray with the new Bonds currency, and we looked at it as a learning opportunity that will help us gather feedback and evolve Bonds moving forward. Now, you can stock up on Bonds in Tier X Random Battles, Grand Battles, and of course, the Ranked Battles 2nd Beta Season. As promised, we don’t plan to stop here—starting with Update 9.20.1, Epic Medals and Battle Heroes earned in Tier IV–X vehicles come with Bonds.

Why Are We Tying Bonds to Medals?

Bonds quickly became the talk of the community since their debut, with many players asking for more ways to earn them. That’s exactly what we wanted to implement, but there was a lot more to figure out along the way. For one, we had to find how to grow the currency while keeping its core concept intact. Bonds were initially positioned as a definitive reward for the most skilled and efficient, and we aim to keep it this way. That’s the reason we started with Tier X engagements—it takes a bit of time and effort to reach the top tiers and survive when you’re there. Hence, the chances of getting Bonds by luck are close to zero, cementing their intended role.

At the same time, we didn’t want to leave behind tankers who haven’t made it to Tier X, or don't enjoy playing at higher tiers. Adding medals to the equation seemed like a natural solution; the accolades on a personal record speak volumes about a tanker’s worth and signal how far you’ve come in terms of combat excellence and strike that special chord, pushing you to step up your game, constantly aim higher, and rise to new challenges. The harder they are to attain, the more lasting memories are left. By making Bonds an extra reward for Epic Medals and Battle Heroes achievements, we stay true to the concept behind the currency and give you something to work toward beyond just recognition and satisfying memories.

How Does it Work?

We outlined two categories—Epic Medals and Battle Heroes achievements—and ranked their medals by complexity. Another variable affecting Bonds quantities is the vehicle you choose: pick any Tier IV–X tank you’re (ideally) the best at and hit the battlefield. Just keep in mind that the higher the vehicle tier, the more Bonds you get with an achievement.

To emphasize the overarching concept behind Bonds, we excluded cumulative awards like “War Genius” and “Wolf Among Sheep” and went ahead with those that reward stellar performance in a single battle.

Where Can You Look It Up?

To get a rundown of the medals you attained in a battle, head over to the “After Battle Statistics” window and right-click “Detailed Report.” The info on medals is in the “Bonds” section.

If you’d like to know a medal’s worth in Bonds ahead of a battle, just hover the cursor over it to open a tooltip where you can discover the number of Bonds you can earn with it in Tier IV–VII, VIII–IX, and Tier X vehicles.

One Final Thing to Keep in Mind

The new rule doesn’t apply to medals received before 9.20.1 since crediting Bonds for all Epic Medals and Battle Heroes achievements earned to date would disrupt the game economy.

Leave any feedback you have, whether it’s on the list of medals or the Bond-earning mechanic, on the forum and we’ll jump in to chat. We look forward to digging into your suggestions as we fine-tune this new feature leading to release. And we’re open to your input as we work towards adding new ways to earn Bonds.

3. Update 9.20.1: Personal Missions

Updated

If Personal Missions keep you glued to the screen for hours, then hold onto your seats and get comfortable because they are getting a significant makeover in 9.20.1. From revised completion mechanics and new rewards through to a sleek military-style interface, we waded through your feedback and tweaked them to uplift the overall experience. Let’s take a closer look!

Personal Missions are special missions you can pursue at any time to win unique rare tanks. They task you with completing specific objectives showing your skill in different vehicle types. Split into Primary and Secondary, these objectives can range from simply surviving a particularly harsh battle, to destroying a certain number of opponents, to making sure that you stay undetected throughout the entire melee. Along with offering regular new challenges and being a fine way to hone your skill, Personal Missions can earn you valuable in-game items and female Crew members.

Streamlined Progression

Right now completing all 15th missions with honors leaves you with extra Commendations that don’t carry over to the next operation. You can’t use them further down the road, which undermines the efforts you poured to excel. To reinforce great performance and streamline progression through the 1st campaign, we removed Commendations. Now, completing Primary Objectives for the 15th mission earns you a Component, while completing both Primary and Secondary Conditions for it gets you an Order. Components take you a step closer to the reward vehicle. As soon as you have five of them, the tank is yours.

Orders come in handy when you want to skip the last mission in a set. Just like with Commendations, having four Orders up your sleeve lets you jump over a mission, whether it’s unlocked or not, and reap the rewards promised for nailing its Primary Conditions.

But wait, there’s more to Orders. When you slayed through four out of five 1st campaign mission tiles and use four Orders for the final mission of the skipped set, you get the main reward for the whole set. Yes, it means an expertly trained female Crew member is yours to recruit without completing the last 15th mission.

Remember that one particular mission that just wouldn’t budge sending you into the “Groundhog Day” mode? There must be at least one like this if not more for everyone. Now, all it takes to color it complete is an Order. You heard it right: earning an Order for the final mission gives you a carte blanche to bypass absolutely any battle mission in the line, starting from the very first through to 14th. Moreover, you can reclaim an Order you used to skip a mission if you get back to it and complete it with honors. And then, use this Order to skip another mission.

Revised Conditions

We know you have been asking for a thorough mission conditions revision after 9.18. We’ve made the first pass on SPG Personal Missions lately and continue fine-tuning them in 9.20.1 to ensure they’re well-suited for the new arty gameplay. Since it’s not just arty missions that called for revision, we went through the rest of the list tailoring rewards to the relative difficulty of earning them. For example, if you’re working your way towards a Tier VII reward vehicle, you can do it in a Tier VII tank now.

You can check the details of the revised Personal Missions in the Update 9.20.1 Common Test article.

Improved Navigation

Much of your feedback on Personal Missions concerned navigation, and we’ve taken measures to improve it. Now, you need to go no further than the Garage menu to check your progress and pick up the next quest.

You’ll notice a new tab between “Battle Missions” and “Achievements.” Left-clicking it opens the “Personal Missions” menu where you can choose an operation to complete. You can also get a full read on any mission, whether it’s available to you at the moment or not, right here.

Another bit of feedback we heard frequently was having to choose the nation and role for a newly-earned female Crew member to move on to the next set of mission. Update 9.20.1 removes this step. Now, you can continue your way down the 1st campaign, and deal with the new Crew whenever you like.

New Rewards

When it comes to Personal Missions, tankers would play for hours non-stop to complete an operation. We figured, hey, we should go an extra mile to recognize such a dedication and added a few exclusive customization items to the list of rewards.

  • Finishing a set of 15 missions with honors earns you three types of a unique camo for the reward tank along with a chance to purchase it for any other vehicle from the same Tech Tree.
  • Complete Primary conditions throughout a set and you get three types of a unique camo for the reward tank only
  • Nailing each operation earns you an exclusive badge, and they differ depending on whether you made it by meeting Primary Conditions or Primary and Secondary ones
  • Go through all operations within the 1st campaign with honors and grab a special badge for this achievement.

We hope these tweaks make your way through the 1st Campaign more enjoyable and satisfying. Join in and let us know if there are any other issues that bother you. We know we’re not all the way there yet with Personal Missions and will continue to work on their mechanics and UI update over update until we all are happy with the experience.

4. Update 9.20.1: Matchmaker Improvements

Updated

Have you ever played Himmelsdorf against a team that has more heavies than you? Or perhaps, you’ve watched victory slip from your fingers on an open map simply because the other camp was lucky enough to have more medium tanks in their ranks. Update 9.20.1 clamps down on these frustrating scenarios by adding an extra parameter to the matchmaker: vehicle combat roles. Simply put, we taught the matchmaker to see the difference between the Maus and IS-7, for example. Now, it balances them separately. To create two evenly assembled teams, it would place the former against other heavily armored tanks (the E-100, Type 5 HEAVY, etc.), while the IS-7 gets to face the likes of the Т110Е5 and FV215b. Let’s take a closer look!

How does it work?

Along with balancing teams by vehicle classes (artillery, light tanks, and tank destroyers) and Platoons, the matchmaker now looks into the intended roles each tank plays in combat and ensures each side has a similar number of vehicles that play the same role. Of course, their exact number might differ, but this difference is one vehicle at the most.

If you need a refresher on how the matchmaker works, head HERE.

 

Essentially, the newly-added parameter balances out the number of autoloaders, well-protected TDs, and assault heavy tanks across teams. By distributing them evenly between the two camps, the improved matchmaker addresses another frequent concern of yours. Medium and heavy tanks are no longer distributed randomly. With classes split into smaller groups that unite vehicles with a district play style, medium tanks with a certain role are pitted against each other. The same with heavies. So you can forget about one-sided matchups with, let’s say, five Bat.-Chats duking it out with five Mauses on Steppes.

We put in extra effort to make sure balancing by a vehicle’s role does not affect the overall speed of matching. So worry not, the wait time won’t change. What should improve is the overall quality of matches as vehicle roles lower the chance of a team gaining the upper hand through sheer luck. At the same time, team setups aren’t mirrored, so every battle is a unique experience where the final outcome depends largely on tactics and teamplay.

Finally, the matchmaker tries to ensure teams are evenly assembled regarding the number of Platoon players and their vehicle tiers—its primary goal. However, it currently doesn’t balance Platoon vehicles by roles. Instead, it evens out the matchups by adding standalone vehicles to teams—if the current queue composition allows for it with no increase in the wait time. For example, if a team has a Platoon of autoloader medium tanks, the matchmaker places it against a Platoon of medium tanks. Then, it tries to add standalone autoloader tanks to the other team to even out their chances at victory. If there are no autoloaders in the queue, it will create a battle to avoid longer wait times.

Vehicle Roles

If you look at the way light tanks and arty fight, there’s no immediate value in breaking these two classes into smaller packs grouped around a certain role. Light tank gameplay is built around scouting, and that’s the role they all share, regardless of whether they remain completely still to spot enemies or zoom around the map. A particular set of LTs won’t make the enemy team superior to yours as long as both of you have them in similar numbers, and the matchmakers ensure you do. It’s the same story with SPGs: they all play as long-range support vehicles.

TDs, medium and heavy tanks are a whole other story. Let’s take medium tanks with powerful guns and moderate armor, for example. These are designated support vehicles. Their peers, with strong protection but average mobility and firepower perform best in an attack role. There’s a whole bunch of medium tanks sporting autoloader guns, and they can dismantle an enemy in no time. Finally, others perform equally well in more than one role, which makes them fairly universal.

Having analyzed the key parameters and combat performance of TDs, medium and heavy tanks, we outlined primary roles for each class at Tiers VIII–X. The structure you see below is not final. We want to hear your thoughts on the classification and criteria we put at its core (armor, firepower, and mobility). Following your feedback, we might revise it and consider introducing roles for mid to lower tiers.

Content is available at greater widths of the browser window.
Tier:
VIII IX X ALL
WZ-132
Bat.-Châtillon 12 t
M41 Walker Bulldog
LTTB
HWK 12
leKpz M 41 90 mm GF
AMX 13 90
WZ-132A
T-54 ltwt.
T49
Spähpanzer Ru 251
WZ-132-1
AMX 13 105
T-100 LT
XM551 Sheridan
Rheinmetall Panzerwagen
Tier:
VIII IX X ALL
T69
LORRAINE 40 T
T54E1
BAT.-CHÂTILLON 25 T AP
ŠKODA T 50
BAT.-CHÂTILLON 25 T
TVP T 50/51
Tier:
VIII IX X ALL
T-54 FIRST PROTOTYPE
T26E4 SUPERPERSHING
CENTURION MK. I
FV4202
PRIMO VICTORIA
T-54
OBJECT 430 VERSION II
E 50
OBJECT 907
OBJECT 430
E 50 AUSF. M
T-22 MEDIUM
M48A1 PATTON
Tier:
VIII IX X ALL
STG
STG GUARD
PANTHER II
PANTHER MIT 8,8 CM L/71
M26 PERSHING
T95E2
M46 PATTON KR
T25 PILOT
NUMBER 1
CHIEFTAIN/T95
59-PATTON
TYPE 59
T-34-3
T-44
T-44-100
T-34-2
M46 PATTON
CENTURION MK. 7/1
WZ-120
T 55A
M60
T95E6
CENTURION ACTION X
T-62A
OBJECT 140
121
121B
Tier:
VIII IX X ALL
OBJECT 416
Indien-Panzer
Panzer 58 Mutz
M4A1 Revalorisé
AMX Chasseur de chars
STA-1
STA-2
TVP VTU Koncept
LEOPARD
PROTOTYP A
AMX 30 1ER PROTOTYPE
TYPE 61
LEOPARD 1
AMX 30 B
STB-1
Tier:
VIII IX X ALL
T69
LORRAINE 40 T
T54E1
BAT.-CHÂTILLON 25 T AP
ŠKODA T 50
BAT.-CHÂTILLON 25 T
TVP T 50/51
Tier:
VIII IX X ALL
T-54 FIRST PROTOTYPE
T26E4 SUPERPERSHING
CENTURION MK. I
FV4202
PRIMO VICTORIA
T-54
OBJECT 430 VERSION II
E 50
OBJECT 907
OBJECT 430
E 50 AUSF. M
T-22 MEDIUM
M48A1 PATTON
Tier:
VIII IX X ALL
STG
STG GUARD
PANTHER II
PANTHER MIT 8,8 CM L/71
M26 PERSHING
T95E2
M46 PATTON KR
T25 PILOT
NUMBER 1
CHIEFTAIN/T95
59-PATTON
TYPE 59
T-34-3
T-44
T-44-100
T-34-2
M46 PATTON
CENTURION MK. 7/1
WZ-120
T 55A
M60
T95E6
CENTURION ACTION X
T-62A
OBJECT 140
121
121B
Tier:
VIII IX X ALL
KV-4
KV-5
VK 100.01 (P)
M6A2E1
CHRYSLER K GF
AMX M4 MLE. 49
O-HO
OBJECT 252U
OBJECT 252U DEFENDER
KV-4 Kreslavskiy
ST-1
VK 45.02 (P) AUSF. B
E 75
MÄUSCHEN
TYPE 4 HEAVY
IS-4
MAUS
E 100
PZ.KPFW. VII
VK 72.01 (K)
TYPE 5 HEAVY
Tier:
VIII IX X ALL
AMX 50 100
EMIL I
AMX 50 120
EMIL II
T57 HEAVY TANK
AMX 50 B
KRANVAGN
Tier:
VIII IX X ALL
T32
T34
T34 B
FCM 50 T
CAERNARVON
IS-3
IS-6
IS-5 (OBJECT 730)
IS-3A
TIGER II
VK 45.02 (P) AUSF. A
LÖWE
T26E5
WZ-111
110
112
M103
CONQUEROR
T-10
WZ-111 MODEL 1-4
WZ-111 MODEL 5A
FV215B
IS-7
OBJECT 260
T110E5
Super Conqueror
113
Tier:
VIII IX X ALL
ISU-152
SU-101
AMX Canon d'assaut 105
WZ-120-1G FT
FERDINAND
JAGDPANTHER II
8,8 CM PAK 43 JAGDTIGER
T28
T28 PROTOTYPE
AT 15
WZ-111-1G FT
ISU-130
JAGDTIGER
OBJECT 704
T30
T95
TORTOISE
WZ-111G FT
SU-122-54
OBJECT 268
T110E4
T110E3
WZ-113G FT
OBJECT 263
Tier:
VIII IX X ALL
RHM.-BORSIG WAFFENTRÄGER
RHEINMETALL SKORPION G
CHARIOTEER
UDES 03
STRV S1
WAFFENTRÄGER AUF PZ. IV
FV4004 CONWAY
STRV 103-0
GRILLE 15
STRV 103B
Tier:
VIII IX X ALL
AMX AC MLE. 48
AMX 50 FOCH
AMX 50 FOCH (155)
AMX 50 FOCH B
FV215B (183)
JAGDPANZER E 100
FV4005 STAGE II
Tier:
VIII IX X ALL
SU-14-2
M40/M43
Lorraine 155 mle. 51
FV207
G.W. Tiger (P)
212A
G.W. Tiger
FV3805
Bat.-Châtillon 155 55
M53/M55
T92 HMC
Object 261
G.W. E 100
Bat.-Châtillon 155 58
Conqueror Gun Carriage
Tier:
VIII IX X ALL
T69
LORRAINE 40 T
T54E1
BAT.-CHÂTILLON 25 T AP
ŠKODA T 50
BAT.-CHÂTILLON 25 T
TVP T 50/51
Tier:
VIII IX X ALL
T-54 FIRST PROTOTYPE
T26E4 SUPERPERSHING
CENTURION MK. I
FV4202
PRIMO VICTORIA
T-54
OBJECT 430 VERSION II
E 50
OBJECT 907
OBJECT 430
E 50 AUSF. M
T-22 MEDIUM
M48A1 PATTON
Tier:
VIII IX X ALL
STG
STG GUARD
PANTHER II
PANTHER MIT 8,8 CM L/71
M26 PERSHING
T95E2
M46 PATTON KR
T25 PILOT
NUMBER 1
CHIEFTAIN/T95
59-PATTON
TYPE 59
T-34-3
T-44
T-44-100
T-34-2
M46 PATTON
CENTURION MK. 7/1
WZ-120
T 55A
M60
T95E6
CENTURION ACTION X
T-62A
OBJECT 140
121
121B

But Wait, There’s More

Improvements to the matchmaker don’t end with the introduction of vehicle roles. Along with adding them, we addressed some of your most vocal requests:

  • Better chances of getting ranked at the top of the list for Platoon players: Initially, their chances of playing at the top were reduced to avoid upsetting scenarios with Platoons singlehandedly deciding the battle outcome. In direct response to community feedback, we’re raising them slightly so that you and your Platoon mates can fight at higher tiers once in a while. This won’t cause any drastic changes to the state of Random Battles, but offers a more varied experience to Platoon players.
  • Equal chances of getting ranked in the top/middle/bottom of the list for different vehicle classes: You might have noticed that heavy and medium tanks would end up in single-level battles way too often, while arty and TDs tended to get ±2 and ±1 setups. We tweaked the matchmaker, evening out the odd for all vehicle classes.
  • Optimized team assembly logic: After some extra tuning, you’ll see more 3/5/7 and 5/10 teams, which should provide for a more enjoyable experience.
  • More Grand Battles: We increased the chance of getting matched in a Grand Battle, so that more players could playtest the new format.

We put a lot of work into these improvements, and are excited to hear what you think about them. Your input is crucial as we continue evolving the matchmaker. So be sure to leave any suggestions or questions you might have on the forum.

5. Super Conqueror—The Thick-Skinned Brit

Updated
Important Update: There was a little dust up across the forums during Common Tests as many of you came forward arguing that the Super Conqueror wasn’t Tier X material. Designed as a natural step-up from the Conqueror, the new Brit performed well, but failed to impress, especially in comparison to the FV215b, known for its great firepower. Reports of the Super Conqueror’s fairly moderate durability only fueled the discussion. Although the newcomer had solid protection for an assault heavy tank (comparable to that of the American T110E5), it proved not enough to survive a battle, seriously undermining its performance in an assault role.

In response to your feedback, we revised the Super Conqueror’s gun parameters and durability. Its reload speed increased and so did its damage per minute. Now, you can send more shells the enemy’s way, dealing greater damage. To gear it up for a more active role, we also improved its gun stabilization, raising your chances at landing a precise shot on the move or right after you stop.

Durability should go up, too, as the Super Conqueror gets a larger HP pool (now comparable to the FV215b, bearing in mind the Super Conqueror’s armor, of course) and improved gun depression (now set at -10°). You’ll find it easier to go hull down, poking over ridges or hills to hide your vulnerable lower front plate, get a shot off, and then pop back into cover so that enemies have a hard time hitting your weak spots.

 

The British heavy line is in for a few changes with 9.20.1, the most significant at Tier X. The FV215b moves out of the way to clear some room for the Super Conqueror, which builds on the skills developed from the line’s Tier VII–IX heavies with powerful, accurate guns and decent protection. This newcomer excels at assault roles, and feels at ease in close-range combat. Let’s see if it cuts the mustard!

Whys and Hows

Update 9.20.1 reshapes higher-tier British heavy tanks into multipurpose vehicles built around the Conqueror’s play style. Unlike lower-tier tanks, the FV215b, with its rear-mounted turret, doesn’t fit this concept. To ensure the line offers unique, distinct gameplay all the way to Tier X, we made the FV215b into a special vehicle and added a tank that feels like a natural step-up from the Conqueror.

If you researched and purchased the FV215b, when the update lands, you get to keep it on top of getting the newcomer, too. As for everything that comes with it, this small guide will brief you on the transition:

Super Conqueror

Firepower: The Super Conqueror inherits the 120-mm gun from the FV215b. It doesn’t fall short in any place except DPM, which was reduced to balance out its improved durability. Though it doesn’t boast huge DPM, the gun handles nicely and keeps sending precise rounds the enemy’s way at mid to far distance thanks to excellent accuracy. The high rate of fire means you'll usually be able to fire twice for every time the enemy gets in a shot. And unlike the FV215b, the Super Conqueror doesn’t suffer from a rear-mounted gun, which brings down the risk of taking a few shells to the hull before being able to bring your gun to bear on a potential target.

Protection: The turret protection is a great improvement over the FV215b, and its upper front plate is spaced armor, stopping HEAT ammo from penetrating easily—just like the tracks and side skirts covering its side armor. Though the turret's front is very strong, the lower front plate is a major weak spot, and it doesn’t take much for the enemy to find it.

Mobility: Remember that you are in a heavy tank, so don’t expect it to bounce around the map. However, the picture isn’t all bleak—its top speed is nothing special, but it keeps up well and accelerates fast, for a heavy tank. And it’s enough to close in on an enemy and show them who’s boss.

Mouse over the points to display the info on the vehicle
 

Gameplay Tips

Leverage your DPM: Though the Super Conqueror has moderate alpha for a Tier X, it compensates with an impressive rate of fire. Pump the enemy full of your 400-damage shells, robbing them of 800 HP for every shot fired.

Angle or they’ll pen you: Tier IX and X enemies will have no problems slicing through the large lower front plate. Try to hide it in any way possible.

Work your side armor: The sides are covered completely by tracks and side skirts, giving you two layers of spaced armor. That's enough to mitigate most of the HEAT damage.

Don’t be a second liner: The Super Conqueror now has enough armor to get an upper hand in a one-on-one fight.

Summary

The core concept of a thick-skinned, hard-hitting tank makes the Super Conqueror a versatile heavy that can carry a team. It snipes well, brawls decently, and can jump in a 1v1 fight and come out on top—if you play to its strengths. Its DPM is far from best-in-class, but if you make your shots count, this shouldn’t really be a drawback. Hefty armor paired with a fast-firing, accurate gun let you make your presence known on any map.

Close