On the 14th of August 2019, starting from 8:00 CEST (13th of August, 11 PM PDT), the server will not be available for 3 hours due to the application of Update 0.29.5642.
Please note that for an hour or two after the launch of the update, you might experience PvP matches with smaller teams than usual. Reduced teams (10v10 or larger) may also appear from now on during hours with lower activity than usual.
List of Update 0.29.5642 Changes
Special Operations Improvements
We’ve prepared a number of fixes and improvements for the Moscow Calling Special Operation missions.
For the Hardcore difficulty (up to Tier 8):
Moscow Calling Special Operation 4: increased the time available to capture rocket turret shells from 2 minutes to 3 minutes
Moscow Calling Special Operation 4: reduced the number of AI opponents attacking your forces during the phase where you transport Magnus Holter to the commandeered Enigma warship
For the Extreme difficulty (Tier 9 and 10):
Moscow Calling Special Operation 4: increased the amount of rocket turret hitpoints from 4.500 to 5.000
Moscow Calling Special Operation 4: increased the time available to capture rocket turret shells from 1 minute to 1.5 minutes
Moscow Calling Special Operation 4: increased the time available to capture the control point objective to 3.5 minutes
Moscow Calling Special Operation 1: fixed a rare issue that caused Magnus Holter’s tank to sometimes not spawn
Moscow Calling Special Operation 3: fixed the missing voiceover in some sections
Moscow Calling Special Operation 3: fixed an issue that caused the cargo delivery objective circle and its icon to sometimes disappear
Moscow Calling Special Operation 4: the “Protect Convoy” objective will now automatically mark itself as completed upon the successful completion of the mission
Fixed the infamous mobility issue that caused tracked vehicles to accelerate much slower than intended and to have trouble going uphill or over rough terrain
Fixed an issue that could cause the game to crash when shooting at an enemy
Fixed an issue that caused the T-72AV MBT to go missing from your Garage
Leclerc: stock smoke grenades no longer have better properties than the improved ones
Leclerc T40: this vehicle can now deploy smoke all around it (360 degrees smoke grenade launchers)
M8 Buford: fixed an issue that caused the tank to take too long to stop after stopping to press the forward button
M-95 Degman: improved its mantlet thickness, roof and hull armor in such a way that it is no longer possible to fire HE shells at it to for a full damage roll
Type 85-IIM: fixed an issue that caused Flags to not appear on this vehicle
Changed the shade of the base color rewarded for the Moscow Triumph achievement because it was resembling a another base color too much
Since ammo costs are no longer a thing in Armored Warfare, we have removed shell costs from the Garage UI
The Abrams is, without any doubt, one of the most iconic tanks in the world and, today, we are excited to inform you that another version of this mighty vehicle is coming to Armored Warfare. Although, it actually isn’t an Abrams in the strictest sense of the word, but rather an image of what the Abrams could have become if the Soviet Union hadn’t collapsed. It is a technology demonstrator based on an Abrams hull and it is called Tank Test Bed or, in short, TTB.
We’ve covered the history of the Abrams itself in our article series:
Let us therefore jump directly into the story of this particular vehicle.
As the Abrams production ramped up in the 1980s, the Americans were looking for new ways of making the tank much stronger in order to face the next generation of Soviet supertanks.
Aside from upgrading the base vehicle to the M1A1 standard (which was referred to as Block II), the idea was to introduce a radically different next generation of the Abrams MBT, which was in turn referred to as Block III Abrams (or, sometimes, M1A3).
When it came to increasing its protection, simply adding armor to the standard Abrams wouldn’t cut it because such additions come at a price in the form of additional weight. In the 1980s, many tanks were already reaching the limit of what was actually deemed practical from the logistics point of view and it was clear that the process of significantly improving MBT protection levels would have to include a radical tank re-design. After all, the Soviets were of the same opinion and sometimes took it to extremes.
One such radical approach was to replace the conventional Abrams turret with an unmanned one and put the crew to the front of the vehicle. This concept was explored in a series of paper proposals and technology demonstrators with the 1980 Tank Test Bed one being amongst the best known.
In this modified Abrams hull, the entire crew of three sat in front (where only the driver would normally be), quite safely hidden behind the thickest armor. Fuel tanks were removed to make place for the extended crew compartment. The crew would use advanced cameras to aim the tank’s weapon systems that were installed in an unmanned turret, located where the standard Abrams turret would normally be.
This unmanned turret would be armed with the standard Abrams weapon (although quite modern at that time), the M256 L/44 smoothbore cannon. The gun would be fed automatically from a 44-round carousel magazine under it. It’s worth noting that, unlike on the Soviet design of the era, the 120mm shells were single-piece, which meant that considerable space had to be reserved for the mechanism alone. The shells would be stored vertically (tip down) and would be picked up and rammed into the gun by a loading arm.
The engine – the same 1500hp Avco Lycoming AGT-1500 turbine as on the standard M1 Abrams paired with a X1100-3B automatic transmission – powered the TTB, offering the test bed same basically the same mobility the normal M1 Abrams had with its maximum speed being somewhere around 70 km/h (albeit, without the speed governor, an Abrams was rumored to go as fast as 100 km/h).
Unlike other upgrade concepts, the TTB was actually built and tested, including its potential parts. The autoloader was trialed thoroughly, going over 60 thousand cycles without breaking down.
But the TTB was only the first of several stages of development that took place during that decade. Another similar vehicle called SRV (Surrogate Research Vehicle) was built as well without a turret. Its goal was to test different crew layouts and it was followed by the third phase, which was called ATD. Where the TTB and SRV used the power train of the standard Abrams, the ATD phase (Automotive Technology Demonstrator) would be used to test potential new propulsion solutions, including:
Cummins XAP-1000 diesel engine
New General Electric turbine called LV/100 AIPS
Both engines were built successfully and each of them significantly improved the tank’s fuel economy (by up to one half) while taking a lot less space than the standard Abrams turbine engine. Another tested component was a new hydropneumatic suspension that would take significantly less space inside the tank, allowing for a lower design but with the same automotive properties.
This mid-1980s research would then transform into a number of Block III proposals that featured additional radical ideas such as a larger caliber gun or modular armor, which would offer 35 percent more frontal protection and 48 percent more side protection. Other prototypes with conventional turrets were built as well, but that is a story for another time.
In Armored Warfare, the TTB will be a Tier 9 progression Main Battle Tank, unlockable from the M1A2 Abrams. Unlike the previous Oscar Faraday vehicles, the Update 0.30 ones will be unlockable directly from other vehicles of a different dealer, usually either related in playstyle or otherwise interesting.
One thing to note about the TTB in Armored Warfare is that it’s not going to be strictly realistic – more like our take on how a Block III Abrams would have looked like if it was produced in the 1980s and upgraded today to match the needs of modern battlefields the same way the Americans are upgrading the existing M1A2 series. As such, it will, for example, feature an APS. But first things first.
As MBTs go, the TTB will be somewhat akin to the Armata – a combination of good mobility with a relatively well-protected hull and an unmanned turret. The turret will be armed with an upgraded, automatically loaded 120mm smoothbore gun – in game terms this means that the tank will have no loader, but a six-round Ready Rack.
The armor will, of course, be composite, but – unlike on the real vehicle – its protection levels will be possible to seriously upgrade with the following items:
TUSK v3 Explosive Reactive Armor set
Improved smoke grenades
AN/VLQ-8A soft-kill APS
Trophy hard-kill APS (available as a part of additional vehicle progression for the most dedicated of TTB players)
Armored Crew Capsule (decreasing the damage to your tank’s crew by 50%)
The mobility of this tank will be comparable to (if slightly better than) the M1A2 Abrams with two different engines available at start:
MTU 883 Ka-500 diesel engine
LV/100 AIPS turbine engine
Both of them will nominally produce the same 1500 horsepower (not bad for some 49 tons!) – the difference will be in their behavior. The diesel engine will offer higher maximum speed (70 km/h) but lower acceleration past 32 km/h. The turbine engine will offer good acceleration across the board at the cost of lower maximum speed (60 km/h). Additionally, for the truly dedicated TTB players, an advanced feature will be available for unlocking: hydraulic suspension, allowing the vehicle either tilt forward or backward or get into the “hulldown mode”, increasing stealth and aiming time at the cost of mobility.
And then there is the firepower. The default M256A2 120mm smoothbore will be upgradable to the cutting edge XM360E1 120mm smoothbore. This gun will come with advanced shells with more penetration as well as an improved autoloader that will increase the carried ammo capacity by 16 rounds.
There are two more things you should probably know about this vehicle. For one, much like the M113 Hellfire, it will allow you to unlock a new retrofit that is coming in Update 0.30. Secondly, it will have access to the Engine Overdrive active ability, allowing you to accelerate better and drive faster for a short period of time at the cost of camouflage.
But, please note that, much like with the M113 Hellfire:
These numbers 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.
We hope that you’ll enjoy it and will see you on the battlefield!
If you’re into western Cold War “what if” military documentary TV shows or Youtube videos like we are, you are probably familiar with a sight of Soviet armored units advancing through Europe, each under the vigilant protection of a pair of Shilkas – the dreaded four-barrel self-propelled anti-aircraft guns. Their turrets sweep around, looking for NATO helicopters and aircraft to take down with rapid fire autocannon bursts, but not shying away from peppering buildings and other places where their opponents might be hiding using their combined rate of fire of 4.000 rounds per minute.
In these movies, the Soviet column is confronted by a platoon of American Abrams tanks, covered by the American AA system called.... no, that’s not how this usually goes. The Americans have no dedicated anti-aircraft vehicles that would act as Shilka counterparts – and for a good reason. Self-propelled anti-aircraft vehicles (or the lack thereof) have been a thorn in the side of American armored forces for a very long time and in today’s article, we’re going to take a look at a specific part of the American AA design evolution – the DIVAD program.
But, let us start at the beginning. Armored self-propelled anti-aircraft guns (SPAAG) started popping up during the second half of WW2, when the militaries that were involved in the fighting realized that assault aircraft posted serious threat to ground forces – after all, the typical howl of Junkers Ju-87 Stuka became one of the symbols of German Blitzkrieg. The Allies, naturally, developed their own ground attack planes, the most famous of them being the Soviet Sturmovik or the American Thunderbolt, which would wreak havoc on retreating German formations.
The standard tactics used by such aircraft would be either precise dive bombing or direct fire either by powerful cannons or by rockets. Even though their efficiency was routinely overestimated for a number of reasons (from destruction misidentification to simple pilot bragging), these attack runs were quite dangerous, especially to poorly protected truck-borne infantry, horses and other soft targets.
Of course, it’s not like the ground forces were entirely defenseless. Both static and towed AA guns existed even before the war since pretty much every army dreaded fighting enemy bombers. Massive static emplacements were constructed around major cities and other valuable targets, consisting of batteries of large guns, designed to hurl explosive shells to high altitude in order to ward off even large aerial assaults. These were constructed to fire en masse though, with shrapnel doing the dirty work – hitting anything smaller was mostly a matter of luck.
The thing was, the assault planes were small, so such strategic defenses weren’t really effective against them. Towed medium caliber AA guns (20-40mm) were better, but they had to be deployed first and preparing them to fire took some time. In other words, they weren’t perfect for protecting mobile formations on the move. That is why pretty much all sides started putting these guns on some suitable chassis – from tracks to modified tank hulls – and so the first mobile AA was born.
Mind you, these contraptions weren’t really all that effective at downing enemy aircraft. Hitting a small target by aiming a gun with just rudimentary optics wasn’t very common, but then again, that wasn’t their primary purpose. The primary purpose was to scare the marauders off and nothing scares off a pilot sitting in basically an unarmored coffin like a huge cloud of tracer rounds coming his way. Especially during the final years of the war with allied air supremacy being nearly total, the Germans found out that mounting several (former aircraft) machineguns on a halftrack and just firing in the general direction of an attack often simply worked and the attacker would fly away.
Plus, these guns could have easily been turned on ground targets – this is how the American contribution to this vehicle category, the M16 MGMC (armed with four .50 caliber heavy machineguns) earned its grizzly nickname – “meat chopper.”
And that’s how the war ended for the Americans – with the M16 in service as the main short range AA vehicle. Larger vehicles were being developed in the U.S.A., but – much like other advanced weapons – came too late to be shipped to Europe or the Pacific. After the end of the war, with the de-escalation, many projects were de-funded and abandoned, but the short range mobile AA research was recognized as critical and continued until the Korean War really kicked things up a notch.
One of the late war weapons that never got deployed, the M19, finally saw action on Korea. It consisted of two interesting elements – the wartime light tank chassis from a M24 Chaffee and the turret with two 40mm Bofors guns, giving it much longer reach than machinegun-armed the M16. The chassis was obsolete (and the M19 was phased out right after the war in the U.S. forces) but the 40mm guns turned out to be really, really effective against human wave-style Chinese attacks. It wasn’t pretty to watch, but definitely did the job.
But this was the true beginning of a jet era and even the early jets were too fast for simple optical acquisition, making such weapons as the M19 obsolete, which was why the Americans started to work during the Korean War on its replacement that would later be produced in thousands – we are, of course, talking about the M42 Duster (the name was unofficial but is so common today that we’ll continue to use it for this article).
The Duster was initially supposed to be paired with a radar system helping to aim its twin 40mm Bofors guns that turned out to be so effective before, but this feature was scrapped during the development process as too expensive and the Duster crews had to rely on its manual sights only. The vehicle was based on the M41 Walker Bulldog Light Tank and essentially had only very basic anti-bullet protection. The turret was also open-topped and, in summation, the Duster was deemed obsolete very quickly with its production run ending in 1960, the vehicle itself being phased out of service in 1963 and partially sold off to other, unsuspecting countries.
Now, to some of you familiar with Vietnam War military photographs, this part might seem a little strange because the vehicle was clearly deployed there. But how could it have been deployed if it was long-phased out by then?
As many of you are already guessing, that was a part of a rather interesting situation. By the late 1950, the Atomic Age was in full swing with all sorts of interesting ideas taking root within the U.S. Army. One of these ideas, partially logical at the time but not exactly brilliant in hindsight, was the notion that anti-aircraft guns (both on the ground and on warplanes) were obsolete and that guided missiles such as the Hawk or the Sidewinder would take care of everything. After all, American scientists were working on helping astronauts to find their way in space – surely that would be more complex than helping a missile to find its way into a communist backside.
You can probably see where this is going. The Americans were too optimistic about the capabilities of early missile systems, which led to a number of bad decisions mostly on the Air Force side and eventually would spawn the abomination that was the F-104 Starfighter, one of the most lethal fighter jets in history (but only to its own pilots). On the ground side, as we mentioned above, the Duster production was stopped in 1960, but other promising SPAAG projects – such as the T249 Vigilante with its massive 37mm Gatling gun – were canceled as well.
Their replacement was supposed to be the MIM-46 Mauler system that would fire beam-riding missiles at its target, but the program ran into such serious issues that it was canceled in 1963 with the focus shifting on less experimental solutions that were, however, more readily available. This turned out to be a combination of two platforms – one covering longer distances and one covering short ones.
The reason why this combination was chosen was rather simple. New Soviet ground attack planes were entering production and developing a joint platform for both tasks would take too long, so an interim solution was required. This essentially required the use of existing weapon systems. There was an older idea to push early Sidewinder missiles into a SAM (surface-to-air missile) role, but there was a major drawback to that concept.
While offering considerable range, these missiles were infrared-guided, targeting the aircraft engine heat. Apart from the abovementioned problems with early missiles in general (older Sidewinders got easily confused by other heat sources, even the sun), the system required a lot of time to lock on, making it therefore unusable at short distances. To compensate for that issue, a second platform with a gun would be introduced.
These two platforms became the MIM-72 Chaparral and the M163 VADS (also known under the name Vulcan after its main weapon). The Chaparral, using an M113 suspension, would fire missiles derived from the Sidewinder while the VADS was basically an M113 hull armed with a single 20mm Vulcan rotary cannon. While effective, the cannon had limited range only and had to rely on Chaparral’s support at long distances (and vice versa). But, more importantly, both systems would not be ready for the Vietnam War that was just picking up steam.
And the result of a decade of anti-aircraft research? Old mothballed Dusters were dusted off and sent to Vietnam. Luckily for the Americans, their air superiority was practically uncontested and these venerable machines were never really tasked with serious anti-aircraft protection duties. Instead, they were used as infantry support vehicles with their twin 40mm guns being just as deadly against Vietcong as they were against the Chinese two decades prior. Despite being generally obsolete and difficult to keep running, the Dusters performed admirably and broke many a Vietnamese ambush. They were finally phased out for good after the end of the conflict.
Still, starting from the late 1960s and the early 1970s, the Vulcan/Chaparral combo became the main American mobile anti-aircraft means. On paper, it was a good, if rather expensive, combination (after all, you have two separate platforms to maintain), but another problem loomed on the horizon – helicopters. The Americans used attack helicopters such as the AH-1 Cobra to great effect during the Vietnam War and the later concept of AirLand battle emphasized the helicopter tank-killing ability (using guided missiles) as one of the key aspects of their use.
The thing was, the U.S. Army realized rather quickly that the Soviets would follow suit and would use their own helicopters (most notably their deadly Mi-24, also known under the nickname “flying tank”) in the same manner.
One popular helicopter tactic involved peeking from behind cover, firing a missile and then quickly getting in cover again. When using an advanced weapon system such as the 9K114 Shturm (that became available in the mid-1970s), a Soviet helicopter would make the Chaparral/Vulcan combination uniquely ineffective because:
The launch of the Shturm missile was possible at 5km, which was well beyond the effective range of the Vulcan
The time window between the launch and taking cover was way too short for a successful Chaparral missile lock and launch
In other words, under some circumstances (that the Soviets would surely exploit), American units in Europe were, when not under the protection of some static SAMs, left completely vulnerable to a Soviet helicopter onslaught.
As we stated before, the Chaparral/Vulcan combination was always considered as an interim measure and was planned to be replaced in the 1970s by a unified weapon system that would also have the following characteristics:
The ability to target helicopters as well as low-flying planes at higher effective ranges than the Vulcan could
Advanced targeting capabilities – the rudimentary radar of the Vulcan would just not cut it
The ability the keep up with American armored formations, which essentially required a sturdy tracked chassis
The ability to engage both ground and air targets
Closed turret to address the vulnerabilities of the M42 Duster in ground attack role
And so, in the mid-1970s, a program was launched to provide the U.S. Army with just that. The program was called Division Air Defense (DIVAD).
The very first question that came up when evaluating the previous performance of the Vulcan was that of its caliber. Twenty millimeters were just not going to cut it – despite its declared maximum range of roughly five kilometers, the gun was only effective at two at best. The shells were just too light and would fly all over the place afterwards.
On paper, increasing the caliber of an anti-aircraft weapon would produce much longer effective range, which was why 30mm to 40mm calibers were looked at. Burst capability was also a must due to the extremely limited time window the target is exposed to your gun, so you can’t go all that crazy with gun calibers, but something bigger than the Vulcan was deemed a must.
As a result, the authorities responsible for the program specified several weapons that would do the job and would be considered. These included:
30mm Mauser autocannon (still in development at the time)
35mm Oerlikon twin guns (still in development at the time, used for the German Gepard)
30mm GAU-8A Avenger (yes, the same gun the A-10 Thunderbolt II uses)
35mm Gatling gun of the same type Sperry used for its T249 Vigilante
40mm Bofors twin L/70 guns (being the most conventional candidate)
A request was made in April 1977 for military companies to submit their proposals for the program. The following companies were contacted:
The specified goal of the proposals was to use as many existing parts as possible in order to make it cheap and readily available. Two best proposals would then get a prototype contract with a deadline of 29 months and would be provided with a modified M48A5 tank chassis to mount their turrets.
Raytheon proposed to mount the chassis with what was basically a modified German Flakpanzer Gepard turret armed with two 35mm Oerlikon guns. This was an interesting solution because the system already existed and was in Dutch service under the name CA-1 Cheetah – and Raytheon was licensed to produce it for U.S. purposes. On the other hand, using foreign equipment was never terribly appealing to the Americans.
General Electric produced what was perhaps the coolest DIVAD proposal. They proposed a turret armed with the 30mm Avenger rotary cannon and guided by advanced radar. The Avenger, as you know, is a beast of a gun, doubling the effective range of the Vulcan and dwarfing it in sheer size and firepower.
Sperry, the original developer of the ill-fated T249 Vigilante, based its entry on the previous design and armed the DIVAD proposal with a massive Gatling gun, scaled down to 35mm to fire standard NATO ammunition. As massive as the Avenger, the Sperry gun required a large turret made of aluminum to save some weight. This turret would be then fitted with advanced radars and electronics, including an IFF system. As an interesting feature, the gun would operate in two modes – an anti-aircraft one with 3000 rounds per minute rate of fire and an anti-ground one with 180 rounds per minute, which was deemed sufficient to destroy soft targets.
General Dynamics used the same weapon system as Raytheon (twin 35mm KDA guns), but that’s where the similarity ended. The turret was designed as brand new and its Fire Control System was derived from that of the Phalanx, another (static) anti-aircraft system that had already been in production at that point.
And, last but (unfortunately) not least, Ford came up with a proposal they called the Gunfighter with twin 40mm Bofors guns in an enclosed turret. These guns didn’t fire as fast as the other ones on the list (600 rounds per minute), their shells were, however, much bigger with fragments covering wider area. Ford effectively traded volume of fire for lethality. The radar was derived from the system used on F-16 Fighting Falcon fighter jets.
All these proposals were evaluated and, in 1978, Ford and General Dynamics were declared as winners with each company given the promised contract for a prototype. The General Dynamics prototype would be known as the XM246 while the Ford prototype received the XM247 designation.
This would start one of the most infamous chapters in the U.S. Army history – the story of XM247 Sergeant York. But that is a story for another time as we will cover the conclusion of the program in a different article.
And since this is a website about Armored Warfare, we are happy to inform you of the following:
One or more of the DIVAD program vehicles will appear in the game in Update 0.30.
Which one would you like to see the most? Let us know on Discord.
Stay also tuned for more info we’ll see you on the battlefield!
Please note that each of these camouflages can be installed on any vehicle that has the camouflage customization feature available (any vehicle with the exception of vehicles with permanent skins) and that each of these camouflages can be used in all three environments.
Merkava Mk.2D SAW
The Merkava IID (also known as Mk.2D) is an advanced version of the standard Mk.2 Merkava, upgraded with a modular “Dor-Dalet” composite armor kit. It’s a tough and unyielding vehicle, featuring a number of battle-proven components such as its 105mm rifled cannon. The first version of the Merkava Mk.2 entered service in 1983 and the last vehicles were phased out in 2016 after thirty long years.
In Armored Warfare, the Merkava Mk.2D is a very tough vehicle. It is not equipped with an explosive reactive armor kit, but is, nevertheless, a very tough customer due to the introduction of the additional armor, allowing it to take a lot of damage. Additionally, the tank is equipped with a Ready Rack mechanism, significantly increasing the rate of fire for the first four shots.
Aside from the standalone offer, it is available in the following bundles:
Lacking any advanced main battle tanks in the 1980s as well as proper funding, China resorted to more creative means to destroy enemy MBTs, including gun-equipped tank destroyers. The PTZ-89, or Type 89, is one such vehicle. It was developed in the 1980s, but was only ever produced in small numbers. It was armed with an indigenous 120mm smoothbore gun with loading assistant. Its firepower was judged to be inferior to the Soviet 125mm smoothbore and the caliber was discontinued in the 1990s along with the production of this vehicle.
In Armored Warfare, the PTZ-89 Tier 7 Premium Tank Destroyer is an excellent tracked sniper. What it lacks in armor, it more than makes up for in its firepower, delivering lethal blows at long distances. It is quite mobile and easy to operate, a perfect addition for any vehicle collection.
Aside from the standalone offer, it is available in the following bundles:
Today, we’re celebrating the Purple Heart Day in recognition of the American soldiers who were wounded in service to their nation. The Purple Heart award was created in 1782 by George Washington himself, although its common use as an award for soldiers who were wounded in battle only dates back to 1932.
Nearly two million of these awards have been given out since, a testament to the bravery of American troops and their willingness to get in harm’s way to protect their country, their comrades in arms and the western way of life.
Between August 7 and August 15, 2019, the following bonuses will be available:
300% Experience income bonus (x4) for the first victory of the day for the PvE mode
50% bonus to Crew Experience income for every battle
Additionally, for the duration of this event, you can also pick up a gift on MyLoot in the Chest section of the web page. This gift contains:
1 Battle Path boost token (increases your Battle Coin income by 900% for two hours)
1 Purple Heart decal
3 Elephant Day decals
We’ve decided to add the Elephant Day decals as a bonus to the gift since the world is also celebrating the World Elephant Day on August 12. We hope you’ll enjoy them too!
This event starts on August 7, 16:00 CEST (7 AM PDT, 17:00 MSK)
This event ends on August 15, 16:00 CEST (7 AM PDT, 17:00 MSK)
The bonus Battle Coins obtained by using the free boost token are only usable after obtaining the Age of Rage Battle Path access
We’ve prepared another set of three historical camouflages, this time from Canada!
Of course, Canada isn’t just known for the politeness of its inhabitants, maple syrup or ice hockey. Canadian armed forces have a long and proud tradition, which includes, of course, armored vehicles. Thousands of Ram, Grizzly and Sexton AFVs were produced during the Second World War along with more than a million of other military vehicles and it was the Canadian troops that took the brunt of many a hard battle with the Nazis – of more than a million Canadians who enlisted during the war, almost a hundred thousand were wounded or killed.
After the war had ended, Canada continued to develop its armed forces. When it comes to armor, they wisely chose some of the most popular western MBTs of their era. Obsolete wartime Shermans were gradually replaced by British Centurions, which remained in service until roughly the 1970s. Our first pattern is a three-tone summer camouflage that could be seen on late-production Centurions in the 1970s. It consists of dark green, light green and black stripes, making it blend in nicely in Canada’s verdant woods and meadows.
But, of course, by the late 1970s, the Centurion was getting obsolete. This time, Canada decided to shop outside of the Commonwealth and purchased 127 modified Leopard 1A3 MBTs that entered service under the designation of Leopard C1. Compared to other Leopard 1A3s, these had a laser rangefinder. It’s worth noting that many Canadian Centurions were sold to Israel and became known under the name “Sho’t”.
The Leopard C1 tanks would serve both in Canada and abroad – specifically in West Germany, which is where our next European summer camouflage pattern was seen – specifically in 1990 on a tank belonging to the 8th Canadian Hussars, A Squadron. It consists of brown, khaki and black stripes.
The Leopards C1 would serve for decades. In the 2000s, they received a major upgrade along with a new designation. Even these tanks were, however, deemed mostly obsolete around the time of the Canadian deployment in Afghanistan and Canada decided to upgrade to Leopard 2, purchasing around one hundred Leopard 2A4 tanks from the Netherlands along with roughly two dozen 2A6s.
Our last camouflage is a winter camouflageused by Canadian Leopard 2s, consisting of white color spray-painted over the original khaki one, making for a cheap and yet effective tool of concealment during Canada’s harsh northern winters.
Like before, these camouflages will be available for all vehicles and environments and will soon be available in Armored Warfare.
We hope you will enjoy them and are hard at work on the next set.
On the 7th of August 2019, starting from 8:00 CEST (6th of August, 11 PM PDT), the server will not be available for 3 hours due to the application of Update 0.29.5633.
List of Update 0.29.5633 Changes
Contract Mission Adjustments
For the Moscow Contract, we have analyzed the Contract Missions that are currently available and have made the following changes:
Removed the All Guns Blazing mission that required players to complete a mission in 4 minutes (it turned out to be too difficult)
Added a new mission called Marksman, which requires players to deal 20.000 points of damage in a PvE operation while maintaining 100% efficiency (each and every shot must end with a penetration)
Fixed an issue where some vehicles, not commanded by Ophelia Kitescu, could appear in battle with her shield ability
Fixed an issue with the XM1A3 Tier 10 MBT that caused it to appear with a broken track model after a repair in battle
BMPT Prototype: Fixed an issue where this vehicle’s icon would not change upon the installation of Reaper or Sapphire skins
Leclerc: Improved Autoloader module reload speed bonus reduced from 20% to 10%
Leclerc T4: Improved Autoloader module reload speed bonus reduced from 20% to 10%
Leclerc T4: Active ability Defense rate of fire bonus reduced from 15% to 10%
Leclerc T4: 140mm HESH round replaced by a HE round
Leclerc T4: 140mm APFSDS round muzzle velocity increased from 1500m/s to 1800m/s
Players who completed the Moscow Calling Special Operation 2 on Extreme difficulty (Tier 9-10) before its July 3 nerf will receive a special achievement called Mad Moscow Resident
Moscow Calling Special Operation 3: fixed the time required to destroy each enemy convoy – for the first convoy it was increased by 8 second, for the second one it was reduced by 10 seconds and for the third one it was increased by 20 seconds
Moscow Calling Special Operation 4: both missile turret packs of ammunition can now be delivered simultaneously
Moscow Calling Special Operation 4: fixed an issue where some flying drones would disappear before reaching the flying warship
Fixed an issue where Diamond and Battle Coin boosters would not appear in the pop-up list of purchased items after buying a bundle containing them
Fixed an issue where some Special Operations could appear with an incorrect loading screen
Added a number of Purple Heart Day assets, including three historical Canadian camouflages
Today’s the right time to unveil the second of the upcoming Oscar Faraday vehicles – the M113 Hellfire.
Those of you familiar with military aviation know of the Hellfire, of course – a powerful anti-tank guided missile, usually launched from attack helicopters. But, in the late 1980s, someone had an idea – let’s mount the Hellfire on an M113 chassis.
Simply put, the goal was to increase the anti-tank capabilities of mechanized infantry formations that were equipped with M113 APCs. There was the Bradley with its TOW missiles, but when facing potential hordes of Soviet tanks, one can never have enough ATGM launchers, especially when you are able to fire multiple missiles without having to reload.
Enter the Hellfire. Manufactured from 1982, the AGM-114 missile quickly became a staple of American helicopter anti-tank firepower, ultimately proving its worth during the Gulf War.
The initial model was called AGM-114A and, despite lacking a tandem warhead, it was more than capable of taking out pretty much anything due to its sheer size (180mm caliber, 45kg weight, 6kg of which was the warhead alone). It could penetrate approximately 800mm of armor and, when fired from a helicopter, it had a range of 8 kilometers. Its flight speed was 445 m/s. The missile was a beam rider – the target had to be “painted” with a laser in order for it to lock on it. The Hellfire has seen numerous upgrades (most notably the Hellfire II from the 1990s) and is currently still in service.
Let us, however, return to the late 1980s. In 1989, a company called Electronic and Space Corporation (ESCO) developed and produced a prototype turret that could be fitted on multiple vehicles, including the Bradley and the M113. The turret consisted of a manned module (two men – commander and gunner) with a laser designator (of the existing type used by the U.S. Army and the U.S. Marine Corps) and eight AGM-114 Hellfire launchers that could be fired one at a time. Two missile types were considered:
AGM-114A Hellfire (described above)
AGM-114F Interim Hellfire
The latter was an upgraded version of the original Hellfire with roughly the same properties, but one major difference – it had a tandem warhead, so it could penetrate 800mm of armor after defeating ERA. It was, naturally, also a bit heavier. Twenty more missiles would be carried inside the hull where the troop compartment used to be.
Being made of aluminum, the turret (much like the hull) only offered basic small arms protection. Against enemy troops, it had little to offer in terms of defense except for a battery of smoke grenade launchers and a 12.7mm machinegun.
Much like Oerlikon-Contraves’ ADATS, ESCO’s Hellfire turret was a private enterprise but, in this case, there would not be a happy ending. A single prototype was built and mounted on an M113A2 chassis with improved suspension.
The prototype was tested by the U.S. Army but the dissolution of the Soviet Union would ultimately doom this project along with many other ones. This, plus multiple other cancelled defense contracts, would get ESCO into a lot of trouble financially – trouble that the company would only gradually overcome in the 1990s by moving away from the military sector to a civilian one.
Fortunately, the company managed to diversify its portfolio enough to survive and is alive and well to this day. As for the prototype – it ended in the Heartland Museum of Military Vehicles near Lexington, Nebraska, where it is being cared for by a squad of volunteers.
In Armored Warfare, the M113 Hellfire will be a Tier 9 progression Tank Destroyer, roughly resembling gameplay-wise another vehicle that is already in the game – the AFT-10 Tier 10 Tank Destroyer.
In other words, it will be an unarmored tracked TD with average mobility, capable of launching devastating salvos of guided missiles, compensating for its lack of both armor and an active protection system. What this means is that the vehicle will require significant skill to be effective (you’ll have to wait for the right moment to release your missiles) but, in the hands of an experienced player, it will be absolutely murderous.
We will arm the M113 with three types of Hellfire missiles:
Stock AGM-114A Hellfire with a standard warhead and 950mm of penetration
Upgraded AGM-114F Interim Hellfire with a tandem warhead and 1300mm of penetration
AGM-114N Hellfire II thermobaric ATGM as a part of additional vehicle progression, similar to that of the recently introduced French vehicles (for similar mechanic, see the Leclerc Level 3 retrofit etc.)
That way, only truly dedicated Hellfire players will unlock its full potential, which will include reducing the time between shots from 2.5s to 1s at the cost of full magazine reload (this upgrade is intended for very skilled players who can time their salvos just right).
These numbers are, however, 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.
We hope that you’ll enjoy it and will see you on the battlefield!
Armored Warfare features a storyline you can participate it by playing the Special Operations mode.
The Moscow Calling story arc is now available. Learn what happened following your victory over Clayburn Industries.
The last mission of the Arabian Nights Special Operation left players with a choice – either side with Magnus and kill Sebastian Grimm, or side with Fedor Volkov and arrest him. Upon examining the results of this choice, we are pleased to report that most players sided with Fedor Volkov. The story will therefore continue with this outcome in mind.
Chapter 1 – Summit
Date: April 13, 2043
Location: Moscow, Russia
Clayburn Industries has been defeated, its fate sealed with the arrest of its CEO, Sebastian Grimm, during the pacification of the Olavsvern base in Norway. All around the world, its assets are being seized by the victorious International Security Department that finally found its way out of the clutches of CI’s corrupting influence. No longer a corporate puppet, the ISD calls for a major summit that takes place in the city of Moscow. The largest corporations on the planet, wary of the example made of Clayburn Industries, quickly accept the invitation as numerous world leaders also prepare to attend this historical meeting.
You, the Hero of Olavsvern and the man who brought down an empire, are tasked with one last mission – in the service of the ISD, you are to guard the summit. You are to be joined by Magnus Holter – with his crusade over, the man was, once again, saved by Fedor Volkov despite his Olavsvern actions, and vowed to join the ISD as a low-ranking officer to make up for the crimes he had committed. After all, men of his talents are rare and the ISD, now a global peacekeeper, could not afford to not employ someone as skilled and experienced as him.
The summit starts peacefully. The streets of Moscow are silent, emptied by the omnipresent troops with only the sound of rain providing a background to what is to be one of the most important political events in history. The melancholic stillness of downtown Moscow, lit by the distant lights emanating from the city’s skyline, is suddenly interrupted by a massive bomb explosion annihilating one of the incoming world leader convoys. Chaos ensues, as hundreds of troops and dozens of armored vehicles suddenly swarm the protectors.
These wear the livery of Liberty Militia, and old world-wide anti-corporate insurgency group pre-dating even the rise corporations. The insurgency was thought annihilated during the Corporate Wars by the ISD, but now is back in force, armed with the very best the black market can deliver. Someone incredibly rich must be backing them, you think, as you fight your way through their units to keep the summit attendees alive. You and Magnus, now commanding his own tank, fight like lions and eventually overcome the assailants, but the summit is in ruins as, over the radio, you hear the sounds of battle – this is no mere terrorist attack but a full-fledged military assault.
You almost make it out of the hot zone... almost. As you drive out of an underpass, you are ambushed by unknown enemies with colors you haven’t seen before. Magnus seems to know who they are and promises to tell you after the battle – but doesn’t get the chance. A massive missile falls on the city, annihilating the entire summit area along with Fedor Volkov. You and Magnus, reeling from the shock, are reduced to watching as several high-tech prototype tanks, masked by some kind of cloaking technology, materialize out of thin air before your eyes.
A man named Victor Blaze greets you – an old acquaintance of Magnus’, it seems, as both men are familiar with another and you recall hearing his voice during the El Arish operation on the radio. Magnus is taken hostage, but you are not so lucky – Blaze has no interest in keeping you alive since you’ve proven to be so troublesome and orders the others to fire at your vehicle even as you surrender. The last thing you see is a muzzle flash from an enemy cannon. The story of the mercenary group who survived all the way from the events of the Caribbean Crisis ends here. From now on, other heroes will have to step up to fight this menace.
Chapter 2 – Castle
Date: April 13, 2043
Location: Salzburg, Austria
An unknown enemy emerges. All across Europe, the ISD infrastructure is being dismantled and its units taken out one by one by an unknown enemy who has seemingly unlimited resources at his disposal. Even though the enemies use the colors of the Liberty Militia, it’s obvious that one group could never muster such power. This cannot be just an insurgency. Their numbers clearly dwarf those of many countries.
One by one, ISD outposts fall until only Salzburg is left stand. Hana Buric, an ISD officer, is desperately trying to mount resistance against nearly insurmountable odds but her units are getting overwhelmed.
In this battle, you assume the role of Hana as you fight off waves of enemies, buying your men some time to evacuate the residents of the city and your remaining forces. You still don’t know who are you fighting and why and all you can do is holding your ground. Halfway through the battle, you get attacked by enemy aircraft and helicopters.
Despite heavy losses, you fight your way through Salzburg and block off most access routes but your adversaries are relentless. Your last stand takes place inside the Salzburg castle where the last of the surviving helicopters await the evacuation. You manage to board them and run. As you flee, a giant shadow blots out the sun. A craft so giant it almost defies the laws of physics is the last thing you see before the doomed city disappears from your sight. Your comm units managed to contact some American insurgents.
Chapter 3 – Midnight Ambush
Date: August 23, 2043
Location: Pleternica, Croatia
It’s been a rough couple of months for the ISD but you now know the identity of the enemy – or, at least, how they identify to the world. They call themselves Enigma, but little is certain beyond that as their motives and sources of power remain a mystery.
No mystery is, however, absolute. There are those who have dealt with this mysterious organization in the past. The conspiracy that allowed Enigma to take over most of Europe in a single night runs deep, but could not have happened without at least someone high up the food chain being aware of their existence. Many such people were captured or killed during the Moscow Summit – perhaps that is why it happened in the first place, to cover up any tracks.
There’s also the matter of the cloaking technology Enigma uses. While deployed rarely, it gives them an enormous advantage as they are able to sneak even heavy vehicles behind enemy lines without being noticed. This technology would be extremely useful in Hana’s hands and without it, any rescue attempts are likely set to fail.
But, by a stroke of luck, Hana Buric – now a rebel leader with the ISD effectively annihilated – managed to learn of a transport that could carry some unspecified components for the stealth technology – as well as some answers.
Making their way to Croatia, you and the rest of the former ISD troops set up an ambush near the village of Pleternica. Hana’s intel turns out to be correct as numerous trucks start to arrive. However, they have a major escort along with artillery support. Additionally, the massive flying Enigma warship you saw in Salzburg turns up as well along with the forces of another insurgency group, the NPAA – it’s clearly an ambush. Nevertheless, you fight your way through the ordeal and escape with valuable technology in your hands...
Chapter 4 – Freedom
Date: September 2, 2043
Location: Moscow, Russia
The stealth camouflage, captured during your Pleternica operation, worked like a charm but the mission was still a major gamble. Using all her men and resources, Hana Buric mounted an all-out assault on the hotbed of Enigma activity, Moscow, with only one goal in mind – to rescue Magnus Holter, one of the most experienced warriors on the planet.
The assault commences well enough but, soon, you and your forces are neck-deep in Enigma troops as you and all the former ISD troops left advance to the prisoner compound. Your commandos storm the building and indeed find Magnus Holter alive inside. Equally shocked by and grateful for his unexpected rescue, Magnus leaves for a nearby airport where the final part of Hana’s plan is unveiled – to hijack one of the giant Enigma warships with stealth technology.
Enigma, however, is not planning to sit idly by – another warship appears and is heading towards your forces while your crew is preparing the captured one for a long flight west. You escape destruction by the skin of your teeth as the enemy warship crashes into the ground, shot down by captured turrets. As its remnants burn around you, you embark on the journey without many of your friends who paid the ultimate price, but with one thing you didn’t have before – hope.
Like every weekend, we have prepared one of special mode events for you, all belonging to the War Games mode group.
These events include older Special Operation re-runs as well as the newly introduced Labyrinth mode and are open ever weekend from Friday CEST afternoon until Sunday evening.
This weekend, you’ll have the opportunity to experience the War Games Labyrinth mode. In the Labyrinth mode, a team of players will have to capture bases that will appear one after another in a maze of city streets. The appearance of each base will be tied to a timer and capturing it will extend the limit, allowing you to fight your way towards the next one. Speaking of fighting, groups of constantly appearing AI opponents do their best to prevent them from achieving the objective. Will you be able to navigate through the deadly streets until the timer runs out?
Here’s why you definitely should not miss out on this weekend event:
The War Games mode offers you the opportunity to obtain a unique Loot Crate that contains all of the following:
500 Bonus Battle Coins for the Age of Rage Battle Path
10 Experimental Field Rebuild Kits (normally obtainable only via Battalion activities
Random diamond booster
Random 1-day temporary Premium vehicle
In short, the weekend modes are the best way to obtain some bonus rewards!
We hope that you enjoy these weekend events and will see you on the battlefield!