Armored Warfare - Silentstalker
Gameplay Mechanisms


Armor Inspector

In this update, we are introducing a feature called Armor Inspector that allows you to see the armor layout of each vehicle in detail. You can read more about it in a dedicated article.

Armor can be viewed by right-clicking a vehicle in each dealer's vehicle tree and selecting the Preview option.

Game Optimization

We've performed a major optimization of the client. Medium and High settings should see a performance increase of up to 20 percent. The average performance increase for these settings is 10 percent. Additionally, we reduced the game UI's memory requirements by approximately a half.

We've significantly improved the performance (rendering speed) of mass particle effects such as smoke, dust and explosion on medium and high settings.

And last but not least:
  • The Garage vehicle selection panel (carousel) now works much faster
  • The process of HDD reading in battle was optimized
APS Overhaul

We've overhauled the way the Armored Warfare APS mechanism works. There are two systems available in Update 0.26:
  • Passive hard-kill APS, destroying incoming ATGMs outright
  • Passive soft-kill APS, informing you of incoming ATGMs and making them harder to control
  • Active hard-kill APS, creating a shield that destroys not only ATGMs but also cannon shells
You can read more about it in a dedicated article.

As a part of these changes, the Retrofit that was previously detecting incoming ATGMs (this function is now performed by an APS system) was overhauled to instead provide a major bonus to ATGM agility and stability, making them easier to control even when the enemy uses soft-kill APS. Players who have the old detection Retrofit installed will have it removed and will receive a full refund.

Crew Changes

We boosted several crew skills and added a few new ones. It will also be possible to train crews to Level 3 for Credits and to Level 5 for Gold. You can read more about the changes here.

Ammo Rack Changes

We've updated the way basic ammo racks (those without special containers or blow-out panels) work. Earlier, they could explode with each fire damage tick (15 percent probability) the way it was described here and it was impossible to survive the explosion.

Now, the chance per tick starts at 5 percent and gradually increases per tick to roughly 25 percent. The explosion also deals damage to all vehicles within 20 meters around it with the damage value being roughly 60 percent of the exploding vehicle's hitpoints. This damage decreases with distance from the explosion and armor does mitigate it as well – as such, it is only dangerous to lightly armored vehicles.

These changes make it easier (but also more important) to equip and use a fire extinguisher.

New Premium Commanders

We added two new Premium commanders with fixed skills and ranks that are available in the game for Gold in order to make the game more comfortable for new players or those who do not want to bother with carefully choosing skills. You can read more about them here.

Gasoline Engine Sounds

All gasoline engines received new sound effects, making them sound more realistically.

High-Explosive Shell Splash

We changed the HE splash bonuses in order for it to do more damage. Earlier, indirect (splash) damage was based on shell damage reduced by 50 to 80 percent depending on the distance of the impact. We reduced this penalty to 33 to 66 percent.

Purchasable Insignia Tokens

Platinum Insignia Tokens can now be purchased directly for Gold. To purchase a Platinum Insignia Token, click on its icon in the Insignia Inventory.

Changes to Special Medals

Special Medals are receiving several changes. We are introducing the following new Special Medal for PvP (Random Battles):
  • Steel Eagle, awarded for assisting (dealing damage to but not killing) in the most kills (no fewer than 12)
The Steel Wings, Order of Valor and Order of Courage medals now cannot be obtained if there are fewer than 10 players in each PvP team. Additionally, it will be possible to obtain several Special Medals in Global Operations (with adjusted conditions to the realities of a different game mode):
  • Steel Sword - medal awarded to a player who has destroyed from 15 to 19 enemy venhicles in one match. AI vehicles do not count
  • Bronze Sword - medal awarded to a player who has destroyed at least 20 enemy vehicles in one match. AI vehicles do not count
  • Steel Wings - medal awarded to all players in a team if they have won without losing any more than 100 points. It can only be earned if the enemy team had at least 10 players
  • Big Star - medal awarded to a player who has destroyed an enemy vehicle with the help of a wildcard and earned victory for their team. AI vehicles do not count
  • Infiltrator - medal awarded to a player who has taken at least 50% of points from the enemy by capturing a base. The capture must be victorious
  • Scout's Crest - medal awarded to a player whose scouting led to damage comprising at least 20% of the total HP of all enemies. Targets only count if they were spotted by just one player
General Changes
  • If a smoke screen is deployed between a missile and the target, the missile will lose its tracking of the target (it will act as if the launcher was aiming at a "wall" that is the smoke screen). This ability will work on fire and forget missiles as well – once encountering a smoke screen, they will lose their automatic guidance ability. Even if the smoke dissipates in mid-flight, the automatic guidance will not be restored
  • All commander skills that provide an Experience income bonus had that bonus doubled
  • The Field Rebuild Kit consumable now also repairs damaged modules and heals wounded crewmembers when used
  • Platoon members will now spawn next to each other more often
  • Loader's Rate of Fire level bonus now also improves ATGM magazine reload time
  • Added the option to look at commander skills when the commander in question is in queue
  • Fixed an issue where crew and commander bonuses didn't work correctly on the Alabino Proving Grounds map
  • Added new crew surname options from the following countries: Romania, Sweden, Finland, Belarus, Austria, Croatia, Serbia and Argentina
  • It is now possible to use Reputation to advance a commander instead of Commander Experience
  • Improved water visuals
  • Improved the Garage lighting in the Simplified Garage

Vehicles


New Dealer

We added a new dealer to the game – Solomon Schreiber with a full branch of Israeli MBTs. You can read more about him in a dedicated article.

General Changes
  • We replaced the Tier 1 PT-76 Light Tank with a different vehicle, the PT-85 Light Tank
  • Corrected the armor of all AFVs and some LTs and TDs with the goal of reducing the number of cases where these vehicles ricochet large caliber gun APFSDS rounds
  • All Light Tanks have a reduced camouflage penalty for firing (the lower the gun caliber, the lower the penalty)
  • Tier 1 and Tier 2 immediate post-war era vehicle guns were overhauled – the damage per minute value stays the same but the guns fire faster at the expense of damage per shot, making their gameplay more dynamic. The same goes for Soviet 115mm smoothbores (T-64, T-62)
  • Reloading to a different shell type during the pre-battle countdown on vehicles equipped with Ready Racks will now reload the magazine fully
  • It is now much more difficult to control an ATGM in flight if your gunner (or missile operator in general) is wounded
  • Incoming ATGM warning will now not appear if your APS module is destroyed
  • Improved the firing sounds of large caliber (140mm and 152mm) guns
  • Improved the smaller lighting effects in the game to make vehicles look better
  • Added a large number of smaller visual fixes and improvements (missing decals, smaller texture updates etc.)
  • Optimized the exhaust smoke effect for all vehicles
  • Improved glass and optics textures on all vehicles
  • The AFV active ability (marking a target) now works on the Alabino map
  • It is now possible to use Reputation to install upgraded modules to your vehicle in case you lack enough Experience
  • It is now possible to use Gold to buy a vehicle in case you lack Credits
Abrams AGDS
  • Improved the ATGM acceleration
  • Fixed the launcher animation
  • Fixed an issue where its missiles didn't launch from the correct launcher locations
  • Fixed an issue where the gun shells flew straight forward regardless of the gun facing
  • Added smaller visual improvements and fixes for low-end model
ASCOD LT-105
  • Having a wounded gunner does not affect the vehicle's weapon reload time
Begleitpanzer 57
  • Fixed the collision model of the turret
BMD-2 (incl. Black Eagle and Wolf)
  • Fixed an issue where the smoke grenade launcher incorrectly work as a smoke-laying device instead of actually launching smoke grenades
BMPT Prototype

We've rebalanced the autocannons of this vehicle for much higher performance (including penetration and rate of fire) in order to make them more viable. The switch between its weapon systems does, however, take longer.
  • Having a wounded gunner does not affect the vehicle's weapon reload time
  • Fixed the UI hull traverse value in the Garage
BMPT Ramka-99

We've rebalanced the autocannons of this vehicle for much higher performance (including penetration and rate of fire) in order to make them more viable. The switch between its weapon systems does, however, take longer.
  • Having a wounded gunner does not affect the vehicle's weapon reload time
BMPT-72 Terminator 2

We've rebalanced the autocannons of this vehicle for much higher performance (including penetration and rate of fire) in order to make them more viable. The switch between its weapon systems does, however, take longer.
  • Having a wounded gunner does not affect the vehicle's weapon reload time
  • Improved the armor around its turret ring and turret drive
  • Fixed the UI hull traverse value in the Garage
  • Instead of the 2UOF21 autocannon shells, players can now unlock improved AP shells with higher damage and penetration while the 3UOF21 shells become stock
BVP Šakal
  • Spike-LR ATGM velocity reduced to the real life value, 150 m/s
  • Spike ATGMs are no long excessively agile upon launch
Centauro 155
  • Changed the vehicle's armor for it to correspond to the real life vehicle better
Challenger 2
  • Fixed the issue where its gun could not be damaged
Chieftain 900
  • Fixed the armor by removing the bugged spots that could not be penetrated with any shell
Chieftain Mk.2
  • Fixed the armor by removing the bugged spots that could not be penetrated with any shell
Chieftain Mk.10
  • Fixed the armor by removing the bugged spots that could not be penetrated with any shell
Chieftain Mk.6 Leader
  • Engine renamed from Leyland L60 Mk.7A to Perkins Condor V12-900
  • Fixed the armor by removing the bugged spots that could not be penetrated with any shell
Dragoon 300
  • Improved the armor around troop firing ports
Expeditionary Tank
  • Fixed the incorrect UI characteristics values in the Garage by replacing them with the correct ones (the vehicle itself did not change at all)
K21 XC-8
  • The shell type for DM12A1 was fixed, it now corresponds to the real shell
Leopard 2AV
  • The vehicle now has an alternative gun, a 120mm L/44 smoothbore
Leopard 2AX
  • Added a number of armor changes, including to the ESPACE applique armor kit
M1A1
  • Its stock configuration now includes a soft-kill APS
M1A2 SEP V3
  • Improved the model of the TUSK ERA
M2A3 Bradley
  • Having a wounded gunner does not affect the vehicle's weapon reload time
M60, M60A1, M60A2 Starship, M60A3
  • Fixed the excessively thick mudguard area armor
Merkava Mk.2D
  • Added a number of armor changes and adjusted the UI armor values to make them more correspond to the actual vehicle better (the effective armor protection did not change)
  • Improved its upper frontal plate
Object 187
  • Fixed the vehicle's position in the Garage
  • Fixed the exhaust smoke position
Object 279
  • Fixed an issue where the bonuses for switchning its suspension modes did not work correctly
OT-64 COBRA
  • Improved the missile agility immediately after launch
  • Improved its autocannon accuracy on the move
  • Launched ATGMs are now easier to control
PL-01
  • Fixed an issue where the improved APFSDS shell ignored ERA
PTZ-89
  • Improved its accuracy from 0.083 to 0.072
  • Rate of fire increased from 7 to 8.3 rounds per minute
  • Aiming time reduced from 2.3s to 1.5s
  • Ammunition carried increased to 45 rounds
Rosomak M1
  • Adjusted the player ability to control its guided missiles
Sabre
  • L14A3 shell penetration increased
  • Swingfire ATGMs improved – the new Swingfire SWIV missiles have 700mm of penetration
  • Improved initial ATGM acceleration
Stingray 2
  • Fixed the position of its gun
Swingfire
  • Improved initial ATGM acceleration
T-15

We've rebalanced the autocannons of this vehicle for much higher performance (including penetration and rate of fire) in order to make them more viable. The switch between its weapon systems does, however, take longer.

T-72B3
  • Fixed the mantlet armor
T-80B
  • Fixed the armor around the driver's hatch
T-90
  • Fixed the HEAT shell and ATGM damage bonus tooltip
  • The vehicle received improved textures
Taifun II
  • Improved the crew hatch armor as well as the armor on the vehicle's sides
  • Fixed the smoke deployment sound
Type 85-IIM
  • Having a wounded gunner does not affect the vehicle's weapon reload time
Type 90-II
  • Having a wounded gunner does not affect the vehicle's weapon reload time
Type 96
  • Having a wounded gunner does not affect the vehicle's weapon reload time
Type 96A
  • Having a wounded gunner does not affect the vehicle's weapon reload time
Type 96B
  • Having a wounded gunner does not affect the vehicle's weapon reload time
  • Its armor was updated to match the real life vehicle better
Type 99
  • Fixed the Refleks ATGM flight velocity to match the one of Type 99A
VBL
  • Improved the autocannons accuracy and its corresponding values such as recoil and movement accuracy penalties
  • Significantly reduced the camouflage penalty for firing its autocannon
  • Improved the autocannon's elevation and depression
  • Frowning time changed from 20s to 10s
VBL INGWE
  • Changed the module unlocking order in its Upgrade window
VBR
  • Reduced the camouflage penalty for firing an autocannon
  • Improved the autocannon's accuracy on the move
VT-4
  • The left track now behaves correctly when turning
VT-5
  • Having a wounded gunner does not affect the vehicle's weapon reload time
  • Improved the gun depression when the gun is facing to the side of the vehicle from -6 to -8 degrees
Warrior MILAN
  • Fixed an issue where switching weapons systems under some circumstances didn't trigger a reload timer and the aiming reticle didn't switch
  • Fixed an issue where installing the TES(H) armor kit lowered the UI armor values
WPB Anders
  • Fixed an issue where the hull collision model was missing
  • Fixed the APS layout
WWO Wilk
  • Reduced the camouflage penalty for firing its gun
  • Aiming time reduced
  • Reload time reduced from 6.6s to 5s
XM1 Fox
  • Added several armor changes
XM1A3
  • Fixed an issue where the gun firing visual effect was missing
  • Improved the model of the TUSK ERA
  • Improved the frontal turret armor against HEAT rounds
ZBD-86 Neon
  • Headlights now display properly on the vehicle

Player versus Player

  • Added a new map – Salzburg
  • Chemical Plant: optimized the lighting for better performance
  • Ghost Field: changed the location of the bases
  • Ghost Field: improved the map's performance around the airstrip area
  • Lost Island: fixed an issue where several rocks missed a collision model
  • Narrows: viewrange is now reduced when it rains
  • Narrows: fixed the location of bases (the actual location now corresponds the visual one)
  • Pleternica: optimized the lighting for better performance
  • Port Storm: fixed the location of bases (the actual location now corresponds the visual one)

Player versus Environment

  • AI vehicles now cannot damage each other (their friendly fire is disabled)
  • AI vehicles now do reduced damage to modules (reduction by 60 percent, 40 percent for Hardcore)
  • Operations Harbinger, Stormy Winter, Starry Night and Ghost Hunter return in an updated form

Global Operations

  • Narrows: fixed the location of bases (the actual location now corresponds the visual one)
  • Fixed an issue where, upon death, the musical score would change
  • Fixed an issue where the reload timer worked incorrectly in this mode
  • AC-130 hit point and damage values now depend on player Tier
  • AC-130 viewrange reduced to 500m

Special Operations

  • Added the last, fourth, mission to the Black Sea Incursion Special Operation where Magnus Holter finally meets his nemesis – Sebastian Grimm – in Gori (this map has three new achievements)
  • Black Sea Incursion: improved the respawn points
  • Black Sea Incursion Chapter 1: transparent mesh fences no longer act as spotting obstacles
  • Black Sea Incursion Chapter 1: changed the loading screen
  • Black Sea Incursion Chapter 2: the city destruction cutscene now displays correctly
  • Black Sea Incursion Chapter 3: fixed the airplane model
  • Black Sea Incursion Chapter 3: the velocity and damage of ATGMs fired by enemy helicopters now depends on player team's Tier
  • Black Sea Incursion Chapter 3: the Peacemaker achievement can still be obtained even if you destroy up to 3 enemy vehicles

User Interface

  • Added the Armor Inspector feature
  • Overhauled the vehicle purchase notification that will now show an additional presentation screen with vehicle characteristics
  • Overhauled the battle results screen to make the transition to the Garage smoother
  • Garage vehicle characteristic indicators now adjust upon the installation of module upgrades
  • Base Colors that you don't own yet can now be viewed in the Customization window
  • In the full-screen mode, you can now select any of the resolutions supported by your screen without having the image distorted (stretched or compressed). Reducing screen resolution positively affects game performance in case of FPS trouble
  • Implemented a large number of smaller UI fixes and corrections

Issues and Corrections

  • Fixed an issue where the game would crash when loading
  • Fixed an issue where the game would crash or freeze upon exiting a battle
  • Fixed an issue where player vehicles would sometimes spawn below the map
  • Fixed an issue that would make the game's lighting appear incorrectly on high visual settings
  • Fixed an issue where, upon respawn in PvE or GLOPS, ATGMs started to reload from scratch instead of the vehicle respawning with its launcher loaded like it should have
  • Fixed an issue where the battle UI at the start of a game showed an incorrect number of shells
  • Fixed an issue where the Silencer commander skill did not work correctly (provided no bonuses)
  • Fixed an issue where enabling the profanity filter sometimes removed player nicknames from the Global Chat
  • Fixed an issue where reconnecting to a GLOPS game could make the team point bars appear incorrectly
  • Fixed an issue where some Black Sea Incursion dialogue portraits appeared incorrectly
  • Fixed several Tutorial cutscenes
  • Fixed an issue that caused problems with assigning a different key than the default "E" to vehicle active abilities
  • Fixed an issue where, in some cases, the sound of hitting an enemy would not play properly
  • Fixed an issue where some rear lights would not work
  • Fixed the sounds of optional Leopard 2AV, XM1A3 and Object 187 engines
  • Fixed an issue where wounding one of the two vehicle's loaders made the second loader's skills stop working if the second loader had the same skills as the first one
  • Fixed an issue where some commander skills remained active even when the commander was wounded
  • Fixed an issue where the game sometimes did not appear correctly on several resolutions (the image was scaled incorrectly)
  • Fixed an issue where the HQ interface was unresponsive with the vehicle filters open
  • Fixed an issue where Ready Rack reload was not working correctly – from now on, the rack loading process does not start until the gun itself is loaded
  • Fixed an issue where AI vehicles would sometimes drift sideways in mission cutscenes, tofu delivery style
Armored Warfare - Silentstalker
Commanders!

The time has come and the second part of the Black Sea Incursion season is finally here, bringing an entire new vehicle progression line as well as many other interesting improvements!

https://www.youtube.com/watch?v=XxdQpQ2L_vE

The second part of the Black Sea Incursion season includes the following features:
  • New Dealer with Vehicles
  • Four New Commanders
  • Armor Viewer
  • PvP map Salzburg
  • New Special Operations mission
  • Overhauled standard PvE missions
  • Major Game Optimization
  • Game Mechanics improvements
And much more!


New Dealer and Vehicles


In Update 0.26, we are introducing a new player friendly dealer called Solomon Schreiber.



Solomon Schreiber is one of the most efficient agents of the Israeli Defense Forces procurement agency, he deals in both the export of IDF vehicles and the import of modern military technologies from all over the world – from cutting edge military laboratories to defunded old bases hiding technical marvels of the old world, nothing is beyond the reach of Sol’s agents.

He’s coming with a full branch of Israeli progression Main Battle Tanks, including:
Two Israeli Premium vehicles (available within the game for Gold) are also included:
Apart from the vehicles themselves, Solomon Schreiber will have its own set of special rules as well as its dedicated camouflages, base colors, decals and much more. You can read more about him in a dedicated article.

And last but not least, the PT-76 Tier 1 Light Tank will be replaced by a more powerful vehicle, the PT-85. You can read more about it in our dedicated article. Players who owned the PT-76 before this update will get to keep it.

M50 Super Sherman:



Sho’t Kal Dalet:



Tiran 6:



Magach 5:



Magach 6B:



Merkava Mk.1:



Merkava Mk.2B:



Magach 7C:



Merkava Mk.3D Barak Zoher:



Merkava Mk.4:



Merkava Mk.4M Windbreaker:



M51:



Magach 7A:



Four New Commanders


Two new progression commanders will also be available via the new vehicles that will be introduced in Update 0.26 – Rachel Kramer and Gia Tsiklauri. Rachel will be a newbie-friendly MBT commander while Gia will be suitable for advanced players. You can read more about them in an article about Sol Schreiber.



Additionally, we are introducing two Premium commanders. These Premium commanders start with Rank 10 and have a pre-determined set of skills for those players who prefer to not delve into the commander skill system. These commanders are described in our dedicated article.


Armor Viewer


Armor Viewer is a special Garage option that allows players to inspect the armor of each playable vehicle in the game, including its thickness and composition. Additionally, it allows players to determine whether that vehicle can be penetrated by a shell of their choosing and from what angle.



You can read more about it in a dedicated article.


PvP map Salzburg


We are introducing a new PvP map that is based on the design of the Austrian city of Salzburg, famous for its castle and the medieval salt trade that took place on the river the castle overlooks. The map offers a number of tactical choices and consists of both rolling hill countryside and of the city’s narrow streets.



Whether you choose to advance through the open fields to the south of the map or through the urban area, be aware of your surroundings and make the river run salty with the tears of your opponents! You can read more about it in a dedicated article.












New Special Operations Mission


The conclusion of the Black Sea Incursion story arc awaits you as the architect of Magnus Holter’s downfall is finally unveiled – or is he?



Join Magnus Holter in his quest for vengeance and discover the truth about the events that transpired during the Caribbean Crisis arc. You can read more about the Armored Warfare storyline in a dedicated article.


Overhauled standard PvE missions


In Update 0.26, we have overhauled four older PvE missions and are returning them to the game with new mechanics and without the bugs that prevented them from running correctly. These missions are:
  • Operation Harbinger
  • Operation Stormy Winter
  • Operation Starry Night
  • Operation Ghost Hunter
We hope that you will enjoy them in their new form!


Major Game Optimization


We’ve performed a major optimization of the client. Medium and High settings should see a performance increase of up to 20 percent. The average performance increase for these settings is 10 percent. Additionally, we reduced the game UI’s memory requirements by approximately a half.


Game Mechanics Improvements


Update 0.26 is also bringing a large number of vehicle rebalances as well as mechanics improvements. The largest overhaul concerns the APS mechanics and you can read more about this change in a dedicated article.

Other mechanics changes include:
  • Low-tier Vehicle Overhaul
  • Smoke system changes
  • High-Explosive shell improvements
  • Crew skill changes
  • Ammo Rack changes


We hope that you will enjoy the second part of the Black Sea Incursion season and will see you on the battlefield!
Armored Warfare - Silentstalker
On the 6th of September 2018, starting from 7:00 CEST (5th of September, 10 PM PDT), the Open Beta servers will not be available for 10 hours due to the application of Update 0.26, bringing the second part of the Black Sea Incursion season.



Please note that the content of this major update will be disclosed in a separate post.
Armored Warfare - Silentstalker
Commanders!

Today, we'd like to introduce you to one of our amazing content creators – Primer7G – and his Special Operations achievement guides.

Special Operations achievements are amongst the most difficult ones to obtain in the game - and for a good reason; they often reward players with unique camouflages and other high-end prizes. In the first guide, Primer7G shows you how to obtain the desert variant of the special Black Sea Incursion camouflage by completing the For Some Time achievement ("complete the first chapter on Hardcore mode in 6 minutes"):

https://www.youtube.com/watch?v=s-kxOa6k8Fs

In the second guide, Primer shows you how to complete the Prompt Response achievement ("complete the first chapter on Hardcore mode while performing secondary tasks within 10 seconds of their appearance"):

https://www.youtube.com/watch?v=thG8jbqiRAI

For more content, visit Primer7G's Youtube channel.

We'll see you on the battlefield!
Armored Warfare - Silentstalker
Commanders!

Today, we are adding three very different vehicles to the MyLoot store:
  • Type 59-IIA Legend Tier 3 Premium Main Battle Tank
  • Begleitpanzer 57 Joker Tier 5 Premium Light Tank
  • Type 96B Tier 8 Premium Main Battle Tank
What these vehicles have in common is that they are oriented towards offensive – they perform best when played aggressively.



Apart from the standalone offers (including for Gold), the following special bundles are also available between September 4 and September 11, 2018:


Type 59-IIA Legend


The Type 59-IIA is one of the evolutions of the Type 59 Main Battle Tank, which in turn is a Chinese T-55 copy from the 1950s. The Type 59 was produced in very large quantities but eventually became obsolete, leading to a number of attempts to upgrade its performance. This variant features a 105mm rifled gun as well as a suite of modern western electronics.



In Armored Warfare, the Type 59-IIA Legend is a Tier 3 Premium Main Battle Tank. It’s a well-rounded machine and is very suitable for players who enjoy the low-Tier Chinese MBT gameplay. It offers a mix of good protection, firepower and mobility and comes with a unique camouflage.

Aside from the standalone offer, it is available in the following bundles:

Improved Bundle with 25% discount, containing:
  • Type 59-IIA Legend Tier 3 Premium Main Battle Tank
  • 3 days of Premium Time
  • 3 Gold Loot Crates
  • 300 Gold
Prime Bundle with 45% discount, containing:
  • Type 59-IIA Legend Tier 3 Premium Main Battle Tank
  • 7 days of Premium Time
  • 5 Gold Loot Crates
  • 3 Platinum Loot Crates
  • 750 Gold





Begleitpanzer 57 Joker


The Begleitpanzer 57 Joker is based on one of the lesser known German attempts from the late 1970s to create an infantry fire support vehicle on the German Marder IFV chassis. It was a purely commercial project, intended for export. Unfortunately, while it had potential, it did not manage to attract any customers. A single prototype was built in 1977 and you can read more about it in a dedicated article.



Its rather unique combination of a 57mm automatic cannon and a TOW missile launcher allows it to take out any target it encounters at any distance, although medium ranges is where it performs the best. This version sports a disturbing green and violet paintjob to unsettle your opponents.

Aside from the standalone offer, it is available in the following bundles:

Improved Bundle with 25% discount, containing:
  • Begleitpanzer 57 Joker Tier 5 Premium Light Tank
  • 5 Gold Loot Crates
  • 5 Gold Battlefield Glory 12-hour Boost Tokens
  • 15 Gold Crew Insignia tokens
  • 15 Gold Commander Insignia tokens
  • 15 Gold Reputation Insignia tokens
  • 15 Gold Credits Insignia tokens
  • 15 Gold Experience Insignia tokens
  • 1.500 Gold
Prime Bundle with 40% discount, containing:
  • Begleitpanzer 57 Joker Tier 5 Premium Light Tank
  • 10 Platinum Loot Crates
  • 10 Platinum Battlefield Glory 12-hour Boost tokens
  • 35 Gold Crew Insignia tokens
  • 35 Gold Commander Insignia tokens
  • 35 Gold Reputation Insignia tokens
  • 35 Gold Credits Insignia tokens
  • 35 Gold Experience Insignia tokens
  • 2.500 Gold





Type 96B


The Type 96B MBT, as its name suggests, is an evolution of the Type 96A, featuring such elements as an upgraded fire control system and a much more powerful engine, resulting in considerably better mobility and speed. Unlike the Type 96A, however, the Type 96B is a prototype, designed for the Chinese military team to use during the annual Tank Biathlon event in Russia. In 2017, the Chinese team won the second place, being defeated only by Russia. You can learn more about its history in our dedicated article!



In Armored Warfare, the Type 96B is a Tier 8 Premium Main Battle Tank. Gameplay-wise, it’s very agile and fast for its class and uses advanced ammunition, making it highly suitable for players who prefer mobility over armor protection, even though it can take a lot of punishment as well.

Aside from the standalone offer, it is available in the following bundles:

Improved Bundle with 27% discount, containing:
  • Type 96B Tier 8 Premium Main Battle Tank
  • 12 Gold Loot Crates
  • 12 Gold Battlefield Glory 12-hour Boost tokens
  • 30 Gold Crew Insignia tokens
  • 30 Gold Commander Insignia tokens
  • 30 Gold Reputation Insignia tokens
  • 30 Gold Credits Insignia tokens
  • 30 Gold Experience Insignia tokens
  • 3.000 Gold
Prime Bundle with 47% discount, containing:
  • Type 96B Tier 8 Premium Main Battle Tank
  • 20 Platinum Loot Crates
  • 12 Platinum Battlefield Glory 12-hour Boost tokens
  • 50 Platinum Crew Insignia tokens
  • 50 Platinum Commander Insignia tokens
  • 50 Platinum Reputation Insignia tokens
  • 50 Platinum Credits Insignia tokens
  • 50 Platinum Experience Insignia tokens
  • 5.000 Gold




And last but not least, all three vehicles are available as a part of the Offensive Firepower bundle with 58% discount, along with:
  • 100 Platinum Loot Crates
  • 100 Platinum Battlefield Glory 12-hour Boost Tokens
  • 100 Platinum Armored Warfare 12-hour Boost Tokens
  • 360 days of Premium Time (4 90-day tokens)
  • 25.000 Gold
Please note:
  • This offer starts on September 4, 16:00 CEST (7 AM PDT)
  • This offer ends on September 11, 16:00 CEST (7 AM PDT)
  • If you already owned a bundle vehicle, you will instead receive its Compensation Value in Gold instead
We hope that you will enjoy this offer and will see you on the battlefield!
Armored Warfare - Silentstalker
Commanders!

This month in our Branch of the Month series is dedicated to the BMP series branch, available in Sophie Wölfli’s vehicle pool.



The BMP series or Soviet and Russian Infantry Fighting Vehicles goes back to the 1960s when he Soviets needed a fast, armored, tracked vehicle to keep up with their armored formations. What they came up with was, at that time, the most modern IFV in the world and certainly the best armed one – at least in paper – the BMP-1.

The ubiquitous BMP-1 is – quite correctly – regarded as one of the symbols of the Soviet military power, the fears of the western militaries embodied in endless streams of Russian vehicles, thrust from the cities of East Germany, plains of Poland and mountains of Czechoslovakia as an armored spear into the heart of the NATO forces in Europe. The vehicle development history is described in our dedicated article.



The reality, as it usually happens, was far less glorious and first combat operations of the BMP-1 in the conflict of Soviet-backed Arab nations versus Israel have shown the weaknesses of this light IFV, specifically the insufficient armament, cramped compartment and poor crew placement. While the issues in the middle-eastern wars were largely attributed to the improper use of the exported vehicles along with wrong tactics, admitting the problems of the vehicle on its home ground – in Soviet Russia – proved out to be much longer and arduous process, especially since it had to include certain influential parties admitting being wrong. It took a great deal of time to design its replacement, the BMP-2, and the process was anything but simple. It is described in the following articles:
The BMP-2 was an upgrade over the BMP-1, but not a huge one – it was more like an upgraded version with many of the original design flaws, including its cramped design and the inability to mount a larger weapon system. But, even before the first BMP-2 rolled off the assembly lines, the Soviets had set their sights on developing a true successor – a bigger and better BMP.



The result was the BMP-3. Larger and better armored, it replaced the BMP-1 and BMP-2 weapons with the rather distinctive combination of a low muzzle energy 100mm cannon (intended to fire HE rounds and gun-launched missiles) and a long-barreled 30mm autocannon.

Several hundred were built starting from the late 1980s but by the time it appeared in public, the Soviet Union was practically collapsing. The 1990s were a dark time for the Russian military as many of the development and production programs from the Soviet era were cancelled due to a lack of funding, including a true mass production – approximately 2000 vehicles were built in total throughout the 1990s, but around three quarters of that number were export vehicles – Russia itself kept around 500 of them, a significant drop compared to the tens of thousands of earlier BMP vehicles. Its history was also described in a dedicated article.

The BMP-3 continues to serve to this day stay as the main Russian IFV. During the 2000s, several major upgrades for it were conceived (including the BMP-3M and the Dragun), some of which are available in Armored Warfare.

From September 3 to September 30, 2018, the following vehicles will be available for lower price than usual:

BMP-1 Tier 3 AFV – The original Soviet BMP-1 IFV in its configuration with a Malyutka launcher and a 73mm 2A28 Grom gun. At the time of its introduction in mid-1960s, it was the best IFV in the world but grew obsolete in the decades that followed. With more than twenty thousand built (including the license-produced variants), it is still one of the most common IFVs in the world. You can read more about it in our dedicated article.
  • Discount: 35%


BMP-1P Tier 4 AFV – This is an upgraded late production BMP-1 model. The biggest difference compared to the original BMP-1 is the improved guided missile system, allowing it to knock out even the tanks that the original Malyutka ATGM would struggle with. You can read more about it in our dedicated article.
  • Discount: 35%


BMP-2 Tier 5 AFV – The BMP-2 was the second major production variant of the original BMP with its turret replaced by one carrying a 30mm autocannon. Like the BMP-1, it was produced in relatively large numbers in the Soviet Union and outside of it as well. You can read more about it in our article series – Part 1, Part 2 and Part 3.
  • Discount: 35%


BMP-3 Tier 6 AFV – Unlike the BMP-2, this vehicle from the late 1980s was a true replacement for the BMP-1 and BMP-2, not just an upgrade. Unfortunately for it, the fall of the Soviet Union severely limited its development funds as well as its production orders and, to this day, only about two thousand had been built. Nevertheless, it is the current main IFV of the Russian Federation. You can read more about it in our dedicated article.
  • Discount: 35%


BMP-3M Tier 7 AFV – The BMP-3M variant was a late 1990s attempt at a major modernization of the BMP-3 that included a more powerful engine, a better FCS and improved gun-launched ATGMs. Other improvements included an Arena-E APS option. An unknown number of these vehicles was built for both the Russian Federation and for export but the production run was likely limited to only dozens of vehicles. You can read more about it in our dedicated article.
  • Discount: 25%


Dragun 125 Tier 8 LT – The Dragun (“Dragoon”) is a platform derived from the original BMP-3 but with many changes and improvements. The biggest change is the overhaul of its internal layout by moving the engine to the front – this leaves more space for the crew and improves frontal crew protection. Three combat modules were conceived for the Dragun platform – a 100+30mm one, a 57mm one and a 125mm one akin to that of the Sprut-SDM-1. The Armored Warfare version is armed with the 125mm turret and equipped with an ERA kit.
  • Discount: 25%
In Armored Warfare, the BMP series (with the exception of the Dragun) can be classified as a heavy IFV one.

Heavy IFVs lie in their role somewhere between the Light AFVs (such as the VBLs and BMDs) and the Light Tanks. On the scale of mobility, they are second only to the Light AFVs, especially on hard surfaces, with the scale itself looking roughly as such (from the highest mobility class to the lowest):
  • Light AFVs
  • Heavy IFVs
  • Light Tanks
  • Tank Destroyers
  • Main Battle Tanks
  • Self-Propelled Guns
The armament systems are generally identical to the Light AFV class but are better stabilized (increased accuracy on the move) or can fire faster. Heavy AFVs are also larger and have more hitpoints with some of the vehicles featuring quite solid protection, rivaling that of the Light Tanks – for example, the Bradley and the BMP-3 both carry an ERA kit. This armor, however, should not be generally relied upon as main caliber weapons and guided missiles will penetrate it quite easily.

While they are still AFVs and are fully capable of scouting, Heavy AFVs typically don’t carry the Recon Package module of the light AFVs that reduces the spotted indicator feedback time and increases vehicle viewrange when standing still. Additionally, they are usually much larger, a fact that considerably reduces their camouflage factor. These two drawbacks make them considerably worse at passive spotting – they are too conspicuous to successfully stay hidden behind a bush and have to rely on their speed and agility.

The Heavy AFVs are suitable for you if you prefer more mobile playstyle compared to the Light AFVs. Mobility and speed is everything – circle around your opponents and hit them where it hurts – areas such as the engines decks and vehicle flanks are especially vulnerable to AFV cannon fire. Or keep your distance and use your missiles to take the enemies out, but your main role on the battlefield will still be scouting.



As was stated above, the primary role of the Armored Fighting Vehicles in Armored Warfare is scouting, or spotting (both terms are commonly used). Spotting is the act of making the enemy vehicles visible for your entire team so that vehicles that are further away or do not have the best spotting abilities can target them.

There are essentially two kinds of spotting:
  • Active spotting, where a vehicle uses its speed to spot the enemy while avoiding incoming fire
  • Passive spotting, where a vehicle attempts to stay hidden for as long as possible by standing still
While the Light Tank class is suitable for active spotting, the AFVs excel at both – in fact, spotting is their primary purpose. Light AFVs are best at passive spotting (staying hidden behind bushes), Heavy AFVs are best at active spotting – only the Light Tanks come close.

The most important skill, when playing AFVs of any type, is to read the flow of battle and to understand your surroundings. As was stated above, a stopped or slowed and spotted AFV is a dead AFV – there are practically no exceptions to that rule since the fragile vehicles represent a juicy target.

The basic short-range combat technique is called circling. Auto-locking your gun on the enemy at short range allows you, thanks to your mobility and fast turret traverse, to stay focused on driving and firing while the gun points at the enemy flanks and rear. This way, you can drive in circles around heavy enemies such as MBTs and they won’t be able to follow you. This tactic is especially suitable for dealing with targets that your gun would otherwise be unable to penetrate like the Challenger – targeting its rear is a must when using your autocannon. Beware, however – nimble targets such as Light Tanks, other AFVs and some Tank Destroyers will be able to track you even when you attempt to circle them and a head-on firefight is not something any AFV can afford to participate in.



Heavy AFVs are exceptionally good at hunting Light AFVs thanks to their increased durability, protection, firepower and decent spotting abilities. Marking an enemy AFV with your special ability will definitely ruin his day.

Another essential skill is to learn of all the proper spotting areas on each map. The key is to find a place with the following properties:
  • Good vantage point over areas where the enemies are expected to show up
  • Plenty of cover and foliage to hide you
  • Accessible route of retreat
The last point should not be underestimated – when discovered, you only have a second or two to react while the enemy is still targeting you. The best tactic is to stay in cover with the front of your hull aimed at the retreat route – this way, running away is only a matter of going forward instead of wasting precious second to turn.

Truly mastering the AFV class requires patience and experience with the game and a lot of practice – the reward is driving perhaps the most frustrating class of vehicles to defeat. It is, therefore, the right choice for players who truly want to make other players hate them as an extremely skilled player in an AFV is perhaps the most difficult kind of opponent to kill in the entire game.

We’ll see you on the battlefield!
Armored Warfare - Silentstalker
The Chieftain Main Battle Tank is one of the most important vehicles of British armor history. A modernized version is still being used by several countries (most notably by Jordan and Iran) and even after forty years it is still a fearsome battle tank. We already took a look at its development history in our previous article and in this one, we’ll take a look at one of the first production variants, the Mk.2.



A first batch of test tanks appeared in Germany in December 1962 (in the 5th Royal Tank Regiment) and these were tested in some of the worst conditions possible for a tank. These conditions revealed some of the flaws of the early Chieftains. Their off-road capability was poor, the tank was underpowered, the radioman was a busy crewmember indeed (he had to load the gun, load machineguns and operate the radio) and the electro-mechanical rammer was very unreliable. It was operated by a light sensor that had a tendency to activate whenever any shadow fell over it and the rammer activated spontaneously – an unsuspecting loader was in danger of losing an arm to this infernal device.

Some crews simply deactivated it and pushed the shell and charge forward manually (this later became standard after this procedure was proven safe by trials). The difficult three month trials also ended with a tragedy when one loader forgot to insert insulating inlays into the breech in the heat of action. The gun backfired into the crew compartment, killing two crew members (this incident caused the gun to be modified so the gun could not be fired without the inlays.

The vehicle was officially approved for service on the May 1, 1963 with the name Chieftain. Mass-production started slowly with only 40 Mk.1 tanks being made – all these served as training vehicles for the new vehicle crews. The first truly mass-produced version was the Chieftain Mk.2 , of which 532 were made. The first vehicle of this type was delivered in Leeds on April 18, 1966.

The vehicle weighed some 52.4 tons and had an improved 650hp version of the 26.11 liter L60 6-cylinder multi-fuel engine, paired with the Merritt-Wilson TN12 transmission, allowing it to go as fast as 40 km/h.

The armor was made of steel and offered considerable protection. Especially the turret, thanks to its shape, was highly resistant to incoming fire of almost all kinds. The main gun was a 120mm rifled L11 variant, capable of firing the signature British HESH rounds (so effective against steel sloped armor of early Soviet MBTs). Other improvements compared to the Mk.1 included:
  • No.15 Mk.2 Commander’s Cupola
  • Improved exhaust with a seal for deep wading
  • Improved engine area grilles for better cooling
Along with the Mk.1/2 production improvements (improved smoke dischargers, return rollers, headlights etc.)

The first 6 Mk.2 Chieftains were used by the 11th Hussars in Germany. It was at this point that the British started considering exporting the vehicle. One of the most interested potential buyers was the Israeli Defense Force. All went well – the "father of Israeli armor", General Israel Tal, who was later responsible for the Merkava development, preferred the heavily armored British designs over the French vehicles (naturally the opportunity to beat the French to the contract appealed to the British) and two Mk.2 Chieftains were transferred to Israel for trials in early 1967.



Unfortunately, at that point, the Six Day War started. The British, fearful of losing contracts in Arab countries, sent frenzied messages to Israel to move the Chieftains away from the borders with Egypt. The now legendary laconic response from Israel was:

“Don't worry, we've moved the border.”

Trials continued for a while after that and both the Israeli and the British learned many interesting things from them. Israel officially asked the British for the purchase and license production rights for the Chieftain on 17.10.1968. Unfortunately, at this point the British government was generally full of anti-Israel sentiments and officially denied the request. How "realistic" British foreign policy was at the time can be illustrated by the fact that the Chieftain was actually offered to Iran and Libya instead later on. The Americans were shown the Chieftain as well – they were not interested in the chassis but in the 120mm gun. Despite some favorable firing testing results, they later opted for the Rheinmetall smoothbore instead.

Starting from September 16, 1969, the Mk.3 version (with an improved L60 engine variant and new commander's cupola) was produced with 199 older Mk.2 tanks rebuilt to Mk.3 standard as well.

In Armored Warfare, the Chieftain Mk.2 is a Tier 4 Main Battle Tank and marks the beginning of the British MBT line that includes several other Chieftain variants and ends on Tier 10 with the Challenger 2 ATDU.

The British MBTs rely on two things – HESH ammunition and armor. They are invariably slow and sluggish and are better at taking punches than avoiding them. The low-Tier Chieftains offer solid turret protection but their hulls are generally vulnerable. The Challengers, however, are a different story entirely – they can resist many types of shells and while they do have a number of weakspots, their thick hide routinely saves them even in the thickest fighting and allows them to survive scraps that would leave other tanks smoking wrecks.



As the only nation that stuck to the 120mm rifled guns, the British have special access to ammunition that tears even the thickest armor apart – the High-Explosive Squash Head rounds. This ammunition was developed to defeat Soviet tanks with sloped armor and is brutally effective against well-angled frontal plates typical for Russian design composite armor plates. This allows the Chieftains and Challengers to fight off their Russian counterparts comfortably despite their mediocre mobility.

While having a tough hide might seem like a no-brainer for successful gameplay, the mediocre mobility and generally poor firepower of the 120mm rifled guns make the British vehicles more suitable for experienced players. The British MBTs are not suited for fast maneuvering and have to rely on some elementary player coordination to succeed – even though they are able to mount spirited and unyielding defense, without support they will eventually get outflanked and overrun.

We’ll see you on the battlefield!
Aug 31, 2018
Armored Warfare - Silentstalker
We are pleased to present our September Wallpaper, available in a number of different sizes to fit your PC's monitor!



With Calendar

1024x768, 1280x1024, 1366x768, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600

Without Calendar

1024x768, 1280x1024, 1366x768, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600
Armored Warfare - Silentstalker
Commanders!

On the 8th and 9th of September, the citizens of Moscow will be celebrating the 871st anniversary of the founding of their city – or, more specifically, the historically first mention of Moscow as a meeting place between two noblemen, Yury Dolgoruky and Sviatoslav Olgovich.



But Armored Warfare players can celebrate the anniversary a week earlier – with a bonus and a decal!

Between August 30 and September 4, 2018, the following bonus and missions will be active:
  • 300% Experience income bonus (x4) for the first victory of the day for the Random Battles PvP mode
  • Deal 50.000 damage in any mode to receive a Platinum Armored Warfare 12-hour Boost token
  • Win 2 battles in any mode to receive the Founding of Moscow decal
One of the future Special Operations will take place in Moscow. Stay tuned!

Please note:
  • This event starts on August 30, 16:00 CEST (7 AM PDT)
  • This event ends on September 4, 16:00 CEST (7 AM PDT)
  • The missions have to be completed in the order specified in this announcement (the progress of the next mission only starts once the previous missions is completed)
We hope that you will enjoy this event and will see you on the battlefield!
Armored Warfare - Silentstalker
Commanders!

Today, we are introducing two different low-tier Main Battle Tanks to MyLoot:
  • IS-7 Defender Tier 3 Premium Main Battle Tank
  • T-72 Victory Tier 4 Premium Main Battle Tank
What both vehicles have in common is their Russian-themed paintjob as well as their distinctive Russian MBT play style!



Apart from the standalone offers (including for Gold), the following special bundles are also available between August 30 and September 4, 2018:


IS-7 Defender


The IS-7 was one of the most powerful post-war Soviet Heavy Tanks. Designed to knock out practically anything on the battlefield, this behemoth was armed with a massive 130mm cannon and could withstand the fire of practically any WW2-era gun. It was, however, also extremely complex and expensive to build – too expensive for the Soviet industry that preferred to focus on producing a large of Medium Tanks instead of few expensive heavies. A single surviving prototype is currently located in the Kubinka Tank Museum.



In Armored Warfare, the IS-7 is a Tier 3 Premium Main Battle Tank. In battle, it relies on its well-angled thick armor as well as its powerful (if slowly firing) cannon that is fully capable of taking lighter vehicles out with a single shot. On the downside, this tank is very heavy and suffers from poor mobility, making it suitable for methodical tactical advances. This tank comes with a special Russian-themed camouflage.

Aside from the standalone offer, it is available in the following bundles:

Improved Bundle with 20% discount, containing:
  • IS-7 Defender Tier 3 Premium Main Battle Tank
  • 3 days of Premium Time
  • 3 Gold Loot Crates
  • 300 Gold
Prime Bundle with 40% discount, containing:
  • IS-7 Defender Tier 3 Premium Main Battle Tank
  • 7 days of Premium Time
  • 5 Gold Loot Crates
  • 2 Platinum Loot Crates
  • 650 Gold





T-72 Victory


This is the initial model of the T-72 Ural. At the time of its introduction, it was one of the best Main Battle Tanks in the world, surpassing most western designs by a wide margin – a superiority that lasted until the introduction of the Leopard 2 and the M1 Abrams in service. These days, an unmodified T-72 is a rare sight but it can still occasionally appear on third world battlefields.



In Armored Warfare, the T-72 is a Tier 4 Premium Main Battle Tank. Gameplay-wise, it’s a typical Soviet close range vehicle. It is mobile, can take a lot of damage and it has a powerful gun but it is not an accurate sniper, making it perform best at close ranges. The T-72 Victory is suitable for players who prefer to have an advantage over their opponents in close quarters. It comes with a special World War Two-themed camouflage.

Aside from the standalone offer, it is available in the following bundles:

Improved Bundle with 20% discount, containing:
  • T-72 Victory Tier 4 Premium Main Battle Tank
  • 3 days of Premium Time
  • 3 Gold Loot Crates
  • 300 Gold
Prime Bundle with 40% discount, containing:
  • T-72 Victory Tier 4 Premium Main Battle Tank
  • 7 days of Premium Time
  • 5 Gold Loot Crates
  • 2 Platinum Loot Crates




Please note:
  • This offer starts on August 30, 16:00 CEST (7 AM PDT)
  • This offer ends on September 4, 16:00 CEST (7 AM PDT)
  • If you already owned a bundle vehicle, you will instead receive its Compensation Value in Gold instead
We hope that you will enjoy this offer and will see you on the battlefield!
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