Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
Hey Tankers!
Today, we want you to meet the crew inside the tank!
Crew Members
Each Crew Member in Armored Battle Crew is handcrafted and unique it his/her own way with both strengths and weaknesses. And taking the time to learn about them is critical to mission success!
There's no permadeath system in Armored Battle Crew, so don't worry about your precious crew fading away! #notfeelingtoogood
Lastly, you have the ability to give your Crew Members nicknames if you so desire!
Roles
Roles are recommended job scopes that we think the crew will fit. Example, gunner will have traits and abilities that make them a better gunner. But everyone is cross trained to operate the tank so every crew can fire weapon or drive the tank. It is just that some are more efficiently so choose wisely!
Barrack
You can find all your crew resting in the barrack in the garage, awaiting your assignment. Each tank will have a fixed amount of crew slots. You can assign crew in the barrack to your tank crew slot by using the crew panel on the left.
Crew Management
Other than driving the tank, most of the time you will be preoccupy with managing your crew. The success of each mission rely on your ability to micromanage the crew efficiently!
You can order the crew in the tank by use the following control:
Left Mouse Button on any crew to select the crew
Right Mouse Button on any module to order the selected crew to go to the module
Crew can perform the following actions:
Operate module (weapon, steering, signal etc)
Repair or put out fire on module
Restock ammo
Heal
Revive fallen crew
If you do feel overwhelmed, do not be despaired! We have added the following features to make your life easier:
“R” to order your crew to pick up ammo and restock the weapon
“H” to order your crew to heal himself/herself
“Space” to toggle slow mo mode (x1 speed and x0.3 speed)
Crew Statistic
Each crew has the following stat:
Health. If the health reaches zero, the crew will drop onto the ground and is immobilized. If you can revive the fallen crew within a given time, he/she will recover and regain some health. If not, the fallen crew will be knocked out for the rest of the battle!
Armor. Additional armor can be equipped via crew specialization. It will help to reduce damage taken by the crew.
Movement speed. The overall speed of the crew when moving.
Trait
Traits are passive bonuses/penalties. Each crew will have a different set of strengths and weaknesses as defined by their traits.
Example of a negative trait.
Ability
Traits are active bonus that can be activated in the battle. Each ability is tied to a role. Example, a gunner ability can only be activated on a weapon module. Ability will also have active and cooldown duration so timing is crucial.
Example of an ability.
Specialization
Each crew will have 2 tracks of specialization and a total of 16 perks (8 perks per track). As the crew gains XP and level up, you will unlock and be able to choose 1 out of the 2 newly available perks. Each perk will give your crew a small bonus to the crew stat, trait or ability. You are free to change and customize to your liking anytime!
Some of the perks will visually alter your crew!
Time to take a tea break. Stay tuned for more insight and be sure to WISHLIST the game.
Like what you see? Leave a like and/or comment below or join us on Discord to chat about the game.
Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
G'day Tankers!
Rimmy - Downunder Gaming has volunteered to serve as a Crew Member in Armored Battle Crew!
Get ***** son!
Armed with his traditional slouch hat, some alcohol and an artillery shell, he is ready to beat the Germans back!
That said, our matey from down under will need some cooool sounding Traits, Abilities and a Tagline to go match! It's a task of exceptional importance and it lies in the hands of you, our trusty Tankers!
Hop over (like a kangaroo) to our Discord to Suggest and Poll for Rimmy's Traits, Abilities and Tagline!
Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
Hey Tankers!
Today, we'll invite you on a tour of the Garage!
Garage
The garage is where you'll get a chance to tinker with your vehicles before going into battles. Here you can change your tanks' weapon loadout, adjust armor and customize your ride with camo and decals!
Vehicle Carousel
You can add, remove, and switch vehicles using the carousel. Adding new vehicle is free as long as you've unlocked the vehicle.
Hint: Free Garage Slot!
Vehicle Info Panel
Important stats of the selected vehicle.
Arsenal
Each module of the selected vehicle can be modified based on your needs and wants. They range from weapons, engines, storage modules to fuel tanks and tracks.
Tons of weapons to choose from!
Barrack
You can find all your crew in the barrack. Use the Assigned Crew Panel on the left to assign crew to your selected vehicle. More details such as health, movement speed, traits, abilities and specializations can be found on the Crew Info Panel on the right.
Say hi to Desmond!
Armor
Additional armor can be mounted on the vehicle for better protection. Be mindful that additional armor increase the weight of any vehicle and reduces mobility! So, choose wisely!
Err.. is there chainmail?
Paint
Feel free to change the Camo and Decal that adorn your vehicle. Camo and Decal customisations are purely cosmetic and can be filtered between historical and creative (non-historical) versions.
Who said a tank can't look pretty in combat?
Tech
More vehicles and modules can be unlocked from the Tech Tree using XP gained in battle.
Hmm... what should I unlock first?
Alrighty! You should be familiar with the garage now!
Stay tuned for more insight and be sure to WISHLIST the game so that you are ready to roll out when the fighting starts!
As always, join us on Discord to chat about the game and tanks!
Lastly, drop a comment and like if you like what you are seeing/reading!
Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
Hey Tankers! Today, we want to take you on a tour of a very special variant of Mark V tank.
German Panzerzug
The German armored train, aka panzerzug, was deployed in WW1 to protect and patrol their supply lines. Armed with machine guns, cannons and armor, they can move with speed and provide firepower when needed. This eventually lead the British deciding to emulate the Germans, with the task falling on a relatively unknown British engineer, Edison L. Emming.
Edison L. Emming
Due to the urgency and shortage of resources, Edison decided to mount the new Mark V Tank on an empty rail car and have it pushed along the track by a locomotive at the rear. This sounded absurd to some officers, but Field Marshal Douglas Haig, pleased with the ingenuity dubbed it the L. Emming’s Train.
A special wooden ramp was also designed and installed on the front, allowing the Mark V tank to dismount and deployed for further operation when needed.
L. Emming’s Train
Field trials were conducted in the mid 1918s to determine its feasibility but soon ran into multiple problems.
Speed suffered from due to the heavy Mark V (29 tons)
The Armor of Mark V (14mm) was relatively thin
A convoy of L. Emming’s Train were easily spotted by enemies
Eventually, the idea was abandoned as there were not many opportunities to deploy the trains strategically. Launching a frontal assault across an open field was far more effective than a railway assault.
That’s enough for the day. Stay tuned for more insight and be sure to WISHLIST Armored Battle Crew and take the L. Emming’s Train for a spin when it's available!
Do join us on Discord to chat about the game and tanks!
Leave a comment, like and share Armored Battle Crew with your friends if you like what you are seeing!
Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
Hey Tankers! Today, we will introduce you to a rather fascinating variant of Mark V.
Tadpole, not Walpole?
The German, facing the onslaught of British tanks in 1917, started to increase the width of their trenches in bid to impede the movement of tanks. To aid in the crossing of such widened trenches, the rear tracks are lengthened. The extra sections were dubbed the Tadpole Tail extension due to the shape and hence the name, Mark V Tadpole.
Mobility
The extra length allows Mark V Tadpole to cross widened trenches. But due to the increased weight, the tank has reduced speed. The additional track length also make the tank harder to steer, resulting in much slower rotation speed.
Mortar
Additional fire support was provided to the accompanying infantry by installation of a mortar on top of a platform at the rear of the extended tracks. In the game, the mortar can be accessed by the tank crew via the rear hatch.
A wide range of weapons such as grenade launcher, small to large mortar are available. Do note that the rear gun port is removed and with the mortar being exposed, be sure that no enemy is sneaking behind your tank!
Tactics
Due to the reduced mobility, you will have to make full use of the mortar to gain the upper hand in the battlefield. But be mindful as the medium to large sized mortars have long reload and eat ammo for breakfast.
Resupplying can be a tricky affair as the tank is slow so do plan way ahead. Additionally, do watch out when navigating tight spaces in urban area due to the extra length of the tank. You would not want to get stuck in heat of action!
That’s enough for the day. Stay tuned for more insight and be sure to WISHLIST the game so that you can be the first to try out the mighty mortar when the war starts!
Do join us on Discord to chat about the game and tanks! Leave a comment or like if you love what you are seeing!
Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
Hey Tankers!
Today, we will be instructing you on the Signal Module, Smoke and Star Shells.
Starry, starry night. Paint the sky with my star shells.
Signal Module
The Signal Module, when manned, provides 2 additional functionalities
Extend the detection range on the minimap
Access to Signal Support features via the Signal Module Panel
Mark V's Signal Module
Visual and Signal Range
There are 2 detection ranges on the minimap. The shorter Visual Range is active by default until the Signal Module is manned, which activates the longer Signal Range.
Default Visual Range indicated in green.
Extended Signal Range also indicated in green when the Signal Module is manned.
Essential information on enemies' location and attack formation will only appear on the minimap when enemies are in the Visual or Signal Range. So we recommend you keep the Signal Module manned as much as possible!
Signal Support
Signal Support as it name suggest supports your combat efforts. Each Signal Support type will come with 4 abilities with some of them even providing passive bonuses.
The type of Signal Support you bring into battle can be customised in the Garage.
Signal module panel with 4 abilities
Each support ability has an Activation Cost (Command Point), Active Duration and Cooldown Duration.
Choose the right Signal Support type for your mission!
Command Point
As previously mentioned, you will need Command Points(CP) to activate the abilities in your Signal Support. CP is earned as time passes during a mission or by capturing command caches scattered across the map.
Example of Signal Support
Below is the example of 4 basic Signal Supports types available in the game.
Infantry Rifle Corps
Call in Infantry support to capture and hold on to Victory Points! Abilities:
Small Supply Drop (Replenishes a small amount of Tank Health, Ammo, Medical and Fuel supplies)
Smoke
Heavy Rifleman Squad
Mortar (High Explosive)
Royal Artillery Corps
Unleash destruction with the backing of the Artillery Corps! Abilities:
Small Supply Drop (Replenishes a small amount of Tank Health, Ammo, Medical and Fuel supplies)
Star Shell
Artillery (Shrapnel)
Artillery (High Explosive)
Defensive Tactics
A Mix of Infantry and Artillery Support allowing you to hold back enemy advances. Passive Bonus:
Bonus to Tank Health
Bonus to Capture and Resupply Speed
Abilities:
Small Supply Drop (Replenishes a small amount of Tank Health, Ammo, Medical and Fuel supplies)
Smoke Shell
Anti-Tank Rifleman Squad
Broken Arrow (Unleash a barrage of artillery near your tank)
Infiltration Tactics
Raid and wreck havoc in enemy strongholds and territory! Passive Bonus:
Your tank can help capture Victory Points
Bonus Command Points when Command Caches are captured
Abilities:
Small Supply Drop (Replenishes a small amount of Tank Health, Ammo, Medical and Fuel supplies)
Star Shell
Trench Raider Squad (Have a squad of assault troops follow your tank)
Artillery (Yellow Gas)
Smoke and Star Shells
You've read about them in the the Signal Support briefing and now we'll go in-depth on the them. 2 common traits of the Smoke and Star Shell abilities are that they require a low amount of CP to activate and a quick cooldown cycle. These allow them to be used more often to gain tactical advantage.
Smoke
Smoke, when dispersed breaks line of sight between you and the enemy, making it useful when you're under heavy fire.
Enemy troops also actively avoid Smoke, making it an effective area denial tool.
You can generate smoke using the following methods:
Smoke grenade launchers on vehicle if equipped
Call in Smoke Shells via Signal Module (Depends on the Signal Support equipped)
Star Shell
The Star Shell is called in using the Signal Module and illuminates the battlefield after exploding in mid air. They then slowly descend and fade away after landing.
Star Shells has the following effects
Reveal units on the minimap within the radius of the shell
Causes infantry troops to go prone and stop attacking due to the blinding light.
All right! We hope you understand the importance of the Support Module and the Support Signal!
Be sure to WISHLIST the game now and be the first to unleash destruction on the enemy!
As always, drop us a like, comment and join us on Discord to chat about the game and tanks!
Armored Battle Crew [World War 1] - Tank Warfare and Crew Management Simulator - skullwolf
Hey Tankers!
Today, we look at Armored Battle Crew's fuel system and the highly anticipated flamethrower!
Flamethrowers in action!
Fuel Consumption
Keep your eyes on the fuel meter!
All vehicles require fuel to operate (duh), and a vehicle's fuel reserves are stored in the fuel tank. Naturally, the vehicle will no longer be drive-able when its fuel tank is empty.
Note: Engines with higher performance are usually fuel guzzlers and drain your fuel reserves faster. So, choose your engine wisely!
Engines also consume fuel at different rates depending on the vehicle's state
Idle (very low amount overtime)
Pivot steer (low amount)
Driving (medium to high depending on speed)
Due to the compact map design and relatively fast pace of ABC, the fuel consumption rate of engines have been set significantly higher when compared to their real life counterparts. This is done so you'll need to monitor your vehicle's fuel reserves.
In typical real-life scenarios, a vehicle's fuel reserve would last over a few hours of driving before needing to refuel. However, in ABC fuel consumption is balanced so that the tank will require refueling at least once, or twice during each mission (30min average playtime).
Fuel as a Resource
Fuel Storage
Fuel is a resource that can be stored in a Fuel Storage Module in the form of Fuel Cans. These cans are used to replenish the Fuel Tank or flamethrower.
The Fuel Storage Module and Fuel Tank can also be refilled/replenished using the following methods:
Staying on Resupply Points scattered throughout the map
Calling in Supply Drops via the Signal Module (Cost 50 Command Points)
Flamethrower
The Flamethrower or flammenwerfer, was first seen and used in WW1 by the Germans during the attack on Verdun in 1915. The device was powered by a pressurized fuel tank and was carried on the back of soldiers.
Upon activation, the pressurized gas forces fuel out of a long rubber tube. The fuel is then ignited by an igniter situated on the steel nozzle, at the end of the rubber tube. This projected a jet of flame over a short distance onto a target's position.
The British Army experimented with larger and static flamethrower setups, with one of them requiring a long tunnel to store the fuel tanks. Eventually, smaller and more portable devices, for example the Hay Flame Gun would be used by the British Navy during the Zeebrugge Raid in 1918.
Small Flame Projector
There are 2 types of flamethrowers in ABC, Small and Large. The Small Flamethrower has a shorter range (15-20m), but can be mounted in the vehicle's gun port as a Light Weapon.
Large Flame Projector
The Large flamethrower on the other hand, has an extended range (30-40m). Giving it a larger area of effect in exchange for slower reloading speeds.
The flames shot from both flamethrowers travel in an arc, making them useful when engaging targets fully or partially behind cover. The flames are ineffective against enemy armor, but are devastating on exposed infantry.
Do note that the flamethrower uses Fuel as a resource, not your typical Light or Heavy ammo. So, be sure to have a Fuel Storage Module on board!
This is what Fire Range is for!
That’s all for now! Stay tuned for more insight in ABC and be sure to WISHLIST the game and be the first to set the battlefield on fire!
Also, join us on Discord to chat about the game and tanks!
If you like what you're reading/seeing, consider dropping us a like and comment!