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Bonuses and Penalties

This stuff seems terribly out of date. --Aelethian:eu (talk) 19:49, 7 March 2019 (UTC) Well, I guess the editors atopped updating after a certain point. I'm trying to learn how to edit, but adding the ranks of the new countries is too much for me. Nebuched:eu (talk) 19:49, 17 August 2019 (UTC)


Smooth Ride

Snib, what don't you like about the way I worded the Smooth Ride description? I want the description to have a sentence saying something about rotating in place not counting and I don't want "(forwards/backwards)" in there. --Trifler 08:30, 3 July 2012 (UTC)

First, your description is wrong because it's not about firing on the move, it's about the accuracy penalty for forward or backward movement, regardless of when you fire. The accuracy penalty for vehicle rotation is a separate one that is not affected by this particular skill. Players had been confused about your wording on the forums and asked me to clarify it. So if you change it again please keep that in mind. --Snib 14:38, 3 July 2012 (UTC)
That was why I want to add the sentence saying that rotating in place doesn't count. That wasn't in there before. --Trifler 23:46, 3 July 2012 (UTC)
Ok, how about this: "The game applies one accuracy penalty to forward and backward movement, and a separate penalty for vehicle rotation. This skill affects the former, but not the latter." --Trifler 23:51, 3 July 2012 (UTC)
I can't see how that isn't just complicating it, but the message is the same, so don't mind. --Snib 09:44, 4 July 2012 (UTC)
It offers more of why it works that way, rather than just saying "it works for this but not for that". At least, I found your description of the situation as two separate penalties above to be the most illustrative. --Trifler 10:17, 4 July 2012 (UTC)

Skills and perks

Hi, I got my Hummel with 77% additionnal skill. Do I have to wait it's at 100% to convert my crew for the Dracula (Gw-Panther) or I can already convert him now ? Thanks for answers.

--Erwin0859 13:30, 30 June 2012 (UTC)

You can retrain at any time, makes no difference. --Snib 14:16, 30 June 2012 (UTC)
Ok thanks :) --Erwin0859 07:41, 5 July 2012 (UTC)

Additionnal bonus ?!

"As your crew increases in training level, they will be awarded with higher ranks, with every 50% in a role, skill, or perk awarding a new rank." I never noticied that... /:


I'm confused about the perk "Call for Vengance". It works if the radio operator survives the destruction of the tank, but I feel crew never survive. They always get the orange around them witch means they're "Knocked Out". That would make "Call for Vengance" worthless. I'd like the articial to be clear on when crew survive. Thanks!

Not sure how old this question is, but the text regarding the Radio Operator surviving is just flavor text. The perk itself automatically activates the moment the tank dies. --Trifler:na (talk) 07:50, 7 December 2014 (UTC)

Crew ranks

It appears that the images are in reverse order for China and Japan is still missing completely.

Recon/Sit Awareness

I could have sworn that the previous version of the wiki said that Recon was worth a 10% bonus to view range and Sit Awareness was worth 20%. It now says 2% and 3% respectively. Did WG nerf that or was there an error somewhere?

It has always been 2% and 3% respectively, AFAIK. There was no nerf, so it was probably an error in the wiki. Haswell:na (talk) 06:18, 28 July 2014 (UTC)
The beauty of wikis is IMO that they include edit histories. From which i can safely state that when these skills were added in March 2012 they did not include any percentages. The specific values were added a few days later, as 0.02% and 0.03% per level, no further details included; and, soon after that, the maximum values of 2% and 3% were explicitly mentioned.
Maybe there were some changes to 10%/20% after that moment, but i won't look for such changes right now. Maybe later, if there's any need. -- CrystyB:eu (talk) 13:34, 5 March 2015 (UTC)


I have a few questions about the Experience that crew members receive.

  • First of all, how is it awarded? In the battle result screen i see the vehicle experience i gained -- is this related in any way with the crew XP?
  • Second, i consider the #Experience_Required_to_Increase_Training_Level section a bit lacking: it fails to mention how is the value shoehorned into an integer -- floor, round, ceiling, or some other way?
  • And one of the example values provided doesn't match the formula very well IMO: 21 × 25 × 100(68/100) = 1145.433826, not really "1,146 XP" as the page says -- unless "ceiling" is the answer to my previous point... Though, anyway, even with ceiling, i only get 105,080 for the "Major Qualification from 0% to 100%" requirement, not "105,242 XP"...

I find it interesting that while the value for 2nd Skill or Perk (420,128 XP) is approximately half of the value for 3rd Skill or Perk (840,255 XP) -- which it should be, considering how the formula works; and likewise Major Qualification is still half the value for 1st Skill or Perk; yet the disparity between "half the 2nd" and value for "1st" is too much: 420XP couldn't be justified even with a 1XP shift per level... Is there a 0.2% cost increase for MQ and 1st? :-) -- CrystyB:eu (talk) 14:09, 5 March 2015 (UTC)

PS Is there any way i can check the exact value for the total experience for each of my crew members? -- CrystyB:eu (talk) 17:23, 5 March 2015 (UTC)


I liked it better when Skills and Perks were sorted separately. --Trifler:na (talk) 10:02, 26 April 2015 (UTC)

Crew strategies

One of the hardest things about the game is crew strategies. For instance, when to retrain and when to start a new crew.

Radio operators need particular attention, as they are required on most tanks up to about tier VI and then start to disappear so that few tier VIII and up tanks have them. This means that there's a potentially valuable resource available for lines where you sell tanks and retrain the crew - you can repurpose radio operators from say TDs or mediums that no longer require radio operators at higher tiers, to other tanks like arty or lower tier heavies that do.

A couple of lines drop the loader at high tiers, like the French heavies. They still have a radio operator, but no loader, at tiers VIII to X. So a leftover AMX M4 45 loader, assuming one only intends to play tier VIII and IX and X in French heavies after unlocking them, could be retrained to the French medium line (new as of May 2015) or to SPGs, making just one less crew member to grind quite so heavily.

Many players keep one crew per tank forever, but this requires buying a lot of slots, which are never cheaper than 100 gold each, or have to be won. It also makes a pretty cluttered garage, and means a lot more grinding for credits, and never getting back even half of what you paid to equip a loser tank. It's not a practical strategy for FTP players who tend to instead ditch tanks as they unlock new ones, retrain the crew to 90% with credits only (not gold), and thus really need to make good use of leftover crew members in other lines that no longer need that extra crew.

There are a few other anomalies like one tank having two gunners and then the next one up having two loaders but only one gunner. This kind of thing drives new players nuts.

An especially useful strategy once you have premium tanks, is to sell off a tank you don't intend to keep but have a premium hold its crew. Retraining the crew immediately to the unlocked (but not bought) next tank in that line, means you have some time to grind up from 90% (or at worst 80% if you retrained from another type of tank) to 100% so you have a crew ready for the next tank when it's on special and you can afford to buy it.

For instance, a Chi-Nu-Kai is a handy place to keep a Chi-To crew after you sell the Chi-To, but it's an even handier place to keep a newly retrained Chi-Ri crew at 90%, which will be at 100% long before the Chi-Ri comes on special and you renew playing up the line.

Crew strategies can't really even be discussed properly without discussing premium tanks, since they are mostly useful as crew trainers. What premiums to buy should depend on what crews you have to retrain most often, or which ones you really want to have the most skills, or which lines you intend to go for long periods without playing the regular tanks. Since Japanese tanks are (as of May 2015) just one line, and all mediums after tier IV, players who only buy tanks on special really should own a Chi-Nu-Kai to hold and retrain and make good use of the only Japanese crew they'll ever need. Similarly, there are so many German mediums, that a T-25 is also a very useful trainer, and most players should acquire one of those when they can. By the same token, the fact that the T34 exists, or the JgTig8.8 exists, is good reason to pursue US heavy or German TD lines, because you can eventually get a good moneymaker to take full advantage of any crew of that line, even if you aren't currently running any other tank of that line. Lines without a good moneymaker tank in them are less desirable and the crews are likely to spend more time in the barracks, which is especially irritating if you paid gold naively to keep them trained.

Under Construction

Hmm... This page had an "under construction" label slapped on it back in April, and hasn't changed since. Has the person who was working on it wandered off? If it's really taking that long, then I think it should default to the old version until the new one is mostly ready. There's nothing inaccurate about the old version, it's just the person rewriting it apparently didn't like the way the skills and perks were sorted. --Trifler:na (talk) 00:03, 25 July 2015 (UTC)

Poof, done. I also removed the protection on the page so it can be edited by everyone again. --Haswell:na (talk) 03:46, 25 July 2015 (UTC)
Thanks! --Trifler:na (talk) 22:35, 28 July 2015 (UTC)

Designated Target discrepancy

The wiki claims that the Designated Target perk does not apply in Strategic View when driving an SPG. The tooltip that pops up for the in-game description states it is effective in direct and indirect fire modes. Can you please clarify which is correct? (I do not have this perk to find out myself, but I imagine it would be easy to confirm if you do)

Mentor Skill

My own tests have shown that the Mentor skill is not affected if a crewmember is knocked out. No matter if the Commander or the mentee is dead at the end of the battle, the bonus is still awarded. Therefore I changed this part of the wiki. --TankSchmidt:eu (talk) 22:17, 12 June 2016 (UTC)

Accelerated Crew Training

My own tests have shown that the "Accelerated Crew Training" feature effectively means that the least-trained crew member received double the crewXP as the others. The corresponding part of the wiki has been changed accordingly. TankSchmidt:eu (talk)