Tips
Official game tips
One of the following tips is randomly shown each time you load into a battle:
Tip 0 | Boggy ground significantly reduces vehicle turning speed and mobility. |
Tip 1 | To select shells, use keys 1–3. Shell types differ in penetration and damage. |
Tip 2 | Light tanks are the eyes and ears of the team. Use them to find the enemy. |
Tip 3 | The longer light tanks manage to survive among enemies, the more successful artillery performance will be, and the more targets will be knocked out. |
Tip 4 | A light tank without a good radio becomes a burden to the team. |
Tip 5 | Suspension, radio, and engine are generally more important to a light tank than the gun and turret. |
Tip 6 | A driver of a light or medium tank who believes he is driving a heavy tank won't live long. |
Tip 7 | The goal of a medium tank is to attack flanks and rear areas, and withdraw after delivering a thrust. |
Tip 8 | A wolf pack of medium tanks is capable of hounding even the strongest opponent to death. |
Tip 9 | Frequent relocation is key to the survival of SPGs. |
Tip 10 | Enemy artillery positions can be tracked by watching their shell tracers. |
Tip 11 | Artillery is the primary firepower of your force. |
Tip 12 | Enemy artillery must be your primary objective. |
Tip 13 | Protect your artillery or they will be an easy target for the enemy. |
Tip 14 | Tank Destroyers are designed for ambush operations. |
Tip 15 | Maneuvering is the key to victory. |
Tip 16 | Even the heaviest tank cannot kill all of the enemies without support. |
Tip 17 | Auto-aim does not guarantee 100% precision. Experienced tankers use manual aim. |
Tip 18 | Zigzagging maneuvers help light and medium vehicles dodge enemy shells. |
Tip 19 | Even the most heavily armored vehicle has its weak points: the sides and rear. |
Tip 20 | To mount some modules you may have to replace the suspension. |
Tip 21 | Some guns might require mounting another turret. |
Tip 22 | Don't overlook your radio unless you like being blind in battle. |
Tip 23 | Caliber is not the only gauge of gun performance. Rate of fire and accuracy are also important. |
Tip 24 | A well-armored target that cannot be defeated with Armor Piercing shells can be quite vulnerable to High-Explosive shells. |
Tip 25 | Vehicles of each class often require different tactics. |
Tip 26 | Some vehicles are best for close-range maneuvers, while others excel at long-range combat. |
Tip 27 | Vehicles that stop moving while under enemy fire quickly become smoking wrecks. |
Tip 28 | High-Explosive shells are quite effective against light vehicles and SPGs with open cabins. |
Tip 29 | Use both firepower and ramming to destroy light tanks and SPGs. |
Tip 30 | Bushes make great camouflage, up to the second you fire your gun. |
Tip 31 | High-Explosive shells are great for causing critical damage. |
Tip 32 | To make a tank stop, shoot its tracks. |
Tip 33 | A low profile makes a vehicle harder to detect, especially in bushes. |
Tip 34 | Use Premium shells when Armor Piercing shells are ineffective. |
Tip 35 | Try High-Explosive shells in situations where even Premium shells are ineffective. |
Tip 36 | A stationary tank is more difficult to detect. |
Tip 37 | Do not fully rely on Auto-Aim. In some cases it is not accurate enough. |
Tip 38 | When using chat, make your messages constructive, worthwhile, and to the point. |
Tip 39 | Timely use of direct fire may provide SPGs a good chance of survival in close combat. |
Tip 40 | Enemy artillery can guess your location when you knock down trees or destroy fences and structures. |
Tip 41 | A light tank can be either immobile or intact, but never both. |
Tip 42 | It always makes sense to concentrate fire. |
Tip 43 | If you protect your artillery from light tanks, they will protect you from the heavy ones. |
Tip 44 | Self-propelled artillery excel at providing indirect fire, but can also fire directly if needed. |
Tip 45 | Observing the trajectory of tracers will help you detect the location of enemy artillery. |
Tip 46 | Even heavy vehicles need back up. |
Tip 47 | The more vehicles from your team that occupy the enemy base, the faster the base will be captured. |
Tip 48 | A draw means that neither team has won. |
Tip 49 | Base capture is interrupted when the occupying tank is damaged. |
Tip 50 | Maneuverability is determined by the type of suspension, engine power, and total weight of all modules. |
Tip 51 | The chance of fire depends on engine type, while a crew with skill in firefighting will put a fire out faster. |
Tip 52 | Detection of enemy vehicles is rewarded. |
Tip 53 | Buildings and destroyed vehicles can block enemy fire, unlike trees and bushes. |
Tip 54 | When damaged, a turret locks up. After immediate repairs it will function, but at a reduced speed. |
Tip 55 | When damaged, a gun locks up. It will function again after immediate repairs, but it will be highly inaccurate. |
Tip 56 | Damage to the ammo rack may result in reduced loading speed, or, in some cases, immediate detonation. |
Tip 57 | A damaged observation device considerably reduces view range. |
Tip 58 | Rate of fire is affected by the turret type and the skill of the Loader. |
Tip 59 | Injury to the Driver reduces the speed and maneuverability of a vehicle. |
Tip 60 | Loading speed is reduced when your Loader sustains an injury. |
Tip 61 | Firing accuracy is reduced when your Gunner is injured. |
Tip 62 | In addition to experience and credits, a Premium Account also gets you a nice clean Garage. |
Tip 63 | Don't leave gaps in your defenses. |
Tip 64 | You can use Free Experience to research any vehicle. |
Tip 65 | When researching modules and vehicles, Free Experience is spent last. |
Tip 66 | Censorship can be turned off in the game settings, but think twice before you do it. |
Tip 67 | A new suspension may enhance load capacity. This is often required before you can mount certain other modules. |
Tip 68 | Credits and experience are awarded not only for killing enemies, but also for detecting and damaging them. |
Tip 69 | Detonation of the ammo rack is not dependent on a shell type. However, an empty ammo rack does not explode. |
Tip 70 | Shooting unmasks your position. |
Tip 71 | A critical hit either damages a module or wounds a crew member. |
Tip 72 | Using High-Explosive shells, it is possible to damage several vehicles with one shot. |
Tip 73 | APCR and HEAT shells have the highest penetration. |
Tip 74 | Make use of terrain irregularities, as they can provide refuge from direct fire and observation. |
Tip 75 | A well-coordinated team is a winning team. |
Tip 76 | If you are running out of space in your Garage, consider selling an old vehicle or buying another slot. |
Tip 77 | Use the Depot to sell vehicles, modules, or ammo you don't need. |
Tip 78 | If anyone asks for your password, it's a scam. Administrators will never need your password for any reason. Always keep your password private. |
Tip 79 | Premium tanks are cheaper to use. |
Tip 80 | You will not be rewarded for killing an ally—quite the opposite. |
Tip 81 | Your radio's signal power determines your ability to exchange information about enemy positions. |
Tip 82 | View range is the maximum observable distance to the enemy, unless the enemy is hiding. |
Tip 83 | The higher your vehicle's speed, the lower your accuracy. |
Tip 84 | Traversing your turret and hull reduces your firing accuracy, so after a maneuver is complete, wait for the aiming circle to snap onto the target. |
Tip 85 | Tank Destroyers are harder to detect than other vehicles. |
Tip 86 | Unlike other shell types, penetration parameters of High-Explosive and HEAT shells are not dependent on firing range. |
Tip 87 | Top speed is determined by the suspension. Acceleration is dependent on engine power, tank weight, and the type of terrain. |
Tip 88 | The suspension's crossing capacity is affected by different terrain, like roads, fields, or swamps. |
Tip 89 | When vehicles collide, damage is delivered based on the ratio of weight, speed, and armor of the vehicles. |
Tip 90 | It is always tougher to penetrate frontal armor. |
Tip 91 | The speed the sight snaps to the target is determined by the gun type and gunner skills. |
Tip 92 | If disconnected, you can return to the battle within 2 minutes. All you need to do is reconnect. |
Tip 93 | Auto-aim turns off if the objective is destroyed or lost. |
Tip 94 | When destroyed, a vehicle is locked and remains in the Garage until the end of the battle. |
Tip 95 | You can only enter a battle with a fully repaired vehicle. |
Tip 96 | Check "Resupply automatically" to reload ammunition to the vehicle's pre-battle quantities. |
Tip 97 | Ramming makes sense as long as you are much heavier than the enemy. |
Tip 98 | Sloped armor increases the chances of a ricochet. |
Tip 99 | You can enlarge your Barracks if needed. |
Tip 100 | You can transfer crew members to another tank or send them to the Barracks. |
Tip 101 | An injured crew member receives less experience in battle. |
Tip 102 | You cannot start a battle with an incomplete crew. |
Tip 103 | The speed of your crew's advancement depends on their success in battle. |
Tip 104 | Commander's skills influence the skills of the whole crew. |
Tip 105 | You cannot transfer a crew member to a vehicle of a different nationality. |
Tip 106 | The "Accelerate Crew Training" mode available for Elite vehicles allows to use battle experience to improve crew qualification. A crew member with the lowest perk level receives more experience. |
Tip 107 | Changing vehicle class greatly complicates crew retraining. |
Tip 108 | Training your crew to 100% in their major qualification unlocks additional skills and qualifications. |
Tip 109 | Not all additional skills and qualifications are available to every crew member. |
Tip 110 | A good tanker has several additional qualifications. |
Tip 111 | The list of additional modules available depends on the type and nationality of the vehicle. |
Tip 112 | Some additional modules, but not all, can be transferred to another vehicle. |
Tip 113 | The higher the skills of the Gunner, the faster the sight locks onto the target. |
Tip 114 | The higher the skills of the Commander, the greater the crew performance. |
Tip 115 | An experienced Driver makes more effective use of engine power. |
Tip 116 | An experienced Loader will load shells faster. |
Tip 117 | A Commander's skill level determines view range. |
Tip 118 | A competent Radio Operator is able to communicate over longer distances. |
Tip 119 | Additional modules improve crew efficiency or vehicle characteristics. |
Tip 120 | Vehicles with all technical branches researched acquire Elite status. |
Tip 121 | Experience earned on Elite vehicles can be converted to Free Experience. |
Tip 122 | A vehicle's Elite status does not depend on crew skills. |
Tip 123 | The administration will never ask for your password for any reason. All such requests should be considered fraudulent. |
Tip 124 | Moderators, Technical Support staff, and Developers will never ask for your password for any reason. |
Tip 125 | Never share your password, not even with those who claim to represent the administration. |
Tip 126 | Never interrupt your enemy when he is making a mistake. It's impolite! |
Tip 127 | Destroying all enemies will not earn you any exceptional bonuses. Capturing the enemy base is often the most efficient route to victory. |
Tip 128 | Sometimes capturing a base is the easiest and safest option. Destroying all enemies will not earn you any extra bonuses. |
Tip 129 | Destroyed vehicles are locked through the end of the battle. You can return to the Garage and join a new battle on another vehicle. |
Tip 130 | In Tank Company and Clan battles, half of the credits and experience points earned in battle by the defeated team are transferred to the winning team. |