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In order to be battle-ready, every vehicle in the game must first be manned by a complete crew. Crew members have different roles depending on their function in operating the vehicle, and their skill levels effect how efficiently their respective part of the vehicle operates. A vehicle with a well trained crew is often far superior to the same exact vehicle with a poorly trained and inexperienced crew. Crew members' skill levels can receive bonuses from things like food consumables and ventilation equipment. Crew members who are placed in a vehicle they are not trained for will receive a large proficiency penalty, unless the vehicle is a premium tank of the same class of vehicle as the one they are trained for.

Crew members can be knocked out during battle, resulting in a severe penalty in their respective role(s). If a vehicle's entire crew is knocked out, the vehicle is considered dead (regardless of whether or not it has any remaining hitpoints) and the player who delivered the final blow is credited with the kill. Players can use consumables such as the large or small first aid kits to revive knocked out crew members, but cannot use these items to revive their tank if all its crew members were knocked out.

Training and Experience

Major Qualification

Every crew member has a major qualification, which is what role they fill in the vehicle. There are five major qualifications: commander, gunner, driver, radio operator, and loader. Depending on the vehicle, a crew member may fill the roles of another major qualification aside from their primary one (for instance, a gunner can also be a loader as well), or there may be more than one crew member with a certain major qualification (for instance, vehicles with large guns commonly have two loaders).

Much like how a vehicle gains experience with every battle it takes place in, crew members accumulate experience which increases their skill levels. A crew member's skill in their particular major qualification is known as their proficiency, which is represented as a percentage. A crew member with an effective 100% proficiency will operate in their role with the same effectiveness as advertised in the vehicle's statistics. A crew member with an effective 0% proficiency will only operate at half capacity of what is expected for that vehicle. Crew members can have effective proficiency higher than 100% thanks to certain bonuses, and in such cases will cause the vehicle to operate more effectively than its displayed stats.

Below is a table explaining how a crew member's proficiency in his or her respective role affects the performance of the vehicle:

The commander is responsible for acquiring and targeting enemies as well as leading the vehicle's crew. The commander's proficiency level affects the vehicle's view range. An inexperienced or knocked out commander will reduce the vehicle's effective view range.
The commander also provides a commanders bonus to his subordinate crew members based on 10% of his current proficiency (see Bonuses and Penalties).
The gunner is responsible for aiming and firing the vehicle's main weapon. The gunner's proficiency level affects the vehicle's aim time, accuracy, and turret traverse rate. An inexperienced or knocked out gunner will reduce the vehicle's ability to fire accurately, aim quickly, and rotate its turret or gun.
The driver is responsible for driving and maneuvering the vehicle. The driver's proficiency level affects the vehicle's ability to maneuver - specifically its terrain resistance, traverse speed, and acceleration ability. An inexperienced or knocked out driver will reduce the vehicles ability to accelerate, climb inclines, and maneuver quickly.
The radio operator is responsible for using the vehicle's radio to communicate with other allied vehicles. The radio operator's proficiency level affects the vehicle's radio range. An inexperienced or knocked out radio operator will reduce the vehicle's radio range, and potentially leave it incapable of communicating with other vehicles with a poor radio range.
The loader is responsible for loading and reloading the vehicle's main weapon. The loader's proficiency level affects the vehicle's reload time. An inexperienced or knocked out loader will greatly increase the vehicle's reload time.

Skills and Perks

Once a crew member has reached 100% proficiency, they begin to train for their first crew skills. These crew skills can be used to increase the vehicles performance even more, and can allow the vehicle to do things that vehicles with regular crews can't. The player can chose which kind of crew skill to train. If the player changes their mind on which to train, then can then reset them (see Training, Retraining, and Resetting) and change them to something else. Crew skills require more experience to increase their percentage levels as they approach 100%. A crew member can have multiple crew skills, with the amount needed to completely train a crew skill increasing with each subsequent one. If a crew member is knocked out in battle, the vehicle loses the benefits of that crew member's crew skills.

Some crew skills are specific to crew members of a certain major qualification, while others can be trained by anyone. A crew member with secondary roles aside from their primary major qualification can train crew skills for these other qualifications (a gunner who is also a loader can train loader-specific crew skills), but will lose the ability to use these skills if moved to a vehicle where they do not have this secondary role.

Crew skills are divided into two categories - skills and perks - which work differently. A skill is progressive - its effect is felt as soon as it is chosen on a crew member and increases as the skill reaches 100%. Perks are not progressive, and do not come into effect until fully trained to 100%. This means that training crew skills with perks selected is inefficient, and it is much more efficient to train a crew skill to 100% with a skill selected and then drop it once it reaches 100% in favor of a perk (this is commonly done with the Commander skill "Sixth Sense").

List of Skills and Perks

It is worth noting beforehand that all skill or perks which provide either a percentage reduction or increase of certain vehicle attributes stack additive with bonuses provided by relevant equipment, consumables, or other skills/perks. This means the percentage bonus of crew skills/perks and other enhancements are based on the vehicle's base statistics, and are then added on at the end. For instance, a vehicle getting a 10% increase in accuracy from crew skills/perks and another 5% from a consumable will get a total 15% increase in accuracy.

Crew skills and perks for specific major qualifications usually are not cumulative when two crews members in the same vehicle have the same skill. In such cases, only the skill or perk with higher proficiency is counted, and if both are skilled to 100% only one is counted. Assume this to be true for any skill or perk in the table below unless stated otherwise.

On the other hand, the crew skills common to all major qualifications (repairs, firefighting, and camouflage) are cumulative. Their actual effectiveness is determined by averaging their proficiency among each crew member. For instance, a four-member crew with 25%, 100%, 100%, and 100% proficiency in repairs will get an effective 81.25% of the maximum bonus of repairs.

Training, Retraining, and Resetting

When training new crew members, retraining old crew members for new vehicles, or resetting crew skills, the player must chose from three different options. Whether the player chooses to use Rapid Courses, Regimental School, or the Tank Academy will determine how much experience the crew members will gain or retain. Better forms of training will yield better results, but will cost more.

Below is a table showing how much the three different training choices cost and what they yield when training, retraining, and resetting.

Courses CrewTrainingRapidCourses.png
Rapid Courses (free)
Regimental School (Credits 20,000)
Tank Academy (Gold 200)
Training Trains a new crew member with 50% proficiency for a vehicle. Trains a new crew member with 75% proficiency for a vehicle. Trains a new crew member with 100% proficiency for a vehicle.
Retraining Retrains a crew member to 50% proficiency or 80% of their current level (whichever is greater) for a new vehicle of the same class.

Retrains for 50% proficiency or 60% of their current level (whichever is greater) for a new vehicle of a different class.

Retrains a crew member to 75% proficiency or 90% of their current level (whichever is greater) for a new vehicle of the same class.

Retrains for 75% proficiency or 80% of their current level (whichever is greater) for a new vehicle of a different class.

Retrains an existing crew member to 100% proficiency for a new vehicle of any class.
Resetting Drops all current skills and perks trained to a crew member, retaining 80% of their crew skill experience. Drops all current skills and perks trained to a crew member, retaining 90% of their crew skill experience. Drops all current skills and perks trained to a crew member, retaining 100% of their crew skill experience.