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This list will attempt to explain some of the more common jargon found within WoT that is not always readily apparent to the newer player.


List

1 shot/1 shotted - To kill or be killed with one shot.

88 - Any of the German 8.8 cm guns. (8.8 cm PaK 36 L/56, 8.8 cm KwK L/71, etc)

AFK - Away From Keyboard, not at the computer (e.g. "That PzIV hasn't moved, I think he's AFK")

AP - An Armor Piercing shell.

Arty - Artillery, Self Propelled Guns. (e.g. "Arty is lit up")

Base - The area marked by a flag and white circle. (Previously, the WoT Developers have placed a Christmas Tree instead of a flag for the holiday season)

bbiab - Be Back In A Bit

BDR - Refers to the BDR G1B.

Bounce - A shot that ricocheted off of or failed to penetrate another tank. This can be used in either perspective. (e.g. "I just bounced a Maus," meaning your shot bounced off or "That [tank] just bounced me" meaning that that tank bounced off of your armor

brb - Be Right Back

Camo Net - Short for Camouflage Net.

Camper - A player who spends most part of the match sitting in one spot, passively waiting for enemies instead of actively taking part in the action. Mostly used with a negative sense (e.g. [username] is a camper! He's been sitting in that bush the whole match!!!). However, someone guarding the artillery would naturally be expected to "camp".

Campinovka - Nickname for the map titled 'Malinovka' due to the amount of camping which takes place on this map.

cap - To capture the enemy base. (e.g. "Cap before they do" meaning capture the enemy base before they can capture yours. This is usually said towards the end of the battle.)

CC - Community Contributor

Consumables - Equipment that can be purchased with credits and used when needed by pressing the 4, 5, or 6 keys.

Creds - Credits, WoT's in-game monetary system

Critical Hit, Crit - A shot that damaged a module or crew member in another tank. (e.g. I got a critical/crit hit for no damage on that IS-7)

cya - See Ya!

def - To defend one's base. (e.g. Def the base guys!)

Derp Gun - A gun that causes a lot of damage with one shot, usually having a very long reload time and low penetration. Usually associated with short, High-caliber guns that load HE. Arty's guns are not considered derps. (e.g. the 'derp gun' on the USSR tank KV-2)

DEV/DEVs - WoT developer/developers

Ding - A shot that has ricocheted.

Face Hugging - The tactic of placing the front of your hull against the front of the enemy's hull. (e.g. Why do IS-7 drivers always face hug Mauses?)

Finger of God - Artillery

Flanker - A tank that works best when used to attack enemy tanks from the sides and rear, preferably while they're already engaged with another member of your team (i.e. flanking tactics). They may also be referred to as a "flanking tank". Generally these tanks are fast, maneuverable, and fare poorly when engaging enemies from the front.

FTW - For The Win

gg - Good Game

gl - Good Luck!

Gold - See this page for details.

Gold Consumables - Equipment that can be purchased with in-game gold. These consumables are sometimes automatic, sometimes you need to press the 4, 5, or 6 keys.

Gold Round - A munition which can be purchased for in-game gold such as HEAT or APCR. These munitions usually have better penetration or damage rates.

gs/ns - Good Shot/Nice Shot (e.g. gs joe!)

gtg/g2g - Got to Go

HE - A High Explosive munition.

hf - Have Fun!

HT - A Heavy Tank

HUD - Heads up Display. Common term for the targeting reticle, range, reload and health status in middle of the screen. Can be toggled on and off with "V"

Hull Down - To keep your tank's hull below a hill or other obstacle to prevent shots hitting it. (e.g. Hiding behind a fence on Malinovka in a T29)

Humping Brick - Getting very close to a brick building in order to avoid getting hit by artillery. (e.g. Get into town and hump some brick!)

IMHO - In My Humble Opinion

IMO - In My Opinion

k - OK

Kill Stealer - Someone who deliberately shoots a tank that you have nearly killed and only need one more shot to finish, thus taking the credit for destroying it. Be careful of making the assumption though, as it is often difficult to differentiate between a Kill Stealer and someone who was just helping out.

Lemming train - When most (or all) of tanks in one team goes in same direction, leaving other parts of map undefended.

Light - A light tank

LOL - Laughing Out Loud

LOL-Traktor - The German Tier 1 Tank, The Leichtraktor. Although sometimes more recently used to mean any of the Tier 1 tanks.

Magical Forest - The Forest in the Murovanka map.

Med - A Medium Tank

Mini Map - The small map in the lower right corner of your screen in battle. Size can be changed with the - or = keys on the keyboard (not the numberpad) and toggled on and off with the "M" key.

Mod - A WoT in-game or forum moderator. Also means a visual or audio modification to one's game.

Nerf - To weaken an equipment, vehicle or module by modifying its stats. It's done by programmers to rebalance anything they feel being too powerful and thus unbalanced. (e.g. "Nerf the T29 turret armor, it is too strong" means to make the turret have less armor)

nvm - N e v er M ind

OP - Over Powered, too strong compared to other vehicles, usually of the same tier. (e.g. Maus is OP, give it less armor to balance)

Peek-a-boo - The tactic of rounding a corner to take a shot at another tank and immediately reversing back to the cover of the corner while reloading.

Pen - The amount of penetration for a given gun or to penetrate a target.

Penetrate - To shoot at a target and have the shell penetrate the armor.

Pwn - To utterly destroy without effort. Its usage is generally supposed to have come from a typo of the word 'own'.

Pwned - To be utterly and effortlessly destroyed. (e.g. I just got pwned by that SU-26) or a victory cry by someone who has just effortlessly or resoundingly beaten an opponent. (e.g. ARTY PWNED!!!)

Prem - Premium, can refer to premium accounts, premium tanks, premium shells, premium consumables, or even your garage.

Rammer - A device that shortens the time it take to load a shell by 10%

Ramming - To crash into another tank and thus damage it.

ROFL - Rolling On The Floor Laughing

RTB - Returning to Base or Return to Base

Rush - To charge either directly or indirectly at the enemy base, usually along one flank.

Rusher - A player who rushes to the enemy base, although the term is mostly used with a negative sense to designate a player who charges at the enemy carelessly and thus gets rapidly killed.

Scout - A tank that actively endeavors to spot enemy vehicles (e.g. Go scout that position!). Usually a light or medium tank, although, sometimes a tank destroyer or heavy tank will do the job in a pinch.

Skin - The texture on a tank. This word usually refers to a user-created texture. (e.g. I love the skin that so-and-so made.)

Sniper - A tank that works best when used to shoot at enemy tanks from maximum effective range, preferably with one or more friendly tanks in front of you. These friendly tanks benefit you both as spotters and as a means of keeping the enemy preoccupied enough that they'll need to shoot at them instead of at you. Generally these have guns with very good accuracy, usually high damage, a high camouflage coefficient, and sometimes poor armor.

SPG - Self-propelled gun, artillery. (e.g. That SPG on the other team just 1-shot me!)

Spotter - A tank that spots enemy vehicles for artillery, TDs, and/or snipers, allowing them to fire beyond their own visual range. This may or may not be a deliberate act by the spotter (e.g. Artillery: Can't fire. No spotters!).

Support Tank - A tank with weak armor, but at least a decent gun, that can best help by firing from the second line (i.e. from a position behind better-armored friendlies). Whether or not a tank should be considered a "support tank" may vary depending on the tier(s) of the enemies being faced. Unlike a sniper tank, a support tank will try to remain close to the front line, but not on the front line. Unlike a flanking tank, a support tank will not actively attempt to flank.

TD - A tank destroyer.

Team Killer - Someone who deliberately kills or damages a friendly tank. (These players are easily spotted by their cyan name tag)

Track - Short for "de-track". The act of destroying another tank's tracks, thus rendering it immobile (e.g. Track that Maus!).

Tracked - A tank that has had one or both tracks destroyed (e.g. "Maus tracked). Short for "de-tracked"

Wolfpack - A team of highly coordinated medium tanks. Made popular by the Type 59


Directions

North - The top side on the in-game mini-map.

South - The bottom side on the in-game mini-map.

East - The right side on the in-game mini-map.

West - The left side on the in-game mini-map.


Parts of a Tank

Every armored fighting vehicle consists of three main compartments: Driving compartment, fighting compartment and engine compartment. For a basic description, however, it is easier to divide the vehicles into hull and turret/superstructure, where hull contains driving and engine compartments and turret/superstructure contains fighting compartment.

Hull

Hull usually houses driving compartment (Driver or driver and assistant driver/radio operator) and engine compartment, plus of course part of the fighting compartment and ammunition storage.

Ammo Rack - ammunition storage, the function is clear: To store and to protect ammunition. However many compromises have to be made with regards to the amount of ammunition, thus ammo rack is always a weak part of any tank.

Armor - Basic attribute of tank, armor provides protection against the enemy fire. Armor has usually varying thickness and slopes and is usually divided into front armor (incl. Glacis), side armor (often split between upper and lower sections with different thicknesses/slopes) and rear armor.

Armor Skirts - Additional armor designed to protect weaker-protected parts of tanks, usually hull sides. Introduced by German designers to protect primarily against 14.5-mm antitank rifle projectiles and 76-mm HE shells, it was discovered that this additional armor is able, under proper conditions, to damage capped AP projectiles and to degrade penetration of HEAT weapons (though at angles around 90°, it actually augmented the penetration in some cases).

Chassis - General term used for all parts of hull connected to engine/transmission/suspension. Often vehicles use the same chassis, even though they serve completely different purposes.

Engine - The core of the tank, providing power and source of devastating fires. In WWII, usually rear-mounted. Petrol engines were considered more flammable than diesel engines, but when a shell hit the tank, the difference usually was not all that important.

Fuel Tank - Storage of the fuel for the engine. Always source of trouble, as it is storage of highly flammable material - usually found wherever there is enough free space and still not enough, some tanks mounted also external fuel tanks. Diesel fuel is somewhat harder to catch fire than petrol, but in turn, such fire is also harder to put. Damaged fuel tank increases the risk of fire on subsequent hits.

Idler Wheel - Part of the running gear of a tank, the idler wheel serves to propel the tracks. Damage to it can immobilize a tank. Especially important for changes in tracking mechanics in 6.4.

Periscope - Periscopic devices were used to provide visibility with closed hatches without the need to have a vision slit in a tank's glacis/walls, thus removing said weak spots.

Sponson - Part of tank hull located above tracks. Often used to store ammunition, in some cases also to mount the tank's armament. This is most prominent on M3 Lee, where the main tank's armament is sponson-mounted.

Suspension - Means of suppressing vehicle shaking with various bumps on the road. In WWII, spring suspension or torsion bar suspension were usually used, though many tanks used also Christie suspension (most prominently BT series and T-34). Suspension limits how much weight can the tank carry without serious penalties to mobility.

Tracks - The secret of a tank's mobility over broken terrain. Tracks allow crossing difficult spots better than wheels by distributing the weight over a much larger surface area. They can also cross trenches, which was of great benefit in World War I.

Turret/Superstructure

The fighting compartment of tanks contains vehicle's primary armament and, usually, is located in a distinct fixed superstructure or, in case of tanks, in rotating turret. Usual crew of the fighting compartment includes vehicle commander, gunner and loader, however these functions can be combined.


Ammo Rack - ammunition storage, the function is clear: To store and to protect ammunition. However many compromises have to be made with regards to the amount of ammunition, thus ammo rack is always a weak part of any tank. Ready ammo rack, usually found in turret, was in most tanks totally unprotected and thus very vulnerable.

Armor - Basic attribute of tank, armor grants it protection from enemy fire. Armor has usually varying thickness and slopes and is usually split into front armor (incl. mantlet), side armor and rear armor. Turret armor is always more exposed than hull armor, especially if vehicle is fighting from hull-down positions. In case of rotating turret it also presents even more compromises than hull armor, as it influences the balance and thus turning of the turret - for example this is the reason PzKpfw IV ended war with just 50mm front turret armor.

Cupola - Additional small "turret" on top of superstructure/tank turret, usually reserved for commander, providing him with 360° vision. However the downside is that cupolas usually present a rather vulnerable target and their damage means incapacitation of the vehicle's commander.

Gun - Main armament of AFV. For more detailed description see the Armament section. May mount a Muzzle Brake.

Mantlet - Moving part of armor, attached to the gun, protecting the gap in front armor through which the gun passes. Mantlets came in different sizes and shapes - and also functions. Mantlets usually partially overlap front armor, though in case of Tiger I, gun shield/mantlet is THE turret front armor, same as with Sherman (76). The second extreme is Sherman (75), where originally narrow gun shield expanded to cover a weaker part of front turret armor with additional layer.

Turret Ring - Obviously, present only with rotating turrets, turret ring covers a bearing/turret rotation mechanism. Vulnerable spot on most tanks, as armor is usually thinner than on the rest of turret and sensitive machinery/crew is just behind.


Armament

Autoloader - An automatic loading mechanism first used by the French, and exclusively used by French tanks during the time period covered in the game. An Autoloader eliminates the need for a crew member to server as a Loader. Tanks with an autoloader are capable of firing several shots in rapid succession, drawing rounds from a revolving drum that holds several rounds. These are not to be confused with an auto-cannon, as these fire single shots from full-size cannons. When the rounds in the drum are used up, the Autoloader refills it. This can take some time, so taking shelter behind cover while reloading is recommended. Theoretically it should be possible to stop the Autoloader and fire before the drum is fully refilled, if necessary, but this is not possible in the game. Some modern (not in game) Autoloaders draw ammunition directly from the ammo rack, eliminating the drum from the process.

Automatic Cannon - Rapid-fire (burst-fire in the game) weapon of 20mm or lower caliber, but unlike machine guns, they fire shells instead of bullets. Typically shortened to "auto-cannons". Used in early-war light tanks to give them an edge versus their (at the time) machine gun-armed opponents. However, auto-cannons rapidly fell behind in the shell-vs-armor race and quickly became used only by few specialized German reconnaissance vehicles. However, automatic cannon use vastly expanded in the region of anti-aircraft defense. Typical examples: 20mm KwK 38, 20mm TNSh.

Gun - Generally a shot or shell-firing weapon using lower register (below 45°) for direct fire, most often falls into following categories:

Gun, Conical - Usually referred to as taper-bore or squeezebore gun, it was a special category of anti-tank guns designed to provide high penetration without the use of special (and expensive) materials such as tungsten carbide, as well as to remove range limitations of APCR projectiles. Taper-bore guns used barrel with changing diameter, from original caliber to significantly smaller one, thus reducing the cross-section and drag of the projectile to extend its effective range.

Howitzer - Artillery weapon, with short barrel and low muzzle velocity, usually using separate charges. It was designed for high-register firing (above 45°), and thus to fire over hills and other obstacles. Howitzers are relatively light and share carriages with smaller guns - for example the carriages for the US 155mm Field Gun and 8" Howitzer were the same. Many countries thus used howitzers as a relatively simple way to increase tank firepower against soft targets, to be used as assault guns and close support tanks. Since such vehicles were of limited use against tanks, they were usually attached to tank units as support only, or concentrated in specialized units that weren't expected to encounter enemy tanks. Typical examples: 105mm M4 Howitzer, 10.5cm Sturmhaubitze, 122mm M-30S.

KwK - Kampfwagen Kanone, German for Tank Gun.

PaK - Panzerabwehr Kanone, German for Anti-tank Gun.

StuH - SturmHaubitze, German for "Assault Howitzer", Close support gun created by mounting a howitzer in an armored vehicle.

StuK - SturmKanone, German for "Assault Gun", ie weapon specifically designed to be mounted in Sturmgeschütz.


Ammunition

AP - Armor Piercing, ammunition type dedicated to penetrating enemy armor and thus disabling a tank. Often used as blanket term covering all various kinetic energy full-bore projectiles, "classic" AP shot was made of solid metal with no filler nor composite structure, relying only on its mass to penetrate and do sufficient damage to the enemy tank. While most WWII countries used APHE, the United Kingdom preferred to use solid shot and while theoretically tests showed some difference in the internal damage of target tank, in real combat conditions it usually did not matter.

APCR - Armor Piercing, Composite, Rigid, basic subcaliber armor-piercing ammunition. APCR body consisted of a penetrator, with significantly smaller diameter than the bore, and of light metal casing around it, to fill up the bore. The light metal part was non-detachable. Lighter mass gave the projectile higher muzzle velocity and higher penetration, however the smaller sectional density given by the light weight, but full bore diameter, caused high drag resulting in APCR losing velocity rapidly. APCR was used by all major players in WWII.

HE - High Explosive, a generally used term for any shell whose primary damage mechanism comes from an explosion of its charge, as opposed to kinetic damage done by the mass of the shell. There are multiple kinds of HE projectile, the most often used is probably HE-Frag, which has a shell that fragments on impact, creating a hail of lethal shrapnel. A pure HE shell would have thin walls and would create very little fragmentation, relying on the blast to do the damage. Thus, HE shells were often designed against hardened positions, etc. However, practice showed that HE-Frag can be almost as effective as pure HE, while being more effective against soft targets, and as HE-Frag took over the role, it took over the designation as well.

HEAT - High Explosive, Anti-Tank, armor-piercing projectiles using hollow charge effect. Cup-shaped charge forms a thin jet of gases or of HEAT liner material, that travels at very high velocity. Contrary to kinetic energy AP, HEAT maintains the same penetration regardless of the shell velocity, so it was a popular choice for low-velocity guns and howitzers. However, WWII HEAT was often prone to failure and had usually short range. On the other hand it was cheap to produce - by the war's end, German tanks often carried a significant portion of their ammunition load in HEAT, replacing both AP and HE shells.

Pzgr - Panzergranate, German designation of kinetic energy (AP) projectiles. Usual designation for most frequently used shells was Pzgr.39 (APCBC) and Pzgr.40 (APCR).

Sprgr - Sprenggranate, German designation for HE shells.


Vehicle Nicknames

1S - Short for KV-1S. Do not confuse the "1" with an "I"

4502A - Short for VK 4502 (P) Ausf. A

4502B - Short for VK 4502 (P) Ausf. B

50 100/120 - Short for AMX 50 100 and the AMX 50 120

50B - Short for AMX 50B

59 - Short for Type 59

212 - Short for Object 212

261 - Short for Object 261

704 - Short for Object 704

Bat / Bat Chat / Batmobile - Short / nicknames for the Bat Chatillon 25 t, originally Batignolles-Chatillon 25t.

Darth Vader - Nickname for the PzKpfw IV with the oversized Schmalturm turret.

Duck - Nickname for the AMX 40 due to its duck-like appearance.

Easy 8 / E8 - Nickname for the M4A3E8 Sherman.

Jumbo - Nickname for the M4A3E2.

Ferdi - Short for the Ferdinand.

JT - Nickname for the Jagdtiger.

King Tiger - Nickname for the PzKpfw VIB Tiger II

Leo - Short for the VK 1602 Leopard.

Loltraktor - Nickname for the Leichttraktor

Micro Maus - Nickname for the PzKpfw 38H735 (f)

Mini Maus - Nickname for the VK 4502 (P) Ausf. B

Mutant 6 - Nickname for the M6A2E1, due to the bobble shaped turret.

Panzer - Short for PzKpfw (= German Panzerkampfwagen), followed by the designation, e.g. Panzer 3.

School Bus - Nickname for the SU-14

Slowe - Nickname for the Löwe

Typ E - Short for GW Typ E.

Unicorn - Nickname for the S-51

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