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 +=== [[Tank:Compétences_et_aptitudes_de_l'équipage|Compétences et aptitudes de l'équipage]] ===
 +{{:Tank:Compétences et aptitudes de l'équipage}}
  
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?{{panel content toc|title=<div id="Skills and Perks">Compétences et Aptitudes</div>|content= 
?'''Skills''' and '''Perks''' are additional [[Crew#Proficiency|<i>Proficiencies</i>]] that a crew member can learn beyond those of his Major Qualification. Skills and Perks only become available for selection after a crew member's [[Crew#Training_Level|''Training Level'']] in his [[Crew#Major_Qualifications|''Major Qualification'']] reaches 100%. At such time a small plus icon [[image:New_skill_small.png|link=]] will appear beneath the crewman's name, on the crew panel when his vehicle is selected in the Garage, to indicate that he is now ready to start training of a new Skill or Perk. Click on the icon to see which Skills and Perks are available to him. Consider the pros and cons of the available Skill and Perk choices for the vehicle and your play style. Tables describing in detail the Proficiency enhancement of each available Skill and Perk are set out below. In considering your choice, remember that there is a an important difference between a Skill and a Perk: 
? 
?* '''Skills''' become partially effective immediately upon their selection. A Skill contributes to the [[Crew#Proficiency|<i>Proficiency</i>]] of the crew member in proportion to the percentage amount of [[Crew#Training_Level|''Training Level'']] that the crewman has accumulated. A Skill trained to 45% Training Level will impart 45% of its effectiveness to the performance Proficiency of its crew member in battle mechanics calculations.  
? 
?* '''Perks''' do not become partially effective at all. Instead, a Perk "switches on" at full 100% effectiveness, but only at such time as the [[Crew#Training_Level|''Training Level'']] for the Perk reaches 100%. Thereafter, the Perk imparts 100% of its effectiveness to the performance [[Crew#Proficiency|<i>Proficiency</i>]] of the crew member in battle mechanics calculations.<br /> 
? 
?After selecting a Skill or a Perk, a new icon representing it will replace the plus icon in the crew panel, and the percentage of Training Level achieved towards its completion will appear next to it. Skills are displayed as lighted icons on the crew panel. A Perk that has not yet reached a Training Level of 100% and become active is displayed as a shaded or greyed-out icon. 
? 
?A crew member can only be trained in one Skill or Perk at a time. After the first Skill or Perk reaches 100%, the [[image:New_skill_small.png|link=]] icon will reappear and a second Skill or Perk can be selected in the same manner. However, the amount of experience required to train an additional Skill or Perk doubles each time one is selected, making the acquisition of every available Skill and Perk an unrealistic goal for each crew member. See the section on [[Crew#Training_Level|''Training Level'']] for an explanation of how experience is applied to increase it. 
? 
?<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Skills</h4></div> 
?<table style="width:95%; border:solid black 1px; border-collapse: collapse;"> 
? <tr bgcolor="#E0E0E0"> 
? <th style="width:180; border:solid black 1px; padding:6px;">Icon</th> 
? <th style="width:180; border:solid black 1px; padding:6px;">Skill Name</th> 
? <th style="width:60; border:solid black 1px; padding:6px;">Role</th> 
? <th style="border:solid black 1px; padding:6px;">Description</th> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Repair.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Repair</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">All</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Repair Skill improves a crew member's ability to [[Battle_Mechanics#Repair|''repair'']] a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed [[Equipment|''Toolbox'']] equipment. The higher this Skill's Training Level the faster repairs are completed. The Repairs effect starts as soon as a module is damaged. The Repair Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Repairs Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Repairs performance is (80+0+0+0)/4 or 20%.<br><br>''Quick repairs are essential for vehicles where returning to operational condition as quickly as possible is paramount, such as fast tanks which rely on their speed or heavy tanks, which take a long time to repair''.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:FireFighting.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Firefighting</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">All</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Firefighting Skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation. The Firefighting Skill takes effect immediately when the vehicle catches fire. The higher the Training Level for this Skill, the faster a fire is put out and the less the amount of damage per second the fire does to the vehicle before it is extinquished. The Firefighting Skill does NOT reduce the chances of a vehicle catching on fire in the first place. The Firefighting Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Firefighting Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's fire fighting performance is (80+0+0+0)/4 or 20%.<br><br>''Firefighting Skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but purchasing the player controlled and consumbable [[Consumables#Manual_Fire_Extinguishers|'''Manual''']] or [[Consumables#Automatic_Fire_Extinguishers|'''Automatic''']] Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle''.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Camouflage.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Camouflage</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">All</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Camouflage Skill improves the crew member's ability to help increase the vehicle's [[Battle_Mechanics#Camouflage|''Camouflage'']] capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be [[Battle_Mechanics#Spotting_Range|''spotted'']] by the enemy, requiring enemies to be closer in order to detect your vehicle. The Camouflage Skill effect is cumulative with that of any installed [[Equipment|''Camouflage Net'']] equipment. The Camouflage Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Camouflage Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Camouflage performance is (80+0+0+0)/4 or 20%.<br><br>''This Skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The Camouflage Skill is always active and the overall effect on the vehicle depends on the the vehicle's inherent camouflage rating. [https://www.wotinfo.net/en/camouflage '''See the interactive Camo Rating here''']</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander tutor.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Mentor</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">For every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.<br><br>''Useful on any tank you plan to keep indefinitely.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander eagleEye.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Recon</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Recon Skill progressively increases your vehicle's [[Battle_Mechanics#View_Range|View Range]]. For every percentage point of the Commander's Training Level an amount of 0.02% is added to the vehicle's View Range up to a maximum of 2% once the Training Level reaches 100%. Additionally, but only in the event of battle damage to an observation device, effect will increase to 0.2% per Training Level percentage point up to a maximum of 20% for the duration of the damage. The effect of the Commander's Recon Skill is cumulative with the effects of any Radio Operator's Situational Awareness Skill and/or with any installed [[Equipment#Coated_Optics|''Coated Optics'']] or [[Equipment#Binocular_Telescope|''Binocular Telescope'']] equipment.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander universalist.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Jack of All Trades</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Jack of All Trades Skill enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. THe Jack of All Trades Skill is useful for large vehicles that can be expected to take a lot of damage dangerous to the crew, but purchasing the player controlled and consumable [[Consumables#Large_First_Aid_Kit|''Large'']] or [[Consumables#Small_First_Aid_Kit|''Small'']] First Aid Kit is generally more effective.<br><br>''Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner gunsmith.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Armorer</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Armorer Skill enables the Gunner to reduce the penalty effect on [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] that results from battle damage to a gun. The effectiveness is progressive and reduces the accuracy penalty by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20% when the Skill level reaches 100%. The effect of the Armorer Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner smoothTurret.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Snap Shot</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Snap Shot Skill enables the Gunner to reduce the penalty to [[Battle_Mechanics#Accuracy_and_Dispersion|''accuracy and shot dispersion'']] that is applied to shots made while the turret is in rotation. The effectiveness is progressive by an amount of 0.075% per percentage point of the Skill's Training Level up to a maximum of 7.5% when the Skill level reaches 100%. Although not maybe as valuable on vehicles without turrets, the Snap Shot Skill does apply to gun traverse movement on turret-less vehicles too. The effect of the Snap Shot Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.<br><br>''The Snap Shot Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Snap Shot Skill improves the accuracy of shots made while the "turret" is moving and the Smooth Ride Skill affects same when the "vehicle"'s hull is moving. Both Snap Shot and Smooth Ride Skills are recommended for best performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver_virtuoso.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Clutch Braking</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Clutch Braking Skill enables the Driver to increase the [[Battle_Mechanics#Hull_Traverse_Speed|''traverse speed'']], or rotation speed, of the vehicle. The effectiveness is progressive and increases traverse speed by an amount of 0.05% per percentage point of the Skill's Training Level up to a maximum of 5% when the Skill level reaches 100%. The effect of the Clutch Braking Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment and with that of any purchased regular or premium [[Consumables#Quality_Oil|''Consumables'']] including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline. <br><br>''Primarily helpful with fast tanks that don't already turn plenty fast (i.e. [[Pz.Kpfw. II Luchs]], [[T-50]]). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. Very useful for non-turreted Vehicles like most Tank Destroyers and Artillery</td> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;"">[[image:Driver_smoothDriving.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Smooth Ride</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Smooth Ride Skill enables the Driver to reduce the penalty [[Battle_Mechanics#Accuracy_and _Dispersion|accuracy and shot dispersion]] that is applied to shots made while the vehicle is moving. The effectiveness is progressive by an amount of 0.04% per percentage point of the Skill's Training Level up to a maximum of 4.0% when the Skill level reaches 100%. The effect of the Smooth Ride Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment.<br><br>''The Smooth Ride Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Smooth Ride Skill improves the accuracy of shots made while the "vehicle" is moving and the Snap Shot Skill affects the same when the "turret" is moving. Both Snap Shot and Smooth Ride Skills are recommended for best battle performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver badRoadsKing.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Off-Road Driving</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Off-Road Driving Skill enables the Driver to reduce the [[Battle_Mechanics#Terrain_Resistance|''terrain resistance'']] penalty that is applied to a vehicle's maneuverability and acceleration when it is moving over soft or wet ground or a terrain other than a road. On soft or wet terrain the effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100%. There is no effect when driving on roads, cobblestone, or asphalt. When driving on all other terrain the effectiveness is progressive by an amount of 0.025% per percentage point of the Skill's Training Level up to a maximum of 2.5% when the Skill level reaches 100%. The effect of the Off-Road Driving Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment.<br><br>''Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.''</td> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver rammingMaster.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Controlled Impact</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Controlled Impact Skill enables the Driver to decreases damage caused by ramming to your vehicle and increase the damage caused by ramming if your vehicle provided that your vehicle is in motion at the moment of impact. The effectiveness is progressive by an amount of 0.15% per percentage point of the Skill's Training Level up to a maximum of 15.0% when the Skill level reaches 100%. The effect of the Controlled Impact Skill on damage received in a collision is cumulative with that of any installed [[Equipment#Spall_Liner|''Spall Liner'']] equipment.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. Good to have if you enjoy the sport of arty hunting.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman inventor.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Signal Boosting</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Signal Boosting Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of your vehicle's radio. The effectiveness is progressive by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.<br><br>''Primarily helpful for SPGs and scouts.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman finder.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Situational Awareness</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Situational Awareness Skill enables the Radio Operator to extend your vehicle's [[Battle_Mechanics#View_Range|''View Range'']]. The effectiveness is progressive by an amount of 0.03% per percentage point of the Skill's Training Level up to a maximum of 3.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied. The effect of the Situational Awareness Skill is cumulative with that of the Commander's Recon Skill. This Skill has a higher bonus to View Range than Recon under normal circumstances, but does nothing to counteract the penalty from a damaged observation device.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman_retransmitter.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Relaying</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Relaying Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of all allied vehicles within your vehicle's radio coverage by 0.1% per Training Level (up to 10%). The effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100% for all allied vehicles within your Signal Range. The Skill has no effect upon your own Signal Range. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.</td> 
? </tr> 
?</table> 
?<br> 
? 
?<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Perks</h4></div> 
?<table style="width:95%; cellspacing:0; border:solid black 1px; border-collapse:collapse; cellpadding:6;"> 
? <tr bgcolor="#E0E0E0"> 
? <th style="width:60; border: solid black 1px; padding:6px;">Icon</th> 
? <th style="width:180; border: solid black 1px; padding:6px;">Perk Name</th> 
? <th style="width:60; border: solid black 1px; padding:6px;">Role</th> 
? <th style="border: solid black 1px; padding:6px;">Description</th> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Brotherhood.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Brothers in Arms</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">All</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Brothers in Arms (aka "BIA") Perk increases by a fixed 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed [[Equipment#Improved_Ventilation|''Improved Ventilation'']] equipment and with any purchased crew Skills boosting [[Consumables|''consumables'']] such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and.or Improved Combat Rations.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander sixthSense.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Sixth Sense</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again.<br><br>''Primarily helpful for TDs, SPGs, and passive scouts. Many players have mentioned they'd prefer the indicator to remain on for as long as the enemy detects you, but that is not how it currently works.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander expert.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Eagle Eye</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies [[Battle_Mechanics#Spotting_Range|''Spotted'']] by your crew, not for enemy contacts relayed by your team mates.<br><br>''Primarily helpful for brawlers and flankers.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner sniper.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Deadeye</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with [[Ammo|AP, APCR, or HEAT]] shells. It does not work with HE shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner rancorous.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Designated Target</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in [[Battle_Mechanics#Arcade_View|''arcade view'']] or [[Battle_Mechanics#Sniper_View|''sniper view'']] and not in SPG [[Battle_Mechanics#Strategic View (SPG)|strategic view]]. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver tidyPerson.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Preventative Maintenance</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased [[Consumables#Automatic_Fire_Extinguishers|''Automatic Fire Extinguisher'']] premium consumable.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:radioman_lastEffort.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Call for Vengeance</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of his own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader pedant.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Safe Storage</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Loader</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Safe Storage Perk enables a Loader to stow rounds in the storage racks in such a way that they do not come into contact with each other. The result is simulated as an increase in ammo rack durability of 12.5%. If two Loaders have the Perk, the effect is not cumulative. The effect of the Safe Storage Perk is cumulative with that of increased ammo rack durability that comes with any installed [[Equipment#Wet_Ammo_Rack|''Wet Ammo Rack'']] equipment.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader desperado.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Adrenaline Rush</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Loader</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 10% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed [[Equipment#Rammer|''Gun Rammer'']] equipment.</td> 
? </tr> 
? <tr> 
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader intuition.png|link=]]</td> 
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Intuition</b></td> 
? <td style="align:center; border:solid black 1px; padding:6px;">Loader</td> 
? <td style="align:left; border:solid black 1px; padding:6px;">The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the [[Ammo|shell type]] to the best choice for doing damage, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%. The Perk only works if more than one ammo shell type is on-board and available. After the Perk takes effect, the gun must be completely reloaded before it can take effect again.</td> 
? </tr> 
?</table> 
?<br> 
?<br> 
 ===Managing Skills and Perks=== ===Managing Skills and Perks===
 '''Delaying Selection of a Skill or Perk''' '''Delaying Selection of a Skill or Perk'''
Ligne 495 :Ligne 316 :
 }} }}
  
 +== Grades ==
 +{{#gw_rank_table:}}
 +Les grades sont attribués lorsqu'un membre d'équipage atteint 100% d'expérience dans la spécialité principale, ainsi que pour chaque 50% et 100% des spécialités supplémentaires. Par conséquent, la réponse à la question de savoir comment augmenter le grade d'un membre d'équipage est assez simple. Le grade le plus élevé (majeur) ne peut être attribué qu'à un commandant de char.
  
?{{panel content toc+Les rangs maximaux établis dans le jeu pour les chars sont : '''Commandant''' : "Major", '''Tireur''' et '''Pilote de char''' : "Capitaine", '''Chargeur''' et '''Opérateur radio''' : "Premier Lieutenant". Bien entendu ces rangs sont traduis pour chaque nationalités afin de garder un certain réalisme.
?|title=Ranks+
?|content=+
?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. If, when retraining, a crew member loses some competence, he will not be demoted in rank. There are separate ranks for each nation. A crewman's rank also depends on his role. Loaders and Radio Operators start at the lowest rank and may only advance to the third-highest rank. Drivers and Gunners start out one rank higher and may advance to the second-highest rank. Commanders start out two ranks higher and may advance to the highest rank. +
?<br>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_usa_A.png|link=USA|]]<br /> USA</td></tr>+
?<tr><td>[[image:CrewRank-usa-11.png|link=]]<br/>Private First Class</td></tr>+
?<tr><td>[[image:CrewRank-usa-10.png|link=]]<br/>Corporal</td></tr>+
?<tr><td>[[image:CrewRank-usa-9.png|link=]]<br/>Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-8.png|link=]]<br/>Staff Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-7.png|link=]]<br/>Technical Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-6.png|link=]]<br/>Master Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-5.png|link=]]<br/>First Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-4.png|link=]]<br/>Second Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-usa-3.png|link=]]<br/>First Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-usa-2.png|link=]]<br/>Captain</td></tr>+
?<tr><td>[[image:CrewRank-usa-1.png|link=]]<br/>Major</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_uk.png|link=UK|]]<br /> UK</td></tr>+
?<tr><td>[[image:CrewRank-britain-11.png|link=]]<br/>Lance Corporal</td></tr>+
?<tr><td>[[image:CrewRank-britain-10.png|link=]]<br/>Corporal</td></tr>+
?<tr><td>[[image:CrewRank-britain-9.png|link=]]<br/>Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-britain-8.png|link=]]<br/>Staff Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-britain-7.png|link=]]<br/>Warrant Officer Class 3</td></tr>+
?<tr><td>[[image:CrewRank-britain-6.png|link=]]<br/>Warrant Officer Class 2 </td></tr>+
?<tr><td>[[image:CrewRank-britain-5.png|link=]]<br/>Warrant Officer Class 1</td></tr>+
?<tr><td>[[image:CrewRank-britain-4.png|link=]]<br/>Second Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-britain-3.png|link=]]<br/>First Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-britain-2.png|link=]]<br/>Captain</td></tr>+
?<tr><td>[[image:CrewRank-britain-1.png|link=]]<br/>Major</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_germany_S.png|link=Germany|]]<br />Germany</td></tr>+
?<tr><td>[[image:CrewRank-germany-11.png|link=]]<br/>Panzeroberschütze</td></tr>+
?<tr><td>[[image:CrewRank-germany-10.png|link=]]<br/>Gefreiter</td></tr>+
?<tr><td>[[image:CrewRank-germany-9.png|link=]]<br/>Unteroffizier</td></tr>+
?<tr><td>[[image:CrewRank-germany-8.png|link=]]<br/>Unterfeldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-7.png|link=]]<br/>Feldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-6.png|link=]]<br/>Oberfeldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-5.png|link=]]<br/>Stabsfeldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-4.png|link=]]<br/>Leutnant</td></tr>+
?<tr><td>[[image:CrewRank-germany-3.png|link=]]<br/>Oberleutnant</td></tr>+
?<tr><td>[[image:CrewRank-germany-2.png|link=]]<br/>Hauptmann</td></tr>+
?<tr><td>[[image:CrewRank-germany-1.png|link=]]<br/>Major</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_france_A.png|link=France|]]<br /> France</td></tr>+
?<tr><td>[[image:CrewRank-france-11.png|link=]]<br/>Cuirassier</td></tr>+
?<tr><td>[[image:CrewRank-france-10.png|link=]]<br/>Brigadier</td></tr>+
?<tr><td>[[image:CrewRank-france-9.png|link=]]<br/>Brigadier-chef</td></tr>+
?<tr><td>[[image:CrewRank-france-8.png|link=]]<br/>Maréchal des logis</td></tr>+
?<tr><td>[[image:CrewRank-france-7.png|link=]]<br/>Maréchal des logis-chef</td></tr>+
?<tr><td>[[image:CrewRank-france-6.png|link=]]<br/>Adjudant</td></tr>+
?<tr><td>[[image:CrewRank-france-5.png|link=]]<br/>Adjudant-chef</td></tr>+
?<tr><td>[[image:CrewRank-france-4.png|link=]]<br/>Sous-lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-france-3.png|link=]]<br/>Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-france-2.png|link=]]<br/>Capitaine</td></tr>+
?<tr><td>[[image:CrewRank-france-1.png|link=]]<br/>Chef d'escadrons</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_ussr_S.png|link=USSR|]]<br /> USSR</td></tr>+
?<tr><td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy (Рядовой)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-10.png|link=]]<br/>Yefreytor (Ефрейтор)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant (Младший Cержа́нт)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant (Cержа́нт)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-7.png|link=]]<br/>Starshiy Serzhant (Старший Cержа́нт)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-6.png|link=]]<br/>Starshina (Cтаршина́)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-5.png|link=]]<br/>Mladshiy Leytenant (Младший Лейтенант)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-4.png|link=]]<br/>Leytenant (Лейтенант)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-3.png|link=]]<br/>Starshiy Leytenant (Старший Лейтенант)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-2.png|link=]]<br/>Capitan (Капитан)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-1.png|link=]]<br/>Mayor (Майор)</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_china.png|link=China|]]<br /> China</td></tr>+
?<tr><td>[[image:CrewRank-china-11.png|link=]]<br/>Private (列兵 ''Lièbīng'')</td></tr>+
?<tr><td>[[image:CrewRank-china-10.png|link=]]<br/>Private First Class (上等兵 ''Shàngděngbīng'')</td></tr>+
?<tr><td>[[image:CrewRank-china-9.png|link=]]<br/>Corporal (下士 ''Xiàshì'')</td></tr>+
?<tr><td>[[image:CrewRank-china-8.png|link=]]<br/>Sergeant (中士 ''Zhōngshì'')</td></tr>+
?<tr><td>[[image:CrewRank-china-7.png|link=]]<br/>Sergeant First Class (四级军士长 ''Sìjí jūnshìzhǎng'')</td></tr>+
?<tr><td>[[image:CrewRank-china-6.png|link=]]<br/>Warrant Officer (准尉 ''Zhǔnwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-5.png|link=]]<br/>Second Lieutenant (少尉 ''Shàowèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-4.png|link=]]<br/>First Lieutenant (中尉 ''Zhōngwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-3.png|link=]]<br/>Captain (上尉 ''Shàngwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-2.png|link=]]<br/>Senior Captain (大尉 ''Dàwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-1.png|link=]]<br/>Major (少校 ''Shàoxiào'')</td></tr>+
?</table>+
?}}+
? +
?{{Tutorial}}+
?[[ru:Экипаж]]+
?{{#gw_breadcrumbs:Tank}}+

Version actuelle en date du 3 avril 2020 à 16:06

crewIconUSA.png

Aucun véhicule de World of Tanks ne peut fonctionner sans un équipage virtuel complet, qui conduit le véhicule sous la direction du joueur. Le nombre de membres d'équipage complet dépend des exigences de chaque véhicule. Les équipages en jeu vont d'un minimum de 2 à un maximum de 6 membres. Chaque membre d'équipage occupe l'un des cinq rôles ou Qualification principale dans le véhicule : Commandant, Tireur, Pilote, Opérateur radio et Chargeur.

Tout comme les véhicules accumulent de l'expérience, le niveau d' entraînement de chaque membre d' équipage augmente à chaque combat auquel il participe. Semblable aux États de service du joueur ou aux statiques des véhicules, chaque membre de l'équipe dispose d'un Dossier personnel qui détaille ses caractéristiques, ses statistiques de combat, ses médailles, son niveau d'entraînement et ses performances, ainsi que les niveaux de toutes ses Compétences et Aptitudes. Le Niveau de qualification principale d'un membre d'équipage peut être augmenté grâce à l'expérience acquise au combat ou en achetant une formation achetée avec des crédits ou de l'or, jusqu'à 100%. Par la suite, une expérience de combat supplémentaire est appliquée pour augmenter les niveaux des Compétences ou Aptitudes définies par le joueur. Le niveau de Compétences et Aptitudes ne peut être augmenté que par l'expérience au combat ou l'utilisation d'expérience libre et ne peut pas être acheté avec des crédits ou de l'or.

Le degré de compétence de chaque membre de l’équipe affecte directement les performances de son véhicule au combat. Si un membre de l'équipage est blessé ou tué au combat, les performances du véhicule s'en ressentent, en particulier dans le domaine dont il a la charge. Ainsi, un pilote blessé ou tué rend le véhicule plus difficile à manœuvrer. Si tous les membres de l'équipe sont mis hors d'état, le véhicule devient inutilisable..


Compétences et aptitudes de l'équipage

Des compétences et aptitudes supplémentaires sont disponibles pour le membre d'équipage après avoir maîtrisé 100 % de la spécialité de base. Lorsque cette marque est atteinte, le New_skill_small.png apparaît dans le menu, en cliquant sur celui-ci vous pouvez sélectionner la première compétence ou le premier savoir-faire supplémentaire. Après l'avoir appris, vous pourrez acquérir la deuxième, la troisième et ainsi de suite. En théorie, un membre d'équipage peut étudier toutes les compétences et aptitudes supplémentaires disponibles. Mais pour apprendre chaque compétence suivante, il faut deux fois plus d'expérience que la précédente, de sorte que l'équipage moyen n'a généralement pas plus de 3 compétences et aptitudes. C'est pourquoi la question de savoir quels sont les avantages à mettre en avant sur un char doit être abordée au préalable afin de choisir les meilleurs compétences.


Managing Skills and Perks

Delaying Selection of a Skill or Perk If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during retraining. If a crew member's Training Level percentage for his role drops due to retraining, all new experience earned will be applied to restoring the Training Level in his Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.


Effect of Secondary Roles on a Skill or Perk Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. In such case, any Skills and Perks that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he no longer fills a secondary role then any Skill or Perk he had specifically for the secondary role becomes inactive.

For example, the Leichttraktor has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle's Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner. If you then move that Commander to the Pz.Kpfw. II which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he retains his Perk as Gunner because he has that secondary role in the new vehicle. The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the Leichttraktor, the Skill will be restored at its previous level.


Dropping Skills and Perks You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:

  • If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
  • If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
  • For 200 Gold, it results in no loss of experience.

Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take his role experience points into consideration. For example, if you have a crewman who just reached 100% in his Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.

Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the chart below), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.

For example, if you have a crewman with a 50% Training Level in his first Skill/Perk, and drop his Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in his first Skill/Perk and 80% Training Level in his second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.

Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.

If retraining a crew member from another vehicle resulted in his Training Level dropping below 100% for his role, then subsequently resetting his Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice. }}



Grades

ussrURSS
ussrRyadovoyussrYefreytorussrMladshiy SerzhantussrSerzhantussrStarshiy SerzhantussrStarshinaussrMladshiy LeytenantussrLeytenantussrStarshiy LeytenantussrKapitanussrMayor
usaÉtats-Unis
usaPrivate First ClassusaCorporalusaSergeantusaStaff SergeantusaTechnical SergeantusaMaster SergeantusaFirst SergeantusaSecond LieutenantusaFirst LieutenantusaCaptainusaMajor
chinaChine
chinaLie BingchinaShang Deng BingchinaXia ShichinaZhong ShichinaShang ShichinaZhun WeichinaShao WeichinaZhong WeichinaShang WeichinaDa WeichinaShao Xiao
ukRoyaume-Uni
ukLance CorporalukCorporalukSergeantukStaff SergeantukWarrant Officer Class 3ukWarrant Officer Class 2ukWarrant Officer Class 1ukSecond LieutenantukFirst LieutenantukCaptainukMajor
czechTchécoslovaquie
czechVojínczechSvobodníkczechDesátníkczechČetařczechRotnýczechPraporčíkczechPodporučíkczechPoručíkczechNadporučíkczechKapitánczechMajor
swedenSuède
swedenMenigswedenKorpralswedenFurirswedenÖverfurirswedenSergeantswedenFanjunkareswedenFörvaltareswedenFänrikswedenLöjtnantswedenKaptenswedenMajor
polandPologne
polandSzeregowiecpolandStarszy szeregowiecpolandKapralpolandPlutonowypolandSierżantpolandStarszy sierżantpolandChorążypolandPodporucznikpolandPorucznikpolandKapitanpolandMajor
italyItalie
italyCaporaleitalyCaporale MaggioreitalySergenteitalySergente MaggioreitalyAspiranteitalySottotenenteitalyTenenteitalyPrimo TenenteitalyCapitanoitalyPrimo CapitanoitalyMaggiore
germanyAllemagne
germanyPanzeroberschützegermanyGefreitergermanyUnteroffiziergermanyUnterfeldwebelgermanyFeldwebelgermanyOberfeldwebelgermanyStabsfeldwebelgermanyLeutnantgermanyOberleutnantgermanyHauptmanngermanyMajor
franceFrance
franceCuirassierfranceBrigadierfranceBrigadier-cheffranceMaréchal des logisfranceMaréchal des logis-cheffranceAdjudantfranceAdjudant-cheffranceSous-lieutenantfranceLieutenantfranceCapitainefranceChef d'escadrons
japanJapon
japanNitou-heijapanIttou-heijapanJoutou-heijapanGo-choujapanGun-soujapanSou-choujapanJun-ijapanShou-ijapanChuu-ijapanTai-ijapanShou-sa

Les grades sont attribués lorsqu'un membre d'équipage atteint 100% d'expérience dans la spécialité principale, ainsi que pour chaque 50% et 100% des spécialités supplémentaires. Par conséquent, la réponse à la question de savoir comment augmenter le grade d'un membre d'équipage est assez simple. Le grade le plus élevé (majeur) ne peut être attribué qu'à un commandant de char.

Les rangs maximaux établis dans le jeu pour les chars sont : Commandant : "Major", Tireur et Pilote de char : "Capitaine", Chargeur et Opérateur radio : "Premier Lieutenant". Bien entendu ces rangs sont traduis pour chaque nationalités afin de garder un certain réalisme.