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Version du 3 mai 2012 à 10:12
Added a tip for what vehicles the skill is good on for some of the skills/perks. Not sure if I like it or not. Thoughts?
Version actuelle en date du 3 avril 2020 à 16:06 
116 révisions intermédiaires par 38 utilisateurs non affichées
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?{{panel title|icon=[[image:crewIconUSA.png|120px|left|link=|]]|content=+{{panel title|icon=[[image:crewIconUSA.png|100px|left|link=|]]|content=
?No vehicle in World of Tanks can operate without a complete crew. Acting as a proxy operator between the player and his vehicle, they affect the many of the [[Battle_Mechanics#Tank Statistics|vehicle's properties]] in battle. Each crew member is trained for a certain vehicle and role, each with their own levels of proficiencies. Through battles, a crew will gain [[Battle_Mechanics#Experience_and_Credits|experience]] the same way vehicles will. Over time, crewmen will improve their training level. Once this reaches 100%, the crew may acquire additional skills and perks. +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 [[Crew#Major_Qualification|'''<i>Qualification principale</i>''']] dans le véhicule : Commandant, Tireur, Pilote, Opérateur radio et Chargeur.
  
?Crews can be recruited and dismissed, trained and retrained for different vehicles, and moved from one vehicle to another. The career of an individual crew member can be checked though their personnel file while in the garage. The personnel file includes their service record (the crew member's statistics and medals awarded), training, skills, and personal data. +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 [[Crew#Personal_File|'''<i>Dossier personnel </i>''']] 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 [[Crew#Skills|'''<i>Compétences</i>''']] ou [[Crew#Perks|'''<i>Aptitudes</i>''']] 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.
  
?If a crew member is [[Battle_Mechanics#Crew Damage| killed]] in battle, the [[Battle_Mechanics#Tank Statistics|vehicle's performance]] will suffer. If all the crew members are knocked out, the vehicle will become inoperable.+Le [[Crew#Proficiency|'''<i> degré de compétence</i>''']] 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..
  
 __TOC__ __TOC__
 }} }}
?{{panel content toc|title=Qualifications|content=+{{panel content toc|title=Qualification principale|content=
?Each crew member is trained and qualified for one particular role but can fill additional roles in a tank.+Le [[Crew#Proficiency|'''<i> degré de compétence </i>''']] de chaque membre de l’équipage affecte directement les performances du 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 hors d'état, le véhicule devient inutilisable.
  
 +<div align="left"><table cellspacing="20"><tr>
 +<td><center>[[image:CrewJobCommand.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobGun.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobDrive.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobRadio.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobLoad.png|60px|link=]]</center></td>
 +</tr>
 +<tr><td><center>'''Commandant'''</center></td>
 +<td><center>'''Tireur'''</center></td>
 +<td><center>'''Pilote'''</center></td>
 +<td><center>'''Opérateur radio'''</center></td>
 +<td><center>'''Chargeur'''</center></td>
 +</tr></table></div>
  
?===Roles=== 
?There are five unique roles in a tank that need to be filled by the tank's crew to operate the tank. Each vehicle varies in the number of crew members inside it and the roles that they are assigned. Depending on the tank, a crew member may be assigned to perform multiple roles or multiple crew members may be assigned to perform the same role. 
  
?The proficiency of each crew member assigned to a specific role affects the [[Battle_Mechanics#Tank Statistics|vehicle's performance]] with respect to that role. If several crew members are assigned to the same role, their average training level is used.+===Degré de compétence===
 +Pour chaque membre d’équipage, le total de ses expériences, [[Crew#Training_Level|'''<i> Niveau d'entraînement </i>''']] dans sa qualification principale et les niveaux de chacune des [[Crew#Skills|'''<i> Compétences </i>''']] ou [[Crew#Perks|'''<i> Aptitudes </i>''']] se combinent pour définir son "degré de compétence" dans son ensemble.
  
?[[image:CrewRoleCommander.png|link=]] '''Commander''' +Le degré de compétence de chaque membre de l’équipage est important car tous les facteurs qui le constitue sont utilisés dans les calculs des mécaniques du jeu. L'expertise d'un membre d'équipage affecte et améliore directement les propriétés de certains modules installés sur le véhicule, les caractéristiques de maniement et de performance de ces modules, ainsi que la performance globale du véhicule au combat. Le degré de compétence des membres de l’équipe a également une incidence sur la vitesse à laquelle les modules endommagés sont réparés, sur l’extinction des incendies avant qu’il ne soit trop tard ainsi que les valeurs de camouflage du le véhicule et donc son efficacité à se dissimuler.
?::These crewmen are responsible for [[Battle_Mechanics#Visibility (Radio Range and View Range)| spotting]] enemy vehicles. They affect the view range of the vehicle, with more competent Commanders able to spot enemies at a greater distance. Commanders also provide a [[#Bonuses|bonus]] to the training level of the role and non-role-specific skills of the rest of the crew.+
  
?[[image:CrewRoleDriver.png|link=]] '''Driver'''  
?::These crewmen are responsible for operating the driving controls of the vehicle. They affect the movement dynamics of a vehicle, with more competent Drivers able to [[Battle_Mechanics#Engine_Power_.26_Acceleration|accelerate]] faster due to less [[Battle_Mechanics#Terrain_Resistance|terrain resistance]] and thus also turn tighter while losing less speed. 
  
?[[image:CrewRoleGunner.png|link=]] '''Gunner''' +[[image:CrewRoleCommander.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Commandant'''
?::These tankers are responsible for [[Battle_Mechanics#Accuracy|aiming and firing]] the vehicle's gun. They affect the speed at which a gun will be aimed at its target, with more competent Gunners able to aim at a faster speed, and also aim better. In game this is reflected by the aiming circle starting out smaller, shrinking faster while your Gunners are aiming, and ultimately ending up smaller when fully aimed. Gunners also affect Turret Traverse (rotation) speed.+:::La tâche principale du Commandant est de repérer les véhicules ennemis. Le degré de compétence du commandant affecte directement sa [[Battle_Mechanics # View_Range | '' Portée de vue '']]. Plus le commandant est compétent, plus la distance à laquelle un ennemi peut être [[Battle_Mechanics # Spotting_Range | '' repéré '']] est importante.
  
?[[image:CrewRoleLoader.png|link=]] '''Loader'''  
?::These crewmen are responsible for loading the next shell to fire. They affect how fast the next shell is loaded. More competent Loaders are able to load the next shell faster, resulting in a lower reload time. 
  
?[[image:CrewRoleRadioman.png|link=]] '''Radio Operator''' +[[image:CrewRoleGunner.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Tireur'''
?::These crewmen are responsible for maintaining contact with allies, so that they appear on the player's minimap. They affect the [[Battle_Mechanics#Radio Range|radio range]] of the vehicle, with more competent Radio Operators able to maintain contact with allies at greater ranges. +:::La principale tâche du Tireur consiste à viser et à tirer avec l'arme principale du véhicule. Le degré de compétence de l'artilleur affecte directement le [[Battle_Mechanics # Visant | '' Temps de visée '']] lorsque le viseur se fixe sur une cible, la [[Battle_Mechanics # Accuracy_and_Dispersion | '' Précision '']] de chaque tir, et la [[Tourelle # Tourelle_Caractéristiques | '' Vitesse de rotation de la tourelle '']] . Plus le Tireur est compétent, meilleurs seront ses tirs.
  
  
?===Primary and Secondary Roles===+[[image:CrewRoleDriver.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Pilote'''
?''As of 0.7.2, skills are no longer referred to as "Secondary Qualifications", so it would make more sense if it said "Role" in the Personal File instead. The terms "Primary Role" and "Major Qualification" are synonymous. "Role" refers to the primary role unless otherwise specified.''+:::La tâche principale du Pilote est de diriger le véhicule. Le degré de compétence du conducteur affecte directement la [[Battle_Mechanics # Movement | '' mobilité et la maniablilité '']] du véhicule, y compris son accélération, sa vitesse maximale, sa résistance au sol et sa vitesse de rotation. Plus le Pilote est compétent, plus le véhicule sera mobile.
  
  
?;Primary Role/Major Qualification+[[image:CrewRoleRadioman.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Opérateur radio'''
?A crew member's primary role is listed in a crew member's Personal File as their '''Major Qualification''', and reflects one of the five roles explained above:+:::Le rôle principal de l'Opérateur radio est de communiquer avec ses alliés. Le degré de compétence de l'Opérateur radio affecte directement le [[Battle_Mechanics # Radio_Range | '' Portée du signal Radio '']] du véhicule. Le véhicule peut communiquer avec tout véhicule allié dont la portée du signal se superpose à la sienne. Tout véhicule (ami ou ennemi) qui est repéré par un véhicule allié à portée de signal radio sera également signalé et sa position s'affichera sur la mini-carte du joueur. Cela donne un état de la situation sur le champ de bataille qui peut constituer un avantage tactique décisif. Plus l'opérateur radio est compétent, plus le véhicule peut communiquer avec ses alliés et repérer les chars ennemis.
  
?<div align="left"><table cellspacing="5"><tr> 
?<td><center>[[image:CrewJobCommand.png|link=]]</center></td> 
?<td><center>[[image:CrewJobDrive.png|link=]]</center></td> 
?<td><center>[[image:CrewJobGun.png|link=]]</center></td> 
?<td><center>[[image:CrewJobLoad.png|link=]]</center></td> 
?<td><center>[[image:CrewJobRadio.png|link=]]</center></td></tr> 
?<tr><td><center>'''Commander'''</center></td> 
?<td><center>'''Driver'''</center></td> 
?<td><center>'''Gunner'''</center></td> 
?<td><center>'''Loader'''</center></td> 
?<td><center>'''Radio Operator'''</center></td></tr></table></div> 
  
?A crew member is originally recruited for a specific role and it cannot be changed later on. For example, a crew member recruited for the position of a Gunner can never be used to fill the position of the Commander in any tank. A crew member always fulfills the role of his Major Qualification in the tank, in addition to any other roles that may be assigned to him.+[[image:CrewRoleLoader.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Chargeur'''
 +:::La tâche principale du Chargeur est de charger les obus dans le canon principal. Le degré de compétence de chaque chargeur affecte directement la vitesse de chargement de l'obus suivant. Plus le chargeur est compétent, plus le temps de chargement du canon est rapide.
  
?Most [[Crew#Skills|skills]] and [[Crew#Perks|perks]] can only be trained by crew members with a specific role. Gunner skills and perks can only be learned by a Gunner, etc. 
  
 +===Qualifications principales multiples===
 +Certains véhicules, en particulier les canons AM et les chasseurs de chars disposant de canons de gros calibre, peuvent nécessiter un équipage de 6 membres et inclure un deuxième chargeur. Le [[M2 Medium Tank]] nécessite un équipage de 6 personnes, dont deux opérateurs radio. Le [[T1 Heavy Tank]] et le [[M6]] disposent chacun d'un équipage de 6 personnes avec deux tireurs.
  
?;Secondary Roles+Sur d'autres véhicules, l'équipage nécessaire peut n'être que de 2, 3 ou 4 membres d'équipage, c'est à dire moins de membres que de qualifications principales requises (cinq). Les petits chars légers ont en général un équipage composé de 2 personnes seulement : un Commandant et un Pilote. Dans ce cas, le calcul des mécaniques de jeu oblige un des membre de l’équipage à remplir des rôles supplémentaires. Dans un [[MS-1]] par exemple, le Commandant remplit également les rôles secondaires de Tireur, d’Opérateur radio et de Chargeur, alors que le Pilote ne remplit que son rôle de pilote.
?Some vehicles require crew members to fulfill additional roles in addition to their Major Qualification. +
?These additional roles are referred to as Secondary Roles. +
  
?For example, in an [[MS-1]], the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. [[Crew#Skills|Skills]] and [[Crew#Perks|perks]] specific to the roles of Gunner, Radio Operator, or Loader are unavailable on that tank.+}}
  
 +{{ panel content toc
 +|title= Gestion des équipages
 +|content=
 +La caserne est le lieu où le joueur peut trouver tous les membres d'équipage, que le membre d'équipage soit affecté à un char dans le garage ou qu'il se trouve dans la caserne même. Dans le Garage, les membres d'équipage affectés au véhicule sélectionné s'affichent sur la gauche de la fenêtre.
  
?=== Unused Experience === 
?If you do not chose a skill 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 would benefit it. You can play some battles with that crew before selecting their skills. It can also be useful during [[#Training.2FRetraining|retraining]]. 
  
?If a crew member's training level percentage for his role drops due to [[#Training.2FRetraining|retraining]], all new experience earned will go towards increased proficiency in that role until it reaches 100% again. However, any acquired skills or perks will not drop and will remain in effect.+===Caserne et Garage===
?}}+L'onglet Caserne est situé, en haut à droite dans la vue Garage. La Caserne compte au départ seize lits. Les joueurs peuvent auhmenter le nombre de lits par incréments supplémentaires de 16 lits pour un coût de 300 pièces d' [[Gold_Economy | Or]] en cliquant sur le bouton '' 'Agrandir la caserne' ''. Seuls les membres d'équipage qui ne sont pas affectés à un char dans le garage occupent un lit dans la Caserne. Les membres d'équipage actuellement affectés à des véhicules dans le Garage s'affichent dans la fenêtre de la Caserne, mais n'occupent pas de lits. En utilisant les boutons radio et les menus déroulants sur le côté gauche de la fenêtre de la Caserne, il est possible de trier les membres d'équipage par Nationalité, Spécialisation sur un véhicule en particulier, Qualification principale et Emplacement (si le membre d'équipage se trouve dans un char ou non).
  
?{{panel content toc|title=<div id="Skills and Perks">Skills and Perks</div>|content=+Dans la vue Garage, placez le curseur de la souris sur un membre d'équipage pour afficher des informations sur celui-ci. Un clic gauche sur un membre de l'équipage affiche un petit menu contextuel qui permet de remplacer ce membre d'équipage par 1) une nouvelle recrue ou 2) par un autre membre d'équipage ayant la même qualification principale et occupant actuellement un lit dans la Caserne. Un clic droit sur un membre d'équipage ouvre un autre petit menu contextuel permettant de 1) voir le dossier personnel du membre d'équipage sélectionné, 2) de l'envoyer à la caserne.
?'''Skills''' are additional proficiencies that a crew member can learn in order to improve aspects of a vehicle beyond those of the crew member's role. Training for these skills is available when a crewman reaches 100% in his role. A small plus icon [[image:New_skill_small.png|link=]] will appear on the crewman's icon to indicate that he is now ready to start training a skill. Click on the icon to see which skills are available and to select one. After selecting a skill, a corresponding icon with the respective training level is shown below the crew member's name in the garage screen. After reaching 100% training level, the crew member can then start training another skill. However, the experience required doubles each time, making the acquisition of every skill and perk an unrealistic goal. Skills increase in effectiveness as the crew member's proficiency (training level) increases. +
  
  
?'''Perks''' are the same as Skills except for one thing: They don't do anything until they reach 100%. They're either "On" or "Off" with nothing in-between. A perk that is not active has a shaded icon in the garage view.+===Dossier personnel===
 +Les joueurs peuvent consulter le Dossier personnel d’un membre d’équipage en cliquant avec le bouton droit de la souris sur l’icône du membre dans les vues Caserne ou Garage. Sur le côté gauche de cette fenêtre se trouve la liste des caractéristiques principales du membre d'équipage, notamment :
 +* L'avatar du membre d'équipage, son Grade et son Nom complet.
 +* Le nom du véhicule dans lequel il se trouve actuellement dans le garage. (il ne s'affiche rien s'il occupe un lit dans la Caserne)
 +* Sa qualification principale, c'est-à-dire le rôle pour lequels il est formé.
 +* Le Niveau d'entraînement de sa Qualification principale exprimé en pourcentage.
 +* Les Modificateurs : des bonus liés au Niveau d'entraînement du Commandant, aux équipements et aux consommables installés sur le véhicule ainsi qu 'à certaines Compétences et Aptitudes.
 +* La Spécialisation : le nom du véhicule pour lequel il possède une Qualification principale.
 +* Ses Compétences et Aptitudes acquises à 100% ou en cours d'entraînement.
  
?<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Skills</h4></div>+Le volet droit de la fenêtre du Dossier personnel contient quatre onglets permettant d'afficher des informations différentes sur le membre d'équipage :
?<table width=95% cellspacing="0" border="1" bordercolor="#FFCC00" cellpadding="6">+
? <tr bgcolor="#E0E0E0">+
? <th width="60">Icon</th>+
? <th width="180">Skill Name</th>+
? <th width="60">Role</th>+
? <th>Description</th>+
? </tr>+
? <tr>+
? <td align="center">[[image:Repair.png|link=]]</td>+
? <td align="center"><b>Repair</b></td>+
? <td align="center">All</td>+
? <td align="left">This skill improves the crew member's ability to [[Battle_Mechanics#Repair|repair]] a module that has been knocked out, with a higher training level resulting in faster repairs. The skill bonus starts to take effect as soon as a module is damaged. Repair skills 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. The effective training level is averaged across the entire crew. The skill is cumulative with a [[Equipment|Toolbox]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:FireFighting.png|link=]]</td>+
? <td align="center"><b>Firefighting</b></td>+
? <td align="center">All</td>+
? <td align="left">This 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. A higher training level results in shorter times to extinguish a fire and thus prevent it from spreading to other modules. It is noteworthy however that the amount of damage done by each tick of fire is also lowered with higher training level. This skill does not affect the chances of a vehicle catching on fire in the first place. The skill bonus takes effect as soon as the vehicle catches fire. [[Battle_Mechanics#Firefighting|Firefighting]] skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but using [[Consumables#Manual_Fire_Extinguishers|Manual Fire Extinguishers]] or [[Consumables#Automatic_Fire_Extinguishers|Automatic Fire Extinguishers]] consumables is generally more effective. The effective training level is averaged across the entire crew.</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Camouflage.png|link=]]</td>+
? <td align="center"><b>Camouflage</b></td>+
? <td align="center">All</td>+
? <td align="left">This skill improves the crew member's ability to hide the vehicle from enemies. A higher training level lowers the chances that the vehicle will be spotted by the enemy, requiring enemies to be closer in order to detect your vehicle. The [[Battle_Mechanics#Camouflage|Camouflage]] skill is always active and the overall effect depends on the tank's inherent camouflage rating. This skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The effective training level is averaged across the entire crew.</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Commander tutor.png|link=]]</td>+
? <td align="center"><b>Mentor</b></td>+
? <td align="center">Commander</td>+
? <td align="left">For every 1% of this skill, all crew members except the Commander himself receive 0.1% additional experience at the end of every battle (Up to 10%). If the Commander's training level increases during the battle, the crew will benefit from the increase.</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Commander eagleEye.png|link=]]</td>+
? <td align="center"><b>Recon</b></td>+
? <td align="center">Commander</td>+
? <td align="left">Provides a small bonus of 0.02% per training level (up to 2%) to your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic. The bonus increases to 0.2% per training level (up to 20%) with a damaged observation device to help counteract the damage penalty. The in-game description's reference to "maximum" view range is incorrect. The skill is cumulative with the Situational Awareness skill, [[Equipment#Coated_Optics|Coated Optics]], and/or [[Equipment#Binocular_Telescope|Binocular Telescope]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Commander universalist.png|link=]]</td>+
? <td align="center"><b>Jack of All Trades</b></td>+
? <td align="center">Commander</td>+
? <td align="left">Enables the Commander to fill in for knocked-out crew members. Only roles are substituted. The replacement effect starts at the skill's current training level x 0.5% (Up to 50%) for the first knocked out crew member (same as a new recruit, but better than 0%) which then gets divided evenly between each additional crew member (25% each for two, 12.5% for four, etc.).</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Gunner gunsmith.png|link=]]</td>+
? <td align="center"><b>Armorer</b></td>+
? <td align="center">Gunner</td>+
? <td align="left">This skill reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty from a damaged gun by 0.2% per training level (up to 20%). If two Gunners have this skill, only the higher rating is effective. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Gunner smoothTurret.png|link=]]</td>+
? <td align="center"><b>Snap Shot</b></td>+
? <td align="center">Gunner</td>+
? <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied during turret rotation by 0.075% per training level (up to 7.5%). If two Gunners have this skill, only the higher rating is effective. Typically not as valuable on vehicles without turrets, but it does apply to lateral gun movement on turret-less vehicles too. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].<br><br></td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Driver_virtuoso.png|link=]]</td>+
? <td align="center"><b>Clutch Braking</b></td>+
? <td align="center">Driver</td>+
? <td align="left">Increases vehicle [[Battle_Mechanics#Hull_Traverse_Speed|rotation]] speed by 0.05% per training level (up to 5%). The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]], a [[Consumables#Quality_Oil|Removed Speed Governor]], and any speed boosting [[Consumables|consumables]] (fuels).<br><br>''Primarily helpful with fast tanks that don't already turn plenty fast (i.e. [[Luchs]], [[T-50]]).</td>+
? <tr>+
? <td align="center">[[image:Driver_smoothDriving.png|link=]]</td>+
? <td align="center"><b>Smooth Ride</b></td>+
? <td align="center">Driver</td>+
? <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied when firing on the move by 0.04% per training level (up to 4%). The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>+
? <tr>+
? <td align="center">[[image:Driver badRoadsKing.png|link=]]</td>+
? <td align="center"><b>Off-Road Driving</b></td>+
? <td align="center">Driver</td>+
? <td align="left">Reduces the maneuverability and acceleration penalties due to [[Battle_Mechanics#Terrain_Resistance|terrain resistance]] by 0.1% per training level (up to 10%) on soft terrain and 0.025% per training level (up to 2.5%) on average terrain. Applies pretty much everywhere other than on roads, cobblestone, and asphalt. The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]].</td>+
? <tr>+
? <td align="center">[[image:Driver rammingMaster.png|link=]]</td>+
? <td align="center"><b>Controlled Impact</b></td>+
? <td align="center">Driver</td>+
? <td align="left">Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle by 0.15% per training level (up to 15%). The skill only applies when both vehicles are in motion, and never affects allies.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor. Unfortunately this skill does not work when ramming stationary enemy artillery.''</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Radioman inventor.png|link=]]</td>+
? <td align="center"><b>Signal Boosting</b></td>+
? <td align="center">Radio Operator</td>+
? <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of your vehicle's radio by 0.2% per training level (up to 20%). If two Radio Operators have the skill, only the higher rating is effective.</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Radioman finder.png|link=]]</td>+
? <td align="center"><b>Situational Awareness</b></td>+
? <td align="center">Radio Operator</td>+
? <td align="left">This skill extends your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic by 0.03% per training level (up to 3%). If two Radio Operators have the skill, only the higher rating is effective. The skill is cumulative with the 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 align="center">[[image:Radioman_retransmitter.png|link=]]</td>+
? <td align="center"><b>Relaying</b></td>+
? <td align="center">Radio Operator</td>+
? <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of allied communications within your vehicle's radio coverage by 0.1% per training level (up to 10%). It does not affect your own Signal Range. If two Radio Operators have the skill, only the higher rating is effective.</td>+
? </tr>+
?</table>+
  
?<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Perks</h4></div>+* '''Services rendus''': - Affiche des informations sur les états de service du membre d'équipage, le nombre de batailles qu'il a livrées et les récompenses qu'il a reçues au cours de sa carrière. Ces informations le suivent même si le membre de l'équipage est transféré et réentraîné dans un autre véhicule. Cet onglet permet également d'afficher la quantité d'expérience et une estimation du nombre de batailles nécessaires pour améliorer la Compétence ou l'Aptitude qu'il apprend.
?<table width=95% cellspacing="0" border="1" bordercolor="#FFCC00" cellpadding="6">+
? <tr bgcolor="#E0E0E0">+
? <th width="60">Icon</th>+
? <th width="180">Perk Name</th>+
? <th width="60">Role</th>+
? <th>Description</th>+
? </tr>+
? <tr>+
? <td align="center">[[image:Brotherhood.png|link=]]</td>+
? <td align="center"><b>Brothers in Arms</b></td>+
? <td align="center">All</td>+
? <td align="left">This perk increases the training level of each crew member's Role/Major Qualification by 5%. It also improves the Repair, Firefighting, and Camouflage skills by 5%. It does not affect role-specific skills, nor any perks (in-game description is incorrect). There is no benefit whatsoever unless all of the crew have this trained to 100%. The perk stays in effect if a crew member is knocked out during battle. The perk is cumulative with [[Equipment#Improved Ventilation|Improved Ventilation]] and skill boosting [[Consumables|consumables]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Commander sixthSense.png|link=]]</td>+
? <td align="center"><b>Sixth Sense</b></td>+
? <td align="center">Commander</td>+
? <td align="left">Allows the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, an indicator appears on your UI. 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 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 align="center">[[image:Commander expert.png|link=]]</td>+
? <td align="center"><b>Eagle Eye</b></td>+
? <td align="center">Commander</td>+
? <td align="left">This perk enables the Commander to identify the [[Battle_Mechanics#Module_Damage|critical damage]] of targeted vehicles after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle. Does not work in a SPG's [[Battle_Mechanics#Strategic_Aiming_.28SPG.29|Strategic View Mode]].<br><br>''Primarily helpful for snipers and in some cases for flankers.''</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Gunner sniper.png|link=]]</td>+
? <td align="center"><b>Deadeye</b></td>+
? <td align="center">Gunner</td>+
? <td align="left">This perk increases the chance to critically damage enemy vehicle modules and crew with [[Ammo|AP and APCR]] shells by 3%. It does not work with HE shells.</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Gunner rancorous.png|link=]]</td>+
? <td align="center"><b>Designated Target</b></td>+
? <td align="center">Gunner</td>+
? <td align="left">This perk makes targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would be. Does not work in a SPG's [[Battle_Mechanics#Strategic_Aiming_.28SPG.29|Strategic View Mode]]. If two Gunners have the perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Driver tidyPerson.png|link=]]</td>+
? <td align="center"><b>Preventative Maintenance</b></td>+
? <td align="center">Driver</td>+
? <td align="left">This perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment by 25%. The perk is cumulative with the reduced chance of fire from [[Consumables#Automatic_Fire_Extinguishers|Automatic Fire Extinguishers]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:radioman_lastEffort.png|link=]]</td>+
? <td align="center"><b>Call for Vengeance</b></td>+
? <td align="center">Radio Operator</td>+
? <td align="left">This perk allows a Radio Operator who survived the destruction of his vehicle to report enemy positions for an additional two seconds. If two Radio Operators have the perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Loader pedant.png|link=]]</td>+
? <td align="center"><b>Safe Stowage</b></td>+
? <td align="center">Loader</td>+
? <td align="left">The Loader stacks the shells 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 perk is cumulative with the increased ammo rack durability that comes with using a [[Equipment#Wet_Ammo_Rack|"Wet" Ammo Rack]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Loader desperado.png|link=]]</td>+
? <td align="center"><b>Adrenaline Rush</b></td>+
? <td align="center">Loader</td>+
? <td align="left">This perk shortens reload time by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased loading speed from using a [[Equipment#Rammer|Gun Rammer]].</td>+
? </tr>+
? <tr>+
? <td align="center">[[image:Loader intuition.png|link=]]</td>+
? <td align="center"><b>Intuition</b></td>+
? <td align="center">Loader</td>+
? <td align="left">This perk creates a 17% chance that the proper shell is already loaded when switching between [[Ammo|shell types]]. The gun must be completely loaded before the perk can be used again. If two Loaders have the perk, the effect is not cumulative.</td>+
? </tr>+
?</table>+
  
 +* '''Entraînement''': - Permet 1) l’augmentation du niveau d'entraînement du membre d’équipage dans sa Qualification principale sur son véhicule actuel ou 2) le réentraînement de celui-ci sur un véhicule différent avant son transfert. '' Voir aussi: '' [[# Formation.2: Formation | Réentraînement]].
  
?<h3>Dropping Skills and Perks</h3>+* '''Compétences''': - Affiche des informations sur les Compétences et les Aptitudes actuellement disponibles pour le membre d'équipage sélectionné. Lorsqu'un membre d'équipage est prêt à débuter son entraînement sur une compétence / une Aptitude, un bouton apparaît permettant au joueur de la sélectionner. '' Voir aussi: '' [[#Skills_and_Perks | Compétences et Aptitudes]].
  
?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:+* '''Dossier persinnel''': - Affiche la photo / l'avatar, le prénom et le nom du membre d'équipage. À partir de cet écran, moyennant 50 [[Gold_Economy | Or]], les joueurs peuvent modifier les noms et l'avatar de chaque membre d'équipage en sélectionnant dans la liste de noms et d'avatars prédéfinis.
?* If done for free, it results in the loss of 20% of the crewman's overall experience. +
?* If done for credits, it results in the loss of 10% of the crewman's overall experience. +
?* For 200 [[Gold_Economy|Gold]], it results in no loss of experience.+
  
?  
?Since the first two options are based on overall experience, the more skill/perks a crewman has, the more expensive (in terms of XP) they become. However, these options are set to never reduce a crewman's Role XP. For example, if you have a crewman who just reached 100% in his role, and you choose a skill (which has 0% training level), and then immediately decide to change it, then choosing the Free option actually won't cost you any XP. 
  
?Regardless of which option you might choose, it's clearly in your best interest to choose skills and perks carefully in the first place in order to keep your use of this option to a minimum. +===Nouvelles recrues, Transferts, et Renvois===
 +* '''Nouvelles recrues''' - Un nouveau membre d'équipage peut être recruté à tout moment. Le joueur choisit la Qualification principale et le véhicule, les autres caractéristiques (avatar, nom) des nouvelles recrues sont générées aléatoirement.
  
?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 role's training level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.)''+'' 'Transférer un membre d'équipage expérimenté sur un autre véhicule' '' - Un membre d'équipage peut être transféré d'un véhicule à un autre tant qu'il conserve la même Qualification principale et que le nouveau véhicule est de la même nation que celui qu'il quitte. Il devra être ré-entraîné sur le nouveau véhicule comme décrit dans la section suivante.
?}}+
  
?{{panel content toc|title=Skill Bonuses and Penalties|content=+* '' '' Renvois '' '- Un membre d'équipage peut être congédié à tout moment, soit en cliquant sur le bouton en bas à gauche de son Dossier personnel ou en cliquant sur le bouton "Congédier" dans la vue Caserne. Un membre d'équipage congédié ayant suffisamment d'expérience pour apprendre au moins une Compétence ou Aptitude peut être recruté de nouveau pendant 2 jours gratuitement et 30 jours contre 60 000 crédits après le renvoi. Le renvoi est ensuite permanent et ne peut être annulé. L'expérience accumulée, le Niveau d'entraînement, les Compétences ou Aptitudes acquises par le membre d'équipage congédié sont alors perdus.
?Each crew member has a base training level for their role and skills (as shown in your garage), and certain modifiers that raise or lower this training level, resulting in the [[#Effective_Training_Level|effective training level]] which is used to calculate your [[Battle_Mechanics#Tank Statistics|vehicle's performance]]. +
  
  
?===Bonuses===+===Training and Retraining in the Major Qualification===
?The following modifiers increase the base training level of your crew members. They are cumulative.+Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset his Training Level for his Major Qualification. These three options are:
 +<div align="left"><table cellspacing="30"><tr>
 +<td><center>[[image:CrewTrainingTankAcademy.png|75px|link=]]</center></td>
 +<td><center>[[image:CrewTrainingRegimentalSchool.png|75px|link=]]</center></td>
 +<td><center>[[image:CrewTrainingRapidCourses.png|75px|link=]]</center></td>
 +</tr>
 +<tr><td><center>'''Tank Academy'''</center></td>
 +<td><center>'''Regimental School'''</center></td>
 +<td><center>'''Rapid Courses'''</center></td>
 +</tr></table></div>
 +'''Choices for Training a New Recruit in His Major Qualification'''
 +* '''Tank Academy''' - At the cost of 200 [[Gold_Economy|Gold]], the player's selection of the Tank Academy option will cause the new recruit to immediately obtain a 100% Training Level in his Major Qualification, and thereby automatically unlock and make available the further selection of a first Skill or Perk.
  
?*'''Commander Bonus''': The tank's Commander provides 10% of his own training level as a bonus to the primary and non-role specific skills of each crew member under his command, but not to himself. So, for example, if all your crew members are at 75% base training level, the Commander will add 7.5 to each of them, resulting in an effective training level of 82.5%. +* '''Regimental School''' - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
?*'''Equipment Bonus''': The Improved Ventilation [[equipment]] permanently increases the effective training level of each crew member's primary and non-role specific skills by 5. +
?*'''Consumable Bonus''': The premium [[Consumables#Premium_Consumables|consumables]] Chocolate, Coca-Cola Box, Extra Combat Rations, Improved Combat Rations, and Hot Coffee increase each crew member's primary and non-role specific skills by 10 for a single battle.+
  
 +* '''Rapid Courses''' - For free, the player's selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
  
?===Penalties=== 
?If a crew member is not competent to operate the tank he is placed in, or if a crew member gets injured during battle, then there is a penalty to the base training level of his primary and non-role specific skills. Penalties are always applied before Bonuses. 
  
?;Lack of Competence+'''Choices for Re-Training a Crew Member for Move to a Different Vehicle'''
?A crew member is always trained for a specific vehicle. Should a crewman operate a vehicle that he is not trained for, he may receive a penalty to his training level. This is indicated by the training level being colored red in the garage screen. A penalty received for the following situations:+* '''Tank Academy''' - At the cost of 200 [[Gold_Economy|Gold]], the player's selection of the Tank Academy option will cause the existing crew member to immediately obtain a 100% Training Level in his Major Qualification for the new vehicle. If the crew member has no existing Skills or Perks, then this option will automatically unlock and make available the further selection of a first Skill or Perk. If the crew member has already acquired any Skills or Perks, then each of them will carry over to the new vehicle and immediately become active without any reduction in the same percentage level earned prior to the move.
?*If a crew member is in a vehicle of the same class, and the vehicle is not a premium vehicle, he will take a 25% penalty to his current training level. So, for example, 80% base training level will be reduced to 60%, or 100% base training level will be reduced to 75%.+
?*If a crew member is in a vehicle of a different class, and the vehicle is a premium vehicle, he will also take a 25% penalty to his current training level.+
?*If a crew member is in a vehicle of a different class, and the vehicle is not a premium vehicle, he will take a 50% penalty to his current training level. So, for example, an 80% crew will be reduced to 40% base training level, while a 100% crew will reduced to 50% base training level.+
  
?Experience gain for each crew member is also reduced under these conditions.+* '''Regimental School''' - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
  
?;Crew Knockout+* '''Rapid Courses''' - For free, the player's selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
?During the course of battle, a crew member can be knocked out/killed, affecting the [[Battle_Mechanics#Tank Statistics|vehicle's performance]] accordingly.+
  
?[[image:CrewJobCommandInjured.png|link=]]'''Commander''' knockout removes the bonus given to all crew members and reduces view range.+* '''Effect on Pre-Existing Skills and Perks''' - If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.
  
?[[image:CrewJobDriveInjured.png|link=]]'''Driver''' knockout reduces the top speed, traverse speed, and acceleration of the vehicle. 
  
?[[image:CrewJobLoadInjured.png|link=]]'''Loader''' knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.+'''Reasons to Re-Train and Transfer Crew Members'''
 +After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with "No Crew" option box checked, and then move the old crew to the new vehicle and retrain them for it. This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks. You have a big investment in your crew member's training. That investment translates into improved performance on the battlefield of any vehicle the experienced crew member serves on.
  
?[[image:CrewJobGunINjured.png|link=]]'''Gunner''' knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner's death, the process might start over.+If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in his Major Qualification purchased with gold at the time of recruitment will start with his one new [[#Skills_and_Perks|Skill or Perk]] at 0% level. Since Skills and Perks are retained through retraining, it is almost always a good idea to retrain crew members who have already obtained them.
  
?[[image:CrewJobRadioInjured.png|link=]]'''Radio Operator''' knockout reduces radio range.+Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in his Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of his former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.
  
?Should a crew member have multiple roles, then all the roles associated with the crewman take a penalty. For example, if a crew member was responsible for loading and firing the gun, then both the Gunner and Loader injury would take effect.+A crew member's [[#Ranks|rank]] and the [[Achievements|medals]] he has earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.
  
?Crew members who are knocked out will perform at 0% base training level for the purpose of finding the average calculations, but bonuses still apply. Having multiple members perform the same job is beneficial, because if one is knocked out during the course of battle, the effective training level will not drop to 0%.+}}
 +=== [[Tank:Compétences_et_aptitudes_de_l'équipage|Compétences et aptitudes de l'équipage]] ===
 +{{:Tank:Compétences et aptitudes de l'équipage}}
  
?The [[Consumables#Small_First_Aid_Kit|Small First Aid Kit]] and [[Consumables#Large_First_Aid_Kit|Large First Aid Kit]] consumables will allow knocked out crew members to return to battle without any penalties to their performance or experience gain.+===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 [[#Training.2FRetraining|retraining]]. If a crew member's Training Level percentage for his role drops due to [[#Training.2FRetraining|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.
  
  
?===Effective Training Level===+'''Effect of Secondary Roles on a Skill or Perk'''
?The training level can be found by hovering the cursor over a crew member in the garage, but note that the display is rounded to the nearest whole number. Also, the consumable bonus is not included because it is only applied once battle starts and the consumable is consumed.+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 [[Crew#Skills|Skills]] and [[Crew#Perks|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.
  
?The effective training level of your crew's skills is not displayed, only the base training level is shown for those. You need to calculate the effective level.+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.
  
?*Maximum effective training level for your Commander is 120% (100% base training level + 5% Brothers in Arms skill + 5% Improved Ventilation equipment + 10% premium consumable bonus). 
?*Maximum effective training level for every other crew member is 132% (120% as above plus 10% Commander bonus). 
?*For tanks that do not have Improved Ventilation [[Equipment]] available to them, the maximum training level is 115% for the Commander and 126.5% for his crew. 
  
?If several crew members are assigned to the same [[#Roles|role]], the average of their training level is used to determine your crew's performance in that role. This average is the effective training level. For example, for the two Loaders on an [[SU-14]], if one performs at 50%, and the other at 100%, their average training level of 75% is the effective training level that the SU-14 will operate at.+'''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_Economy|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.
  
?Non-role-specific [[#Skills_and_Perks|skills]] are averaged across all crew members. Crew members that do not have any training in a certain skill will add a 0% to the averaging calculations. Thus, to reach a 100% effective training level in a non-role specific skill for a tank with a crew of 4, all 4 crew members must reach 100% in that specific skill. +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 [[Crew#Training_Level|''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.
  
?Role-specific skills/perks are not averaged. If multiple crewmen train in the same role-specific skill, only the highest training level will be used. +''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.''
 }} }}
 +
 +
 {{panel content toc {{panel content toc
?|title=Crew Advancement+|title=Training Level
 |content= |content=
?<h3>Recruiting</h3>+The Training Level for each crew member is progressively increased by gaining Experience Points or '''XP''' earned in battle. Each crew member earns the same amount of XP from each battle that his vehicle does, plus or minus any applicable [[#Experience_Bonuses_and_Penalties|''Bonuses and Penalties'']]. The XP earned in battle is applied first to the Training Level of the crew member in his Major Qualification until it reaches 100%. Next all of the XP is applied to the Training Level of the 1st Skill or Perk until it reaches 100% and then XP is applied to the 2nd Skill or Perk and so on. <br>
?When recruiting a new crew, you will be faced with the option to select between three different training levels:+
  
?[[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy''' 
?::At the cost of 200 [[Gold_Economy|Gold]], this option trains a crew member to 100% training level in their role, and thus automatically unlock a skill. 
  
?[[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School'''+<h3>Purchasing Increased Training Level</h3>
?::At the cost of 20,000 credits, this option trains a crew member to 75% in their role.+There are no options to purchase increases in the Training Level of crew member Skills or Perks. Such increases can only be accomplished by battle experience. However, there are 3 options for purchasing increased Training Level in the Major Qualification for any crew member. This can be accomplished at original recruitment by [[#Training_and_Retraining_in_the_Major_Qualification|''Training'']] or at any time thereafter by [[#Training_and_Retraining_in_the_Major_Qualification|''Re-Training'']] through one of the following methods:
  
?[[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses'''+* '''Rapid Courses''' - To increase the Training Level of any crew member in his [[Crew#Major_Qualification|''Major Qualification'']] from the 50% level originally acquired through training or retraining with the [[#Training_and_Retraining_in_the_Major_Qualification|''Rapid Courses'']] option to the full 100%, the crewman must acquire an additional total amount of 95,484 XP. Rapid Courses are the default starting point for any crew member's training or retraining and fix the starting point Training Level at 50%. The 9,758 XP otherwise required to increase the Training Level from 0% to 50% are therefore free.
?::This option is free, and trains a crew member to 50% in their role, which is the minimum that a crew member can be at.+
  
 +* '''Regimental School''' - To increase the Training Level of any crew member in his [[Crew#Major_Qualification|''Major Qualification'']] from the 75% level originally acquired through training or retraining with the [[#Training_and_Retraining_in_the_Major_Qualification|''Regimental School'']] option to the full 100%, the crewman must acquire an additional total amount of 72,543 XP. Regimental School training or retraining will fix the starting point Training Level at 75%. The 22,940 XP otherwise required to increase a crew member's Training Level from 50% to 75% may be purchased at a cost of 20,000 credits. From time to time Wargaming holds specials and promotional events which include discounting the cost of Regimental School by 50% to 10,000 credits.
  
?If you want to see what a crew member looks like before you spend on training, recruit using Rapid Courses and dismiss as necessary until you get an appearance you like. Then right-click on the crewman's portrait, open his Personal File, and click on the Training tab.+* '''Tank Academy''' - To increase the Training Level of any crew member to the full 100% in his [[Crew#Major_Qualification|''Major Qualification'']] through training or retraining by the [[#Training_and_Retraining_in_the_Major_Qualification|''Tank Academy'']] option does not require earning any additional XP. Tank Academy training or retraining will fix the starting point Training Level at 100%. The 95,484 XP otherwise required to increase a crew member's Training Level from 50% to 100% may be purchased at a cost of 200 gold. From time to time Wargaming holds specials and promotional events which include discounting the cost of Tank Academy by 50% to 100 gold.
  
?When acquiring a crew member at the Barracks you will also have to specify a Nation, Vehicle Type/Class, Vehicle Model and Major Qualification (role). 
  
 +<h3>Experience Required to Increase Training Level</h3>
 +It is important to recognize two facts about the amount of XP required to increase Training Level.
  
?===Training Level===+* First, the total amount of experience required to achieve a 100% Training Level in the 1st Skill or Perk is '''double''' that required to increase the Major Qualification to 100%. This doubling occurs each time with each new Skill or Perk. Training the 2nd Skill or Perk to 100% requires double the amount of XP that the 1st Skill or Perk requires, the 3rd requires double the XP of the 2nd and so on. To increase the Training Level of the:
?[[image:CrewExperienceGraph.jpg|thumb|500px|Graph detailing experience requirements for the role and the first 3 skills or perks.|right|link=]]+
?Once recruited, further advancement of the training level of your crew's capabilities depends on the experience they have gained. Experience can be gained through participation in battles. Each crew member will gain as much experience as the tank did in the battle, modified by any applicable bonuses or penalties listed below. +
  
?Experience needed for the next level can be calculated using the following formula, where skillNo. is 1 for the role, 2 for the first skill, 3 for the second skill, and so on.+:* Major Qualification from 0% to 100% requires a total of 105,242 XP.
 +:* 1st Skill or Perk from 0% to 100% requires a total of 210,484 XP.
 +:* 2nd Skill or Perk from 0% to 100% requires a total of 420,128 XP.
 +:* 3rd Skill or Perk from 0% to 100% requires a total of 840,255 XP.
  
?:[[image:Equation_nextCrewSkill.png|link=]]+* Second, the amount of experience required to achieve each additional 1% of Training Level is not a fixed amount but instead also increases as the Training Level increases. For example, to increase the Training Level of the:
 +:* Major Qualification by 1% from 68% to 69% requires 2<sup>1</sup> &times; 25 &times; 100<sup>(68/100)</sup> = 1,146 XP, but to increase it the 1% from 98% to 99% will require 2<sup>1</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 4,560 XP.
 +:* 1st Skill or Perk by 1% from 48% to 49% requires 2<sup>2</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 912 XP, but to increase it the 1% from 98% to 99% will require 2<sup>2</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 9,120 XP.
 +:* 2nd Skill or Perk by 1% from 48% to 49% requires 2<sup>3</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 1,824 XP, but to increase it the 1% from 98% to 99% will require 2<sup>3</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 18,240 XP.
 +:* 3rd Skill or Perk by 1% from 48% to 49% requires 2<sup>4</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 3,648 XP, but to increase it the 1% from 98% to 99% will require 2<sup>4</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 36,480 XP.
  
?To get from 68% to 69% in the role you will need 2^1*25*100^(68/100) = 1146 XP. To go from 50% to 100% you need 95484 XP, and from 75% to 100% it takes 72544 XP. The first skill takes 210,064 XP from 0% to 100%. For each subsequent skill, that number is doubled. Overall progression can be seen on the graph to the right. 
  
 +The amount of experience required to increase the Training Level by an increment of 1% can be calculated using the following formula: <br />
  
?=== Experience Bonuses and Penalties ===+::'''<big><font color=#ff0000>XP for next_SkillLevel%+1</font> = 2<sup><font color=#0000ff>Y</font></sup> &times; 25 &times; 100<sup>(<font color=#ff0000>current_SkillLevel%</font>/100)</sup></big>'''
?The experience earned by the crew during a battle can be influenced by bonuses or penalties:+
  
 +:::where '''"<font color=#0000ff>Y</font>"''' is equal to:
 +::::'''1''' in the case of the Training Level of the Major Qualification
 +::::'''2''' in the case of the Training Level of the 1st Skill or Perk
 +::::'''3''' in the case of the Training Level of the 2nd Skill or Perk
 +::::'''4''' in the case of the Training Level of the 3rd Skill or Perk
 +:::and so on...
  
?==== Bonuses ==== 
?;Daily Double 
?The first won battle each day is awarded with twice the XP that you would otherwise gain. If a tank still has its daily double available is indicated on the tank icon at the bottom of the garage screen by a little double red star icon in the upper left corner of the tank icon. Despite contrary statements from Overlord, it has been confirmed through testing that the crew benefits from this bonus experience. 
  
?;Mentor Skill+:::::''If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at [https://docs.google.com/folder/d/0B2VEGT7EjCYONjdUSWxGTnhmVlk/edit?pli=1 '''WoT Training Level Calculator''']''.<br><br>
?If the Commander is trained in the [[#Skills|Skill]] "Mentor", all his crew, but not himself, will receive up to 10% bonus XP.+
  
?;Accelerate Crew Training+'''The following graphs illustrate the progression of Training Level as it relates to the amount of experience required'''.<br />
?This is an option available only for Elite Tanks, i.e. tanks that have researched all upgrades available to them (including other tanks). Selecting this option means that the tank will no longer accumulate research XP (the bonus XP added to the Free Experience pool after each battle equal to 5% of the XP earned in battle is unaffected). Instead, the crew member with the lowest total XP will receive twice the XP for the next battle that they would otherwise have received. If several crew members have equal values, the first one is chosen. 0.7.2 added an indicator in form of a triangle to the crew member who will next benefit from the bonus. +
  
?Because the bonus only goes to a single crew member each battle, the impact to crew advancement is bigger the smaller the crew is. 
  
?Accelerate Crew Training can be toggled on and off at any time via a check box above the crew icons in the garage on the upper-left side of the garage interface, or via a check box in the upper-right corner of the vehicle's research tree menu. When a player turns Accelerate Crew Training on, a dialog box will appear to notify the player that it has now been enabled.+<gallery caption="Experience Point Charts" widths=550px heights=394 perrow=2>
 +file:CrewExperienceGraph.png|Graph detailing the amount of experience required to increase the Training Level of the Major Qualification and that of the first 3 Skills or Perks from 0% to 100%.
 +file:CrewExperienceGraphCumulative.png|Graph detailing cumulative amount of experience required to increase the Training Level of the Major Qualification and that of the first 2 Skills or Perks from 0% to 100%.
 +</gallery>
  
?==== Penalties ====+=== Bonuses and Penalties ===
?;Lack of Competence+The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk's Training Level. Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.
?A tanker crewing a vehicle that he is not [[#Training.2FRetraining|trained]] for may earn less experience:+
?* In a vehicle the same class, there is no penalty if the vehicle is a premium vehicle, otherwise he earns 50% less.+
?* In a vehicle of a different class, he earns 50% less if the vehicle is a premium vehicle, otherwise he earns 75% less.+
  
?;Crew Death+At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in his Major Qualification and that in each of his acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall [[#Effective_Training_Level|''Effective Training Level (See that section below)'']] for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle's performance in battle. The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.
?A crew member that was injured at the end of the battle will receive 50% less experience than he would have otherwise received. Using a [[Consumables|Small First Aid Kit]] and [[Consumables|Large First Aid Kit]] to heal a crew member will avoid this penalty, unless they are injured again before the end of battle. Since the rate of crew injuries may not be the same across all the crew members, it is possible that one tanker will improve his skills faster than another tanker in the same crew should he be knocked out less than his colleague. +
  
  
?===Training/Retraining===+'''Bonuses that Impact Crew Experience and Crew Training Levels'''<br>
?If you right click a crew member and select their Personal File, on the Training tab you have the option to improve the training level of your crew member in their role, or to retrain him for use in a different vehicle that you have already researched of the same nation. Training/retraining, as recruiting, gives you three options to choose from. +The following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.
  
?[[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy'''  
?::At the cost of 200 [[Gold_Economy|Gold]], this option trains or retrains a crew member to 100% training level. 
  
?[[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School'''+* '''The Premium Consumables Bonus''': If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:<br>
?::At the cost of 20,000 credits, this option trains/retrains a crew member as follows, but never below 75% training level:+:* '''Extra Combat Rations''' are only available for Soviet vehicles.<br>
?::* If the crew member is retraining to a vehicle of the same class, then the final training level is 90% of the crew member's current training level.+:* '''Case of Cola''' is only available for American vehicles.<br>
?::* If the crew member is retraining to a vehicle of a different class, then the final training level is 80% of the crew member's current training level.+:* '''Chocolate''' is only available for German vehicles.<br>
 +:* '''Pudding and Tea''' is only available for British vehicles.<br>
 +:* '''Strong Coffee''' is only available for French vehicles.<br>
 +:* '''Improved Combat Rations''' are only available for Chinese vehicles.<br>
 +:* '''Onigiri''' is only available for Japanese vehicles.
  
?[[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses'''+* '''The Improved Ventilation Equipment Bonus''': If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+5=105%.
?::This option is free, and retrains a crew member as follows, but never below 50%: +
?::* If the crew member is retraining to a vehicle of the same class, then the final training level is 80% of the crew member's current training level.+
?::* If the crew member is retraining to a vehicle of a different class, then the final training level is 60% of the crew member's current training level.+
  
?Existing skills are unaffected by training/retraining. However, when using the '''Regimental School''' or '''Rapid Courses''' options, any experience that a crew member has accrued towards a skill, without actually having selected that skill (i.e. the [[image:New_skill_small.png|link=]] is showing), will be used first when deducting the penalty. If your crew member has accrued enough unassigned skill XP, it will allow retraining without losing any percentage in his role. This can be very useful for retraining SPG crews, which are highly dependent on their role's training level but do not benefit much from additional skills. 
  
 +* '''Commander's Mentor Skill Bonus''': If the vehicle's Commander has acquired the Mentor Skill, 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.
  
?===When to Retrain=== 
?When moving on to a higher tier tank from a tank you do not intend to play again, retraining can be preferable over recruiting a fresh crew in a number of cases: 
  
?;Role training Level and Regimental School+* '''Commander's Jack of All Trades Skill Bonus''': If the vehicle's Commander has acquired the Jack of All Trades Skill, it 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 JoAT 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 JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle's performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.
?If your existing crew member has already reached more than 83% training level, retraining him to a vehicle of the same class in the Regimental School will leave him with a training level that is higher than the 75% for a crew member recruited fresh out of Regimental School, thus making it preferable to retrain him rather than recruit someone new if you were going to use that option. When retraining to a vehicle of a different class, your crew member needs to be at least at 94% training level. You should avoid retraining between classes.+
  
?;Retention of Skills 
?Fresh crews, regardless of what training level they started with, will not have any [[#Skills_and_Perks|skills]]. Since skills and perks are retained through retraining, always retrain crews that have already obtained them. 
  
?;Continuation of the Crew Member's Career+* '''The Brothers in Arms Perk Bonus''': If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 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 a crewman may have.
?A crew member's [[#Ranks|rank]] and the [[Achievements|medals]] he earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.+
?}}+
?{{panel content toc+
?|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_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_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_ussr_S.png|link=USSR|]]<br /> USSR</td></tr>+
?<tr><td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy</td></tr>+
?<tr><td>[[image:CrewRank-ussr-10.png|link=]]<br/>Efreitor</td></tr>+
?<tr><td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant</td></tr>+
?<tr><td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant</td></tr>+
?<tr><td>[[image:CrewRank-ussr-7.png|link=]]<br/>Starshiy Serzhant</td></tr>+
?<tr><td>[[image:CrewRank-ussr-6.png|link=]]<br/>Starshina</td></tr>+
?<tr><td>[[image:CrewRank-ussr-5.png|link=]]<br/>Mladshiy Leytenant</td></tr>+
?<tr><td>[[image:CrewRank-ussr-4.png|link=]]<br/>Leytenant</td></tr>+
?<tr><td>[[image:CrewRank-ussr-3.png|link=]]<br/>Starshiy Leytenant</td></tr>+
?<tr><td>[[image:CrewRank-ussr-2.png|link=]]<br/>Capitan</td></tr>+
?<tr><td>[[image:CrewRank-ussr-1.png|link=]]<br/>Mayor</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-1.png|link=]]<br/>Private</td></tr>+
?<tr><td>[[image:CrewRank-china-2.png|link=]]<br/>Private, First Class</td></tr>+
?<tr><td>[[image:CrewRank-china-3.png|link=]]<br/>Corporal</td></tr>+
?<tr><td>[[image:CrewRank-china-4.png|link=]]<br/>Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-china-5.png|link=]]<br/>Sergeant, First Class</td></tr>+
?<tr><td>[[image:CrewRank-china-6.png|link=]]<br/>Warrant Officer</td></tr>+
?<tr><td>[[image:CrewRank-china-7.png|link=]]<br/>Second Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-china-8.png|link=]]<br/>First Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-china-9.png|link=]]<br/>Captain</td></tr>+
?<tr><td>[[image:CrewRank-china-10.png|link=]]<br/>Senior Captain</td></tr>+
?<tr><td>[[image:CrewRank-china-11.png|link=]]<br/>Major</td></tr>+
?</table>+
?}}+
?{{ panel content toc+
?|title= Crew Management+
?|content=+
  
?<h3>Crew Member Personal Files</h3> 
?Players can look at the Personal File for each of their crew members by right clicking on the crew member's icon in either the Barracks or the Garage. 
  
?On the left side of the window is a list of the crew member's basic information, including:+* '''The Large First Aid Kit Bonus''': If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.
?* Rank+
?* Full Name+
?* Vehicle they are crewing, if any+
?* Major Qualification (Role)+
?* Training Level in their role+
?* Modifiers (this feature is not in game)+
?* Competence, i.e. the vehicle they are trained for+
?* Skills and Perks, either completed or in-progress.+
?In addition, there are buttons in the bottom-left corner to send the crew member from his vehicle to the barracks, and to dismiss the crew member from service. Dismissing a crew member from service cannot be undone.+
  
?On the right side of the menu are four tabs: 
?; Service Record: This tab includes the number of battles fought and awards given to the crew member over the course of his career. Battle awards given to a crew member will stay with him, even if the crew member is retrained and placed in another vehicle. The tab also shows the amount of experienced needed to reach the next training level, and the amount of battles you will likely need for that based based on your average experience. 
?; Training: ''See also:'' [[#Training.2FRetraining|Retraining]] 
?: This tab is where players can raise their crew member's competence or retrain them so that the crew member can operate a different vehicle. 
?; Skills: ''See also:'' [[#Skills_and_Perks|Skills and Perks]] 
?: This tab is where players can view all the skills and perks that are currently available for the crew member to learn. When a crewman is ready to start his training on a skill/perk, a button will appear which will allow the player to commence the crew member's training. 
?; Personal Data: Players can change the name and avatar of their crew member, where they can select from a list of pre-defined names, and a selection of face icons. Changing a crew member's personal details costs 50 [[Gold_Economy|Gold]]. 
  
 +* '''The Small First Aid Kit Bonus''': If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any one crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.
  
?===Moving Crew Members=== 
?; Barracks: Here is where players can find all their crew members, whether they are in a tank or in the barracks itself. Players start with sixteen bunks in their barracks, and can increase the number of bunks by 16 for 300 [[Gold_Economy|Gold]] by scrolling down and selecting the '''Enlarge Barracks''' button. Only crew members who are not in a tank use a bunk in the barracks. Those who are in tanks are listed in the Barracks window, but they don't take up a bunk. By using the toggles and drop-down menu on the left side, a player can sort his crew members by their nationality, vehicle training, major qualification (role), and location (whether assigned to a tank or not). Crewmen that are not currently in a tank can be dismissed from service to free up a bunk in the barracks. Dismissing a crew member is permanent, meaning the crewman is lost forever with any awards and skills he may have acquired. 
  
?; Garage: In the Garage, players will see icons on the left side that represent the crewmen who are operating the currently active vehicle, with the rank, last name, skills and their levels. Hovering over a crew member will provide additional information, revealing the crew member's full name, skills, bonuses, and vehicle training. Players can left-click on a crew member to bring up a small pop-up menu, which will allow players to view the selected crew member's personal file, recruit a crew member who can fill the selected slot, select a crew member from the barracks who is capable of filling that slot, or send the selected crew member to the barracks. If there is no crew member in a crew slot, then clicking on the crew slot will bring up the crew recruitment menu, with the proper fields filled in for that vehicle.+* '''The Daily Double Bonus''': Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle's imate in the carousel while in the garage. The icon disappears once the day's first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.
 + 
 + 
 +* '''Extra Crew Experience Bonus''': From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.
 + 
 + 
 +* '''Accelerated Crew Training Bonus Option''': For Premium Vehicles and for fully researched Elite Status vehicles, the Player has the option of checking the Accelerate Crew Training box that appears above the crew panel in the garage. Selecting this option directs all experience normally accrued to the vehicle to instead be added to and applied to increasing the crew's Training Levels. The vehicle's experience at the end of each battle is then applied to the crew member with the lowest Training Level. An icon [[image:AccelerateCrewTrainingIndiciator.png|link=]] appears in the crew panel to the left of the crew member who is receiving this experience. The additional experience is applied before any crew experience multipliers from 2x or 3x events. Accelerate Crew Training can be toggled on and off at any time via the check box, and each time a dialog box will appear to notify the player that it has now on or off.
 + 
 + 
 +'''Penalties that Impact Crew Experience and Crew Training Levels'''<br>
 +If a crew member is not competent to operate the tank he is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of his Major Qualification and all Skills and Perks that will affect vehicle performance. There is also a Penalty that may apply to the amount of experience the crew member earns towards increasing his Training Level for that particular battle. Penalties are always applied before Bonuses in game mechanics calculations.
 + 
 + 
 +* '''Vehicle Competence Penalty on Effective Training Level''': A crew member must be trained to serve in a specific vehicle which is his designated "'''Vehicle Competence'''". Should a crewman operate a vehicle that he is not trained for, he may do so but will receive a Penalty to the effectiveness of his Training Level in his Major Qualification and any Skills and Perks he has earned and the Effective Training Level for his Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on his icon. The amount of this Penalty is variable depending upon whether his Vehicle Competence and the vehicle he moved to are vehicles of the same "'''Type'''" (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:<br>
 +:* If a crew member is moved to a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.<br>
 +:* If a crew member is in a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 25% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.<br>
 +:* If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, he would also take a 25% Penalty to his current Training Level.<br>
 +:* If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 50% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.
 + 
 + 
 +* '''Vehicle Competence Penalty on Experience to Increase Training Level''': A tanker crewing a vehicle that he is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing his Training Level. <br>
 +:* In a new vehicle of the same Type as that in which he has his Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.<br>
 +:* In a vehicle of a different Type as that in which he has his Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.<br>
 +:* In a new non-premium vehicle of the same Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he normally would.<br>
 +:* In a new non-premium vehicle of a different Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he normally would.
 + 
 + 
 +*'''Injury or Death Penalty''': A crew member who remains injured or is dead at the end of a battle is Penalized and will receive 10% less experience towards increasing his Training Level than he would have otherwise received. Using a [[Consumables|Small First Aid Kit]] or [[Consumables|Large First Aid Kit]] to heal a crew member will avoid this Penalty, unless they are injured again before the end of battle. Since the rate of crew injuries may not be the same across all the crew members, it is normal that each crew member will improve his Training Level at different rates than another tanker in the same crew should he be knocked out more or less often than his colleague.<br><br>Additionally, a crew member who is knocked out or killed during the course of a battle results in Penalties to the vehicle's performance characteristics. Crew members who are knocked out will perform their designated Major Qualifications at 0% Training Level in game mechancics calculations for crew related vehicle performance. If a crew member serves in multiple Major Qualifications in the vehicle, then all such roles associated with him take a Penalty if he is knocked-out. For example, in the event a Commander is knocked-out who is also serving as Gunner and Loader on a vehicle with a crew of 3, then the vehicle will suffer performance decrease for all 3 of his roles. Vehicle performance reductions include the following:
 +::[[image:CrewJobCommandInjured.png|40px|link=]]'''Commander''' knockout removes the Mentor Skill Bonus, if any, given to all crew members and reduces the vehicle's view range.
 +::[[image:CrewJobGunINjured.png|40px|link=]]'''Gunner''' knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner's death, the process might start over.
 +::[[image:CrewJobDriveInjured.png|40px|link=]]'''Driver''' knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
 +::[[image:CrewJobRadioInjured.png|40px|link=]]'''Radio Operator''' knockout reduces radio range.
 +::[[image:CrewJobLoadInjured.png|40px|link=]]'''Loader''' knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.
 + 
 + 
 +===Effective Training Level===
 +The Training Level for a crew member's Major Qualification and his Skills and Perks can be found by hovering the cursor over a crew member's icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the '''Effective Training Level'''. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.
 + 
 +:* The maximum Effective Training Level for his Major Qualification that can be achieved by a Commander is 120%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander's maximum Effective Training Level will be 115%.
 + 
 +:* The maximum Effective Training Level for his Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk + the bonus of 10% of the Commander's Major Qualification level. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then his maximum Effective Training Level will be 126.5%.
 + 
 + 
 +'''Multiple Roles''' - Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role. For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader's Effective Training Level in battle mechanics and vehicle performance calculations.
 + 
 + 
 +'''Common Skills''' - The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members having them. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills. For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100+60+0+0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.
 + 
 + 
 +'''Role-Specific Skills and Perks''' - The Effective Training Level of the role-specific Skills and Perks is not averaged but affect the Effective Training Level directly. In a situation where multiple crewmen on the same vehicle both hold a role-specific Skill then the only one that will apply in battle mechanics and vehicle perforance calculations will be the one with the higher Skill Training Level.
 + 
 }} }}
  
?{{Tutorial}}+== Grades ==
?[[ru:Экипаж]]+{{#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.
 + 
 +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.

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.