Let me be the first to welcome you to World Of Tanks. This is a start up guide to help you get acclimated to life as a World Of Tanks member. Included in this guide are images with details about each image, located at the end are tips I've learned that will help you along with tactical advice and the address for my video stream. If you're looking for something specific you can easily see the section titles if you scroll through or use CTRL+F to find specific topics.
For the TL : DR version just look at the images and see the HELPFUL HINTS section near the bottom.
If you have other questions, need clarification, or want to see me put some of my tactics into practice come watch me at http://www.twitch.tv/rscolddawg.
This is where you do everything directly associated with your tanks: repair, rearm, upgrade, crew changes
Press F1 while in the garage to bring up these details.
Above the crew: View current, upcoming, and completed missions; rewards; requirements
Multiple tabs include different missions and specials
When you login for the first time you'll be prompted about this. Complete it.
TANK LIST AND GARAGE SPOTS:
At the bottom middle of the screen. AKA "Tank Carousel": shows your currently owned vehicles, how many more spots you have for vehicles, extra spots can be added for Gold currency
-Three types of currency: Credits, Gold, and Experience.
-Credits are earned in battle
-Gold is bought with money or earned in events: Clan Wars, tournaments, forum competitions
-Earned in Random, Encounter, Assault, Rampage, Clan Wars, and Tournament battles
-Earned by: spotting enemies, damage assistance, damage dealt, capture points, kills, battle awards
-Not earned by: bouncing rounds, deflecting rounds on your armor, sitting still/doing nothing, using the Training Room
PREPARING FOR BATTLE
-Classes: Light, Medium, Heavy, Tank Destroyer (TD), Artillery (SPG)
-Modules: Gun, Turret, Engine, Suspension (tracks), Radio
Engine improves acceleration (forward, backward, uphill, turning)
Suspension improves carrying capacity, top end speed, and decreases terrain resistance
Radio determines how far you can stay in contact with allies and share enemy tank position data
-Costs credits to buy
-Hex-Nut icon means they use 10 gold to remove from the vehicle or else the item is destroyed upon removal
-Certain items are nation and chassis specific (i.e. open top vehicles can't mount Improved Ventilation)
Premium-costs 4x standard ammo to use, usually has higher pen, classified into APCR, HEAT, and HESH with some exceptions
HE-much less pen than AP, has a chance to do damage with every shell, might do no damage against very thick armor
"SERVICE" button will open this window pictured below. Add ammo and consumables here.
-Spend experience and free experience to research modules and new vehicles
-Research all items available on a tank, including all tanks coming from the current tank, to make the tank Elite
On the image below all items are researched, only the ones with the check mark are mounted on the tank, and any item with a credit amount listed with the item image is not purchased. An item with no check mark or credit amount is purchased but not mounted to the vehicle.
PURCHASING AND SELLING TANKS AND CREWS:
-Click an empty garage slot to buy a new tank, if there are none available buy a new one or sell a tank.
-Add new crew members by clicking the empty crew spot in the tank crew section, or when buying a new tank the option comes up in a window. You don't have to buy a new crew with a new tank
-Buy and Sell items from the ARMORY
-Sell old modules, ammunition (not compatible with your guns), and tanks you don't want to keep
-You can dismiss crews from the garage, but keeping them and retraining to a new tank is a good idea
BARRACKS, CREW SKILLS, AND CREWS
-Only tankers not on a vehicle will occupy a barracks bunk slot, you don't have to expand the barracks often
-Bulk crew options are found in the cog wheel right above the Commander slot on the left of the screen
-When working up a tank line it's wise to retrain the old crew to the new tank as long as they are worth keeping.
-Remove crew from old tank, put on new tank, click the button above the crew and you can retrain all crew to the current vehicle
-For 500 gold you can reclass a tanker to a new crew position (i.e. radioman to loader)
CREWS AT MAXIMUM COMPETENCY:
-100% primary skill crew members are able to learn new skills to aid the tank's performance
-"Secondary skills" progress just like the primary crew skill
-A + sign will show when a tanker can start learning a secondary skill or perk (perks start working at 100% skill level)
DETAILED NOTE ABOUT YOUR COMMANDER: Your Commander will add an extra 1% of competency to your other crew members per 10% of his own competency to each crew member on the tank with an extra 1% (total 11%) when the commander is at 100%.
ACCELERATED CREW TRAINING:
Elite tanks (see Research section) allow for Accelerated Crew Training. This adds a 30% boost to 1 crew member at a time at the expense of not earning experience on the vehicle. An icon will appear on the crew member who receives the boosted experience gain. The lowest experienced crew member will automatically be selected for the Accelerated Crew Training boost.
PART II "BATTLE!"
Jumping and Falling Damage
If you leave the ground and come back down hard enough you'll damage your tank. Even if no module/crew HP drops below 50% (the point where it shows as damaged) you will still receive some minor module and crew damage.
Ramming and Pushing
Ram another tank to push it off a ledge or to deal damage to it. It's wise to aim for an area of thinner armor. It's not wise to ram a tank heavier than yours.
When a tank is "ammo racked," suffers an ammo rack detonation, it's turret usually flies off of it. These are solid objects and can hurt any nearby vehicle if the vehicle is hit by this flying mass of metal. However, it still makes for a spectacular show.
All battle types can be won by destruction of the enemy team or capturing the objective/flag.
Random-15 v 15, 2 flags, 15 minutes
Encounter-15 v 15, 1 neutral flag, 15 minutes
Assault-15 v 15, 1 flag owned by the defenders, 10 minutes
Limiting Which Types Of Battles You Launch Into
You can go into your SETTINGS and in the GAME tab you can turn off Encounter and/or Assault battle modes if you wish. This will keep you from getting into those types of battles.
Match Type Selection Menu
To the right of the BATTLE button you'll see a drop down menu. There are several options in this pull down menu. "Standard Battle" is the default when you log into WoT.
Random-See Battle Types above
Platoon-create a 3 man platoon for random battles
Team Battle-create a 7 man team and fight other 7 man teams
Team Training-host picks the map, sets the teams and time limit, no experience earned, no repair cost, must purchase ammo spent
What do the different colors of my reticle mean?
If you have the reticle to show penetration marker it will change colors as you look at enemy tanks:
-Green means your shell has a high chance to penetrate your target.
-Orange means there's a moderate chance of penetrating your enemy's armor.
-Red means you're probably going to bounce.
NOTE: Spaced armor, when hit, will absorb a hit with no/minimal damage to the tank or the tank's hit points. Your crewmen will say that the shot penetrated, but no damage will be done.
-Movement, getting hit, and turret traverse affect accuracy.
-Turning off "vehicle shake" or "dynamic camera" are visual only. Your tank will still shake when hit.
-The dotted/dashed green circle around your crosshair is your accuracy circle.
-In the garage, the smaller the "accuracy number" of a gun the better the accuracy. .32 is a decently accurate gun.
-Accuracy is determined by a "dice roll" (just like damage and penetration values), and it is quite random where your shot will go within your accuracy circle.
Hitting Your Target
-Don't rush your shot.
-When you hit an enemy tank your crew will tell you if it went through or not.
-A white flash of the enemy's icon means you did some kind of damage.
-A black flash means no damage was done at all and the shell bounced off.
-Ricochets can bounce back into the tank and damage it or another nearby tank.
-Learn the weak spots on tanks.
-There's spaced armor on certain tanks which will soak up the damage dealt by your shell.
-All tracks act as spaced armor.
-Sloped armor will bounce more shells than it will allow shells to penetrate the tank.
-Hitting critical areas (engine, fuel, ammo) will generate higher chances of killing a tank faster due to extra damage like fire and ammo rack explosions.
Talking To Other Players
-Press ENTER to activate the chat box. Press TAB to cycle through who the recipients are: Team, All, Platoon (Green, White, Orange). Type your chat and press ENTER to send.
-Shift+enter will bring up the platoon chat selection immediately.
Activating the Communication Bloom.
-Hold Z in order to bring up the "flower pedal" communication system. It's recommended to use the "quick call system" if you're in a firefight because it's quicker to operate than the "flower pedal system."
The "quick call system" is broken down as follows, but can be modified to fit your preference:
Key No Target Aiming at ally Aiming at enemy
T Attack! (name) follow me Attacking (SPGs)/ Requesting fire at (for non-SPGs)
F4 Back to base! Fall back Back to base!
F5 Affirmative! Affirmative! Affirmative!
F6 Negative! Negative! Negative!
F7 Help! (name) help me! Help!
F8 Reloading! (name) halt! Reloading! (best used with SPG and autoloader tanks)
After battle results will show up in a pop-out window in your garage, or in the notification center in the lower right. These are split into three tabs with different information on each.
The service record will show you everything about yourself in your gaming career. There are several tabs to it and each will detail different stats from your profile. On the SUMMARY tab the "Personal Rating" is how you are performing overall. A rating of 3000 is average. If you are below this don't fret because the number of battles you have drastically affects this rating. All other stats should be self explanatory.
The AWARDS tab will show you your progress to achieving certain awards and it will light up with any awards or medals you have already earned. Hovering over each item will express it in more details and give some back story if any applies.
The STATISTICS tab focuses on your battles and battle performance. Everything is broken down into a "type" graph at the bottom of this window. Your battles will show up in bar graph form separated in a "per nation" and a "per tank type" graph.
The VEHICLES tab will break down what you have done in each vehicle, only keeping track of medals/awards, "most" stats, and basic battle stats for each vehicle.
VOIP allows you to talk with other platoon mates and tank company companions.
You can set this up in the Volume tab of the Settings menu. Please be careful of how high you set your mic sensitivity because you will overload the software if you set this setting high enough and it will hurt other players' ears as well as have your voice messages blocked.
Colddawg's Helpful Hints
Things I have learned in battle:
-Don't over use premium ammo. It's a detriment to learning game mechanics.
-HE rounds still need thin armor to do significant damage.
-Carry a limited amount of premium rounds on your tank at all times for when you come across the higher tier/better armored tanks.
Remember, you don't need gold to buy these shells but they cost 4x credits of the standard ammo.
Do's And Don'ts:
-Don't start your career in a tier 8 premium tank.
-Do clear the lookout post from your cap circle. This can be shot through with an AP/APCR round, but it's still annoying so run it over.
-Don't run around in the open. Move cover to cover.
-Do play as a team. Communicate and cooperate with your team. No one can read your mind and individual tankers working as a team is 1000% more effective than a team of tankers working as individuals.
-Don't be greedy with kills. A win with 0 kills but a lot of damage done is better than a loss with 4 kills that were stolen.
-Do concentrate fire. This is done by the "Requesting Fire On..." macro (hit T while the enemy tank is highlighted) or shooting a target someone else requests fire on.
-Don't make a push alone.
-Do pay attention to the mini map. It's your friend and it likes being social.
-Don't spam the mini map.
-Do type a message along with your mini map ping as to why that grid is important.
-Don't think you're invincible, but also don't sit in the back if you have the most armor and hit points on your team.
-Do scout. Scouts win games. Knowing where the enemy team is is how you win the game. The scout is a very important tank on your team.
-Don't platoon with tanks outside of a one tier difference. This hinders your team greatly and it's a good way to get team killed.
-Do keep aware of your surroundings. Where's the closest cover, who's near you, what enemy is in front of you?
-Do NOT buy the T29 without first having the 90mm gun researched from the M6! Do not buy the T29 without having the 90mm unlocked first. Do not.....
If you want to see all of these points in action you can check out my Twitch.TV stream and ask me questions there. http://www.twitch.tv/rscolddawg
This also goes along the lines of the Helpful Hints that I've listed above. It's broken down into basic things you should be looking for in each battle. This kind of stuff takes time to get it right. Trial and error went into many of these tactics and they've been proven time and again.
Where to go on a map:This has more to do with the specifications of your tank and the rest of your team than anything. It may not seem like it, but this is the toughest tactic to learn to do efficiently. Typically: Heavy tanks are your primary brawlers and should be where the most fighting will take place; Medium tanks flank the sides of the map; Tank Destroyers take up sniping positions to assist the heavies, flankers, or protect arty; Arty should be near the edges of the map. If your artillery pieces doesn't have the range to cover the whole map then slowly advance behind the strongest push of your team. Keep in mind that your arty piece might be flanked from the sides so always watch that mini map.
-No tank or TD should be sitting behind or near the artillery! You can not protect arty once they are spotted so you need to be aware of how far in front of your tank or TD is from your team's artillery.
-If there is no artillery all tanks and TDs should advance as a team with the TDs taking up sniping positions behind your heavy/medium push.
When to advance: This is also a tough tactic to learn. You may see other teammates rushing forward alone or one at a time. This is bad. Advance only when you have the advantage in your area and you have a set destination in mind or a set goal you are pretty sure you can achieve.
How to play arty effectively: Artillery is tougher than many people will tell you. Its slow reload time means you have to take your time to ensure your shots hit. Also you're a tank that needs to be able to see which targets your team may have issues destroying. Those tanks should be your primary targets.
-Primary targets-pretty much in decending order of importance. Tanks threatening you. Anyone with thick armor. TDs. Tanks holding back several of your team's tanks. Other artillery. Heavy tanks.
Advance or retreat: When to advance or retreat from a situation. Retreating is a good idea if you're overwhelmed so you can join up with more of your team's tanks. HOWEVER, if you have ally tanks in the same position sit there and stick it out with them because if you run away you will lose, 99% of the time this is true because your team will be destroyed because you left. If you stay there's still a high chance of your tank being destroyed but it's a lot lower chance that your team will lose.
Advancing-never do it alone. Never rush alone, never go out alone. Always call for your team to follow or attack. Make sure tanks are moving before you push ahead.
Help the base or capture theirs: If you're less than half the way across the map and you see tanks getting close to your base from a different part of the map then go back and deal with them. If you're further than half way to the enemy cap then go get it, just don't break any of the other tactics mentioned. When you are 3 grids or less from the enemy base and you know you can win if you and your team gets on the cap DO NOT go back to your own base to try to stop the cap. You will not make it in time 80% of the time. This is one of the major reasons teams lose in close games.
Flanking and flanks: These are two different yet similar tactics. A flank is an area of the map not directly in the middle. There are ALWAYS two side flanks and one rear flank. Make sure all your flanks are covered by your team. The rear flank is usually occupied by artillery so if they get destroyed you have a good chance that you will be killed too because nothing is filling the rear flank area. If your whole team occupies one side flank and leaves the other open make sure you make noise about it so your team notices and then you need to go fill that flank and hope people join you.
-Flanking. This is usually done by tanks that have a high speed and good maneuverability-like medium tanks. Wait for your team's heavier tanks to engage the enemy then look for an opening to advance into the flanks of the enemy group. This is meant to split the enemy team's fire so that your team's heavier armor in the middle can break through the enemy group and assist you with whoever turned to engage you.
Do not be the tanker who wanted a kill, but didn't want his tank damaged, battle scars show effort and determination - E. Foxx
I hope this helped get you on your feet. Feel free to comment and ask questions. This is a constantly changing guide and I am happy to help in anyway I can.
Edited by Colddawg, Jul 22 2016 - 19:57.