World of Tanks cover
World of Tanks screenshot
PC X360 PS4 XONE Steam
Genre: Shooter, Simulator, Strategy, Arcade

World of Tanks

Steam Community Shop: New Stage and Refreshed Rewards!



Commanders, Steam Community Shop is opening its doors once again: time to earn some Tokens!

Steam Community Shop is a Steam-exclusive mechanic that allows players to earn special Tokens by participating in various events and activities on Steam Community Hub, and then spend these Tokens on various rewards. The Shop works in stages, with each stage lasting around two months. When the stage ends, the Shop closes for a couple of days, and then reopens again with slightly modified rewards.


Steam Community Shop: Fourth Stage


September 4, 2023, through October 31, 2023

How Does It Work?



There is always something happening on Steam Community Hub. Every month we launch Community events such as Giveaways, Tags suggestion events, rewards for following us on Steam Hub, and more. If you participate in these events and complete all the required steps correctly, you will get Community Tokens as a reward. You can then exchange these Tokens in the Community Shop for various rewards, depending on what you need most.

Stage Four rewards include special missions for extra Tokens, Personal Reserves, days of WoT Premium Account, a Tier VIII rental Premium German Löwe heavy tank, and more. Some rewards can be purchased for Tokens an unlimited number of times, while others are limited to one or two times per account.


You can save up your Tokens to purchase better rewards, or you can spend them as soon as you get them: the choice is yours! However, keep in mind that the Community Tokens you earn DO NOT transfer between stages. When the stage ends, all unused Tokens will disappear, so make sure you spend all your Tokens in time!

How to Find the Steam Community Shop?



  1. To find the Steam Community Shop, launch the game and open the DEPOT section.
  2. Then, go to the HOMEFRONT SUPPLIES tab inside your Depot.
  3. Find the Steam Community Shop option in the HOMEFRONT SUPPLIES tab and click on it to view all available rewards and prices.

Earn a Community Token Right Now!



Continuing our tradition, we are celebrating the start of the new stage with a Community Giveaway. Like this post and write a comment to earn one Community Token!

To take part in the Giveaway and receive a guaranteed prize, all you need to do is:

  1. Press the Rate Up button under this article
  2. Share in the comments your plans for the upcoming line of British wheeled vehicles.
That’s all! If you complete these steps, you will receive your reward shortly after the Giveaway ends on September 11, 2023.

Rewards



  • 1 Community Token

Stay active in our Community Hub, earn Tokens, and collect your rewards!

BATTLE PASS 2023: SEASON XII



Battle Pass Season XII will take us into Mirny-13 this autumn, and will be available from September 6 through November 22. The progressive styles for its Core Vehicles will ensure they are ready to face the unknown, while its heroes’ story will be a prequel to the Mirny-13 tale. Expect great loot that includes bounty and Experimental Equipment, lucrative Challenges, and more. Season XII is the last this year, so don’t forget to turn your Tokens into reward tanks or other valuables before December 20!


Complete Chapters in Any Order



[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[th]                 LARRY STONE[/th]
[th]        MARIYA LASTOCHKINA[/th]
[th]                WOTAN FOCHT[/th]
[/tr]
[/table]
The mechanics of Season XII are essentially the same as in the previous Season. You can activate any Chapter, then choose another if you wish, and return later to continue completing any paused Chapter from where you left off. Try to finish every Chapter so that you can top up the progressive styles, unlock the hero crew members, and turn your Battle Pass Points into extra goodies. You can earn Battle Pass Points in Random Battles (playing in Tier VI–X vehicles), as well as in Onslaught, Frontline, and Steel Hunter: Reborn, and for completing special missions in the Mirny-13 and Waffenträger: Projekt Hyperion events.

DETAILS

Obtain Mirny-13 Themed Progressive Styles




COMEDIAN FOR THE M-V-Y



"My friend, they called you a bear not because you were big and strong, but because you snore louder than the rest of the barracks. Whenever you fell asleep in the tank, we couldn't hear the engine. I got used to it pretty quickly, but our sergeants were ready to sell their souls for a pair of earplugs.

By the way, what are you doing this winter? Going into hibernation, or do you have some other plans? Sorry, I had to. You gotta understand, this Mirny makes even me a little nervous. They say it's a research operation, but all the residents were evacuated long ago. It's not hard to see that something went sour down there. And why am I not surprised that I'll be the first to go there? Then again, who else? Anyway, here goes. This isn't our first time getting into the thick of it.

Well, good luck, Douglas. I hope to see you soon. I'll bring you some honey on the way back."



SWALLOW FOR THE OBJECT 140



"No, Anka, I don't know where I'm going. I don't know how much time it'll take. And I can't say for sure if I'll make it out of there...

Hey, don't get sad right away. I told you, I have a great team with an experienced commander. The vehicle is fitted with the best equipment, and it's prepared for anything. But most importantly, I feel like I can finally do something important in this life, write my name in history, and play my part in making our world so much better.

Now do you understand why I signed up for this? Well, then wish me luck, little sister, and tell me everything's going to be alright."



DUNKEL FOR THE JAGDPANZER E 100



November 23

Hope has been talking about the research prospects and scientific discoveries all day long, while the mechanics have been loading the tank with everything they can find in the warehouse. Suspicious. Lining, a docking portal, a radio detector, a gun camera... What can I say, the more the better. I don't know if it'll be any use on the other side of the perimeter, but I like that I'll be able to deploy a mobile laboratory if necessary.

Sadly, so far there are more questions than answers, but, to be fair, that really creates extra scientific interest. Why were civilians evacuated in such a hurry? What kind of substance is Mirium? Did they tell us everything?...

Hope gave me a poster as a gift, and I hung it in the tank. I want to believe that we really are looking for the key to a brighter future. Of course, I understand that it might be extremely dangerous, but the chance to be a pioneer comes once in a lifetime. I'm ready to take that risk.


Gather the Collection and Learn the Story



Complete the Collection to get to know the members of the first scientific expedition group to enter the research town and investigate its strange phenomena. Unlock the brave trio's reports, personal possessions, and more to learn what happened to them⁠—⁠and earn three extra Tokens and the special Bright Future decal along the way.


Earn Base and Improved Rewards



Mirny-13 is a place that is in many ways abnormal, but those who dare to explore it are rewarded—with themed vehicle customization items and a whole load of other valuables.

Base Rewards



Improved Rewards



Earn Experimental Equipment



Every Season, you receive Experimental Equipment for completing each Chapter—on top of a finalized progressive style and a unique crew member. Mount it on vehicles or disassemble it for components to upgrade other units of Experimental Equipment.

EQUIPMENT GUIDE

Items for Tokens



Tokens are a special reward currency exclusive to Battle Pass which accumulate over the course of the year. In Season XII, you can earn up to 21 Tokens as Progression rewards (12 as Base Rewards and nine as Improved Rewards), plus up to three more for gathering Collection Elements. Spend Tokens in the Items for Tokens section of the in-game Store on valuable goodies, such as Bounty Equipment and nine rare Tier IX vehicles including the BZ-58-2, the KPz 3 Projekt 07 HK, and the Cobra. Don’t forget to spend your Tokens by December 20; after that date, they will be converted into bonds.


Challenges



Participate in Challenges in your Tier IX Battle Pass reward vehicles and Season XII Core Vehicles. The Challenges are available via the Tournaments game menu. Follow the news, sign up, outperform the competition, and earn lucrative prizes!

Get Extra Rewards!



On completion of all three Chapters of Season XII, you will gain access to the Reward section of the in‑game Store. There you can spend Battle Pass Points on bonds as well as progressive styles and crew members from previous Seasons. During Season XII, the in-game Store will also offer a bundle with the experienced crew member Hope, the Premonition 2D style, and other valuables!

Get the Improved Pass



Obtain the Improved Pass for any Season XII Chapter for 2,500 gold on the Battle Pass screen in your Garage! The in-game Store offers bundles that include the Improved Pass for all Chapters, as well as real-money value bundles that give you the full Improved Pass and (for a maximum of 30 days) 250 gold daily for a single battle played.

Investigate it all, Commanders!

Onslaught: Forward to Glory and Rewards in the Season of the Azure Pegasus!



A new Onslaught Season is almost here, and it’s called the Azure Pegasus!

It will carry the traditions of competitive spirit and introduce several gameplay improvements aimed at making Onslaught even more engaging. We’ve added Qualification, an annual progression, and three new battlefields, as well as rebalancing some vehicle Role Skills and removing artillery from the mode.

But, most importantly, the new Season brings with it a host of lucrative rewards, such as Increased Shell Resistance , a brand-new progressive 2D style, stunning customizations, bonds, and much more. Let’s take a look at what’s coming!


Onslaught: Season of the Azure Pegasus


From September 6 at 03:30 CEST (UTC+2) through October 16 at 03:00 CEST (UTC+2)

Prime Times


EU2, EU3: Weekdays & weekends: 11:00–02:00 CEST (UTC+2)
EU4: Weekdays & weekends: 11:00–19:00 CEST (UTC+2)

Seasonal Customization Rewards



The Season of the Azure Pegasus brings two lines of enjoyable rewards for good performance in combat. The first reward line includes spectacular customization items (a unique 2D style, Dog Tag elements, badges, decals, etc.) in stunning azure tones that we’ve prepared specially for the Season. To grab these status symbols , you need to progress through the Divisions.

Iron




Bronze




Silver




Gold




Champion




Legend




Don’t forget that the seasonal badges and stripes awarded for reaching the Champion and Legend Ranks will be removed from your account at the start of each new Season. If you want to earn them back, you will need to participate in the next Season and showcase good results in battle.


The Dog Tag Victory Engravings will be unique for each new Season and will display the number of wins within one Season. In total, during the Year of the Pegasus, you can get three different Engravings (one for each Season), and each of them will display the number of your victories in that Season. They will remain yours permanently after the Year of the Pegasus is over.

The Engraving displaying the total number of Prestige Points you've earned in Onslaught will be updated with new data throughout the Year of the Pegasus and in future Onslaught Seasons.

This reward pool also contains an amazing progressive 2D style. As you move through the Ranks, you will get cool new camouflage patterns and unlock unique inscriptions and emblems for this style, which will highlight your mastery among other players.

[expand type="details"]






[/expand]

Battle Mission Rewards



The second line of rewards will be given to you for completing weekly Lucky Chips missions. All missions are completed consecutively, only in Onslaught. For each completed mission, you will receive rewards like days of WoT Premium Account, bonds, and credits. At the end of the weekly period, your progress is reset, and a new set of the same missions with the same rewards will become available.

After completing a set of five missions, you will receive one Lucky Chip, a special in-game currency. Earn Lucky Chips throughout the Season to automatically receive the most valuable prizes from the second reward line: Increased Shell Resistance , a universal Training Guide, bonds, and days of WoT Premium Account.

Some missions will also earn you cool decals and inscriptions. Check them out.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]
[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]

Annual Rewards



Based on the results of the three Seasons of the Year of the Pegasus, the bravest and most active players can receive Annual Rewards. Depending on your number of Pegasus Colors* (a special in-game currency earned throughout all three Seasons), you will receive one of the Rewards below.

*You will earn one Pegasus Color for each Rank. By the end of the Season, you can get a maximum of 6 Pegasus Colors.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]

The Annual Statistics screen will be available after the next update goes live and will be updated dynamically.

For full details of the Onslaught improvements and Season changes, please refer to our dedicated article.


https://store.steampowered.com/news/app/1407200/view/3677805209166967134

We’re sure that all the changes and gameplay improvements will make the upcoming Onslaught Season more enjoyable than ever.

Get ready to join adrenaline-fueled battles in Tier X vehicles and grab your deserved prizes!

British Wheeled Mediums: Master Speed, Power & Precision!



Commanders!

Six brand-new British medium tanks, that trade their treads for wheels, are making their Tech Tree debut in World of Tanks with Update 1.22 due in early September!

The new branch begins at the bottom of the U.K. Tech Tree. Between the Cruiser Mk. IV and Covenanter is the start of the new vehicle line with the AEC Armoured Car at Tier V, which extends to Tier X with the Concept No.5. It features the first non-Premium British Wheeled vehicles in the game. Before we examine them in detail, let's examine their unique features.


British Wheeled Vehicles: Support Strength





Although these new vehicles have wheels, they are a different beast than the wheeled French lights. The Brits excel at supporting the team, using their formidible firepower to protect flanks and other vulnerable spots.

For reference, the Polish lights ending with the CS-63 and German mediums ending with the Leopard 1 Tech Trees are a close match for the new British wheeled medium tanks.


Firepower



Run by three-person crews, all British wheeled mediums pack an accurate single-shot cannon that delivers high damage and penetration with a quick aiming time. Calibers range from 40 to 105 mm, depending on the vehicle's Tier. Their average DPM can distract foes at medium to long ranges, but full-time sniper tactics are occasionally thwarted by the vehicle's bulky shape.

Armor and Dynamics



With hull armor thickness in the double-digits, these vehicles are hardly first line. While the turret provides a bit more padding, avoid direct trades; if you can't avoid them, at the bare minimum don't show your sides to avoid being penetrated by HE shells.

The top speed of all the medium tanks is well above average at 60–65 km/h, with a reverse speed of 30–32 km/hr (depending on the specific vehicle). Vehicles retain excellent mobility in either direction. Aiding the vehicle's maneuverability is a "wheeled suspension mechanics" that allows it to turn in place (similar to their tracked counterparts). Where track damage is concerned, the wheeled Brits are not brought to a dead halt when a wheel is damaged—although their speed is reduced (and it's temporarily saddled with an eyesore of a wobbly tire).



For these vehicles, damage to one wheel reduces the top speed by approximately 60% to forward and reverse speeds. Damage to each subsequent wheel reduces the speed by approximately one-third of the current value. Even with all wheels damaged, the vehicle is still mobile—although barely—at around 4.5 km/h forward and 2 km/h reverse.

Summary

With the combination of potent firepower, high speed, and light armor, the medium wheeled vehicles are best suited to supporting front-line allies and watching the flank.


Let's check out the branch composition.

Tier V–VI: AEC Armoured Car & Staghound Mk. III



Starting the line at Tier V is the AEC Armoured Car. The AEC Armoured Car, built on the 4×4 AEC Matador chassis, exemplified the era's design spirit of simplicity, reliability, and versatility. It influenced the evolution of armored vehicles, leaving a lasting legacy in post-war designs. The vehicle first saw service in late 1942 in the North Africa Campaign and was utilized until the end of World War II. The vehicle comes with a 40 mm cannon but can upgrade to a fast-firing 57 mm gun that can cause 1,928 DPM. Its 60 km/h top speed puts it far above average among mediums and lights. Works well as a reconnaissance scout—just be aware of its lightly armored hull and turret and rather large silhouette.


[expand type="details"]





[/expand]

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.



[expand type="details"]



[/expand]
Following in the treads of its predecessor, is the Staghound Mk. III. Produced by the United States under Lend-Lease and modified by the U.K., the vehicle also saw action in the World War II North Africa Campaign, and later served in the 1948 Arab-Israeli clash and Vietnam (among other conflicts). The Staghound keeps many of the AEC’s attributes, namely top forward and reverse speed, but it brings more firepower with a second 75 mm cannon, slightly thicker armor, and a 360 m view range. Does the turret look familiar? It’s the same one that sits atop the Crusader.


[expand type="details"]





[/expand]

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.



[expand type="details"]



[/expand]

Tier VII–IX Vehicles: More Wheels and Bigger Guns



Starting at Tier VII, the line adds two wheels to each vehicle for a total of six. It also brings bigger guns and and other improvements.

The FSV Scheme A is the first six-wheeler on the Tech Tree and the first machine that wasn't actually produced. Developed in the 1960s, the project considered various variants to the base model, but was ultimately scrapped. In World of Tanks, the FSV Scheme is the lightest of the half dozen at 9 t and although it has less horsepower than its predecessors, it hits a 60 km/h top speed. Two guns are available—a 75 mm and a 76 mm.


[expand type="details"]





[/expand]

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.



[expand type="details"]



[/expand]
The Saladin (FV601) is the last vehicle in the line with a real-life manufactured counterpart. Developed as a replacement for the AEC Armoured Car, the Saladin rolled off the assembly line in 1958. Variants of the vehicle saw action worldwide in the Middle East, Oceana, Africa, and other regions. The Saladin’s good mobility, coupled with a 380 m view range, let it take up key battlefield positions to support teammates, with one of three cannons—75 mm, 76 mm, and 90 mm—to keep enemies occupied.


[expand type="details"]





[/expand]

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.



[expand type="details"]



[/expand]
The GSOR 1006/7 is the penultimate wheeled vehicle in the line. In reality, the airborne vehicle never entered service and one of its designs provided for Swingfire anti-tank guided missiles. In World of Tanks, its 535 hp engine, can reach a 65 km/h top speed and is protected with 60 mm frontal hull and 85 mm frontal turret armor. The most noticeable improvement is the optional 105 mm cannon with 1,080/1,240/1,080 m/s velocity that causes 390/390/480 HP damage with 248/315/53 mm of penetration—take an occasional diversion from support duty and play sniper!


[expand type="details"]





[/expand]

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.



[expand type="details"]



[/expand]

Crowned Cruiser: Concept No.5



Lighter than most medium tanks in the game, the 24-ton Concept No.5 sits at the end of the Tech Tree. It brings more of everything: 1,800 HP, 70/40/35 mm hull armor, is powered by a 580 hp engine, but only carries one gun—a 110 mm boomstick that penetrates 260/318/55 mm and causes 430/430/515 HP damage; all in, it can deliver 2,205 DPM, which is enough to send some heavies back to the Garage. Use the 65km/h top speed and 400 m view range to scout enemy positions and −8° gun depression to peek over uneven terrain to spot and take potshots at unsuspecting enemies, putting its 1,230/1,420/1,020 m/s velocity shells to good use.


[expand type="details"]










[/expand]

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and special in-game items.



[expand type="details"]



[/expand]
Even with the increased armor, the Concept No 5 is still a thin-shinned vehicle. As always, avoid head-on combat and instead join with other mediums in support and reconnaissance. You can see for yourself when Update 1.22 is released!

Enjoy these British mediums with wheels, Commanders!

Frontline Is Back With the Twist of Fate Scenario!



Commanders!

Your 2023 Frontline journey continues with Episode 2, which will run from August 28 at 13:00 CEST through September 4 at 11:00 CEST (UTC+2). It comes with an additional Combat Reserves Level, a new battle scenario, Twist of Fate, and several balance improvements. And, of course, with attractive rewards! Get ready for large-scale battles and new gameplay experiences!

FRONTLINE GUIDE

General Rules



The second Episode will drastically change the Combat Reserve selection system; however, the basic rules of Frontline remain the same. We're sure you remember them, but here's a small summary just in case:

  • Battle format: 30v30.
  • Vehicles: Tier VIII vehicles.
  • Objectives: Five high-caliber guns at the rear of the defending team's territory. The attacking team must destroy three of them. The defenders must protect these objectives by repelling enemy attacks until the battle time elapses.
  • Maps: Normandie, Kraftwerk, and Fata Morgana.

Additional Combat Reserve Level



The addition of a fourth Level to Combat Reserves is only for the Twist of Fate experimental scenario.


To make Frontline gameplay more exciting and provide you with even more tactical variety, we’ve added a fourth Level to all Combat Reserves. To improve them to Level 4, you need to purchase Reserves before entering battle using Combat Reserve Points. Simply head to the Frontline Garage and select the ones you find most useful in combat!


When activated in battle, these Reserves will be Level 2, and you can upgrade them to Level 4.

All three default Combat Reserves (Artillery Strike, Recon Flight, and Inspire) will be upgraded to Level 2 from the start, so you can save your Points for your favorite Reserves.


Twist of Fate: A New Combat Reserve Selection Scenario



Previously, you had to manually select Combat Reserves in your Garage before entering a Frontline battle. The Twist of Fate scenario introduces a new system in which a random selection of Combat Reserves will be available for choosing in battle.

Now, placing Reserves in slots does not guarantee that they will be available during battle. When you reach the Ranks where Reserves are unlocked, you will be offered a choice of two Random Combat Reserves of a random category and vehicle type. This choice will be repeated until all three Reserve slots are filled.


Placing Combat Reserves in slots before battle increases their chance of being available for selection by 10%.



If luck is on your side, you may be able to select the same Reserve more than once. If this Reserve has an active effect, such as Airstrike, it will be placed in a different slot, so you can even fill all three slots with the same Reserve. You can use these duplicated Reserves independently during battle, and each of them will have its own cooldown. One exception is the passive Engineering Reserve. When it is selected more than once, your Engineering Reserves merge into one slot and gain enhanced parameters.

Activating Combat Reserves



Some Combat Reserves can be activated at the same time, while others only work in succession. Check it out.

Activated at the Same Time

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[tr]
[td]Artillery Strike[/td]
[td]Airstrike[/td]
[td]Smoke Screen[/td]
[td]Minefield[/td]
[td]Recon Flight[/td]
[/tr]
[/table]
Activated in Succession

[table noborder="1"]
[tr]
[td][/td]
[td]      [/td]
[td][/td]
[td]      [/td]
[td][/td]
[/tr]
[tr]
[td]Field Repairs[/td]
[td]      [/td]
[td]    Inspire[/td]
[td]      [/td]
[td]Sentinel[/td]
[/tr]
[/table]

The Reserves you choose apply throughout the battle to all the vehicles you play in. The Combat Reserve cooldown doesn’t change after your vehicle is destroyed.


Rewards



As always, we’ve prepared a host of attractive rewards for you in Frontline. The new Episode is a great opportunity to earn up to four pieces of Experimental Equipment, a choice of directives, bonds, Retraining Orders, and a universal Training Manual. Participate in intense 30v30 clashes on colossal maps and grab all these goodies!

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]

Other Balance Changes



To make the gameplay in Frontline even more entertaining, we’ve also made the following balance adjustments:

  • The survivability of high-caliber gun turrets has been increased to 3,500 HP.
  • The capture time of the zones in the first line on all Frontline maps has been increased to 170 s.
  • Other minor changes have also been made.
Get ready for large-scale battles and new gameplay experiences, Commanders!

Update 1.22: Map Balance Improvements



World of Tanks maps have seen a lot of innovation recently. You played on night locations, tried out random events, and saw last year’s Recon Mission ‘graduates’ enter Random Battles. Maps in their classic form have also been given the attention they deserve: with Update 1.22, ten of them will receive a batch of improvements of different scales. Based on feedback and data gathered, these adjustments will make your playing experience even more enjoyable.

All changes—be they major or minor—are based on the same design principles. Everywhere, the goal was to improve map balance while also making the gameplay more varied and nuanced, allowing more tactical approaches to be employed and the strengths of various vehicles of different types to be used. Let’s have a look at the changes!

Extensive Map Changes



Mountain Pass received multiple augmentations to improve the quality of life for both sides. The zone for heavily armored vehicle clashes was expanded and refurbished. A lot of lines of fire that previously allowed for hitting vehicles en route to positions at the start of battle were blocked. The hill in the south often used by snipers and arty was significantly reshaped, and it is no longer possible to shoot at the bridge from the top of its northern counterpart.

[expand type="details"]

In square H8, the height of the hill has been reduced so that the lowermost team can take up anti-tank positions faster and more efficiently. The firing position for attacks along the 9th and 0th verticals has been removed.


Intermediate covers have been added at the intersection of squares F9–F0 and E9–E0 which will allow vehicles to advance to the lowermost base capture circle more safely. The shoreline position in the E0 square, which facilitated control over the entire entrance area to the lowermost base, has been removed.


Balcones and covers have been added to square E9 to allow for firing from medium and long distances.


In squares C7, D7, and D8, the collision zone for heavy tanks has undergone a complete overhaul. The terrain has been changed, new covers have been created, and finally, the play area has been expanded.


In squares H6–H7, part of the mountain has been removed and cleared of vegetation to open a small chamber for those holding the anti-tank position (the balcony in square H8). Through this chamber one can attack enemy vehicles in squares J3–J4, just like in the uppermost base.


In squares G5-H6, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the lowermost base and allowed new medium-range firing positions to be added.


In squares D2-E3, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the uppermost base and allowed new medium-range firing positions to be added.


In squares E2-G1, the play area has been expanded: a balcony and intermediate covers have been added, enabling players from the lowermost team to attack more efficiently.


New covers have been added in the F4 square.


In square D4, a rock has been added to block the attacks along the bridge from the anti-tank firing position in square C3.


In squares E6–F7, the bridge approach area has been redesigned for the lowermost team: the play area has been expanded and better positions have been added for firing along the bridge from medium and long distances.


In squares H1-K4, the collision zone has been revamped. The balcony in squares H3–H4 has shifted toward the uppermost team. In squares F3–G3, part of the mountain was removed for broader firing options from the balcony. Both teams have been given new positions and shelters for medium-range combat. The time of approach to the collision zone has been rebalanced.


At the junction of squares A1 and A2, vegetation has been added for players from the uppermost team. Their positions for base defense have been improved to mirror those of the lowermost team.
[/expand]
Fisherman‘s Bay now offers more opportunities to the northern team than before. The route to the city blocks (which lost a couple of buildings) has been made safer. More view-obstructing foliage has been planted in the middle of the map, and a new firing position has appeared in the K7 square.

[expand type="details"]

The path to the city has become safer thanks to the modified terrain in squares A6-B7.


In square E8, the troublesome position for attacking the urban area has been removed.


Vegetation has been added to the central part of the map (squares E5–E6). The house has been moved to give more of an advantage to the uppermost team against the lowermost team heading to the town.


The anti-tank position in square B2 has been improved: vegetation has been added while the location of the house has been changed.


The tree in square D1 has been removed. In certain scenarios, it acted as a double bush when it fell.


Some houses have been removed from squares H9-G9 to eliminate the blind spot when approaching the city and balance the time intervals for the lowermost team.


A new position has been added to square K7, which gives more opportunities for attacks on the central part. It can also serve as an additional secure point for the uppermost team in the event of a breakthrough to the east.
[/expand]
The brick factory on Studzianki has been made larger, creating more space for well-armored brawlers. The village has also been expanded. The trench splitting it in two now offers better protection from shots fired from the factory.

[expand type="details"]

The factory area has been expanded. In squares C4-C7 and D5-D6, several new spots have been added as an incentive to practice smart positioning.


A hill has been added in square D8 as an intermediate cover to be used when retreating from the factory part of the map.


For balance improvement, a few houses have been added to the central ravine (squares H5–H6, G5–G6).


The pit in squares E5–E6 has been deepened so that vehicles can hide from shooting from the factory area.


The village area on the K-line has been extended. The terrain has been reworked and new positions have been added in the ravine along the map border.


The vegetation density has been decreased in square K0.


For balance improvement, an indestructible house has been added to square E0.
[/expand]
Oyster Bay has become friendlier to the northern side than it used to be. A sub-direction on the heavies’ flank (squares E6 and F7) has become more exposed to fire from the main sniping positions on the northern side; pushing it will now be less easy for the southern side. Select mountains have gained in height to give better protection from artillery fire. A few bushes and a coastal defense gun have also been moved.

[expand type="details"]

The upper sub-direction on the heavy tanks' flank in square E6 has become more open to shooting from the uppermost team's main anti-tank positions. Now it will be more difficult for the lowermost team to advance from it.


The passage in the F8 square in the direction for heavy tanks has been redesigned to provide more options for attacks on the southern part of the map.


In square D6, the path to the position for the uppermost team's light tanks has been streamlined. Previously, one had to drive through the water, which slowed down movement.


The height of the mountains in squares H5 and G6 has been increased so that the lowermost team's self-propelled guns cannot fire at the main positions of the uppermost team in the direction for heavy tanks.


The entrance to the balcony in the G5 square has been improved. Now it cannot be jumped on.


The location of the ship's gun in square C4 has been adjusted. Now it does not block the firing position of the uppermost team's anti-tank vehicles (square B5 in the direction for medium tanks).


The bushes have been adjusted on the lowermost team's anti-tank position in square E2. Shooting at square B3 now requires moving out of the bushes (similar to the uppermost team's balcony).
[/expand]

Improvements to Gameplay Experience



Three more battlefields underwent lesser but still significant changes along the design principles outlined at the beginning of the article.

Murovanka



Several map balancing changes have been introduced, making the overall situation better than before for the southern team.

The sniping position in the J9 square has been improved.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
The route toward the forest in the H7 and G8 squares has been made safer.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
With the changes in terrain shape, the position in the F8 square has become better protected.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
The spot in the F9 square is now safe from fire from the hill in the E8 square.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
There is now less foliage in the D0, F0, and G0 squares, so firing over positions there is easier.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
The road, the hill, and the bushes in the E6 and E7 squares have been moved southward to even out the balance for those playing in light tanks.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
In the Encounter mode, the base has been moved into the E2 and F2 squares. Vehicle spawning points have been repositioned closer to the hills.

Cliff



Several adjustments have been implemented to get rid of some overly advantageous positions and to make playing on the map more comfortable.

The center of the map is now less exposed to fire from the southern side’s base (the J3 square) which will make life easier for heavies coming from the north.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
The stone in the G5 square has been made larger, to block a line of fire that had been used to hit heavily armored vehicles. A house has been added to the G6 square to protect against attacks made from the H9 square, mirroring the tactical setup on the opposing side of the map.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
The terrain depression in the D4 and D5 squares has been removed. The rock in the D5 square is now lower, which allows for fire over the E6, F6, E7, and F7 squares from the northern base.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
There is now a safer arty zone in the A4 square, to balance the existing one on the southern side of the map.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
Climbing on the cliff in the F7 square is no longer possible.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]

Live Oaks



The map has received a few changes to improve the overall playing experience.

The approaches to the city blocks from both the northern (squares A5 and A6) and the southern (squares C1 and D1) bases have been reworked, making them safer for slow vehicles.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
More cover has been added to the A7, E0, and F0 squares to create more variability when attacking and defending the northern base.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
A swampy area in the K8 square has been dried up to give the southern side the same range of tactical opportunities that their opponents enjoy.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
Heavies can now clash with more convenience due to a slight expansion of the city block in the A3 square and several destructible buildings in the A2 square made indestructible.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]

Selective Adjustments



Three locations have received relatively minor changes to improve the overall playing experience.

In the mountain gorge on Lakeville (squares from C1 to H2), the type of ground has been changed (both mechanics-wise and visually) and vehicles will now traverse it with more ease.

On Ensk, the locations of spawning points have been slightly changed for both teams, and priorities for spawning have been allocated based on vehicle types. For Encounter battles, the spawning points on the northern side have been rearranged for the sake of map balance, and vehicle-type priorities for spawning have been set for both teams.

For Assault battles on Siegfried Line, the attacking team’s spawning zones have been merged into a single one, located in the E3 and F3 squares.

We will monitor the influence of these changes on map balance as well as player satisfaction to ensure that our favorite game remains fun to play and that tankers’ wishes are met.

See you on the updated battlefields, Commanders!

Follow Us and Earn Community Tokens!



Commanders!

There is always something happening in World of Tanks, and the best way to be sure that you don’t miss anything important is to follow us on Steam! In addition to always being up to date with the latest game news and updates, you have one more great reason to press that “Follow” button: Every month, we send rewards to our subscribers!

Become our follower before the end of this Community Event, and you’ll earn one Community Token to spend in Steam Community Shop! The Tokens will be credited to players in a few days after the event ends, as we’ll need some time to collect and process all the info.

If you’re already subscribed to our news, you don’t need to do anything! As long as you remain subscribed, you will keep receiving your rewards for these monthly events. Thank you for staying with us!

[table noborder="1"]
[tr]
[td]       [/td]
[td]Please note that we will reward only those tankers who have played at least 10 battles on their account.

And also remember that we will send the goodies to the account that’s associated with your Steam one!


PeacefulSoldier, WoT Steam Community Manager

[/td]
[/tr]
[/table]

How Do I Subscribe?



It's really simple: You just need to click the "Follow" button!

  • You can do that either on the Store page


  • or in the Community hub


Rewards



  • 1 Community Token

Steam Community Shop and Community Tokens: How It Works



[expand]
Community Tokens are a special currency that you earn by being an active member of the World of Tanks Steam Community and by participating in various events and activities.

You can spend your Tokens in the Steam Community Shop in-game to select the rewards you need (rather than a predetermined reward, as it used to be).

To find the Steam Community Shop, log in to the game, enter the Depot from your Garage and open the “Homefront Supplies” tab. There, you will find the Steam Community Shop with all available rewards and their cost in Community Tokens.
[/expand]
Follow us and boost your progress!

British Booms and French Zooms: A Wheeled Vehicle Comparison



Commanders!

With the arrival of the brand-new British medium line, the French lights are no longer the only wheeled vehicles in the game. Players already have a chance to try out the newcomers in the ongoing Common Test for Update 1.22.

Join us as we examine the soon-to-be-released Tier X Concept No. 5 to understand its place within World of Tanks. This is the second wheeled Tech Tree line, so we'll compare this top-tier vehicle to the Panhard EBR 105 in the French line.

British and French Wheeled Tanks: An Overview





Are you a medium-game hunter or ninja assassin?

  • British medium wheeled vehicles: The new branch in the British Tech Tree contains six vehicles. They are hard to stop and have excellent agility but are more reliant on their boomsticks than their wheels. They have an overall larger profile than their French cousins and are not as speedy. Different driving modes were traded for a new mechanic that allows turning on the spot, which makes them easier to operate. Their role in the field is to quickly provide fire support and aid the team’s advancement with their high specific power, good gun accuracy, solid view range, and adequate damage per shot.
  • French light wheeled vehicles: The French wheeled light tanks were introduced with Update 1.4 in February 2019 and have gained a lot of attention with their speed and agility. They play up the notion of speedy and agile scouts that can appear out of nowhere and quickly retreat. Their role on the battlefield is to gather vital intel for the team, dodge shells, and outmaneuver the enemy.

Concept No. 5 vs. Panhard EBR 105



Now that we know what we're dealing with, it's time to address the elephant in the room: Although British vehicles are a different class than the French ones, comparisons are inescapable, and burning questions need answers. We looked at each Tech Tree kingpin and put them head-to-head with their strengths and weaknesses. Simply put, these are very different beasts, and we hope to emphasize this with comparisons in the following categories.



Drag Race



When you hear wheeled vehicles, you think of speed. The Panhard EBR 105 has a 70 km/h standard top speed, a 42.35 hp/t specific power, and a 720 hp engine, but don’t underestimate the cunning and agility of the newcomer. The Concept No. 5 enters the game with a 65 km/h top speed, a 25.2 hp/t specific power, and a 580 hp engine.



A speedy start into the battle is not the main forté of most medium tanks, and the British wheeled mediums are no exception. Keep in mind that the Panhard has Rapid and Cruise modes, whereas British wheeled vehicles do not.

Off-Road Top Speed Race



Quickly getting up to speed is one thing, but which ride can traverse a tricky battlefield with its various terrains the fastest?



The British medium tries to keep up, but the EBR 105 pulls away thanks to its Rapid mode. The Panhard also has a 42.35 hp/t power-to-weight ratio, whereas the Concept has 25.2 hp/t.

Taking "Track" Damage



Similar to tanks, wheeled vehicles can take track damage, resulting in reduced speed and wobbly tires. We put our subjects to the test to see which one can take a flat tire or two and stay in motion.



The French light tank with eight wheels keeps rolling a little faster for a little longer than its six-wheeled British counterpart. After three trials, it's clear that the lights are made to keep going no matter what due to lighter armor and other characteristics tailored to their class. It's also worth noting the Panhard gets back on track (so to speak) after a 19.25 s repair time; the Concept's is 25.06 s.

360° Turning



Moving around tight corners or quickly getting out of a narrow position is a well-known weak spot of wheeled vehicles, which, until now, were unable to turn on the spot like tracked vehicles. Enter the Brits, who roll in with the brand-new wheeled suspension mechanic.



The Concept has the advantage, as it has few issues navigating the alleys and tight lanes of city maps and making a hasty retreat in a difficult situation. The French lights need to perform a cumbersome, multi-point turn or make a wide turn in order to reorient 180 degrees.

Causing Damage



Sure, speed is useful in running away, but sometimes you can’t avoid the fight. Who can take out an enemy the fastest? Time to see the impressive boomsticks of our two trial subjects in action.



The British medium and its powerful 110 mm gun brings 430 HP of alpha damage, decent accuracy, 260 mm of penetration, and 2,205 DPM to the field to outgun the Panhard's 105 mm cannon cocktail of 390 HP of alpha damage, 190 mm of penetration, and 1,950 DPM. As a medium, the Concept's firepower edges out the Panhard so as to compensate for the latter's higher mobility and faster top speed.

Conclusions



These trials illustrate the French light tanks clearly specialize in speed and mobility. The new British medium tanks, on the other hand, have a solid leg—or rather wheel!—up in firepower and turning with the wheeled suspension mechanic. There's more to it than boiling things down to which nation's wheels are better.

Roll Out!

Steam Community Shop: Remember to Spend Your Tokens!



Commanders!

We want to remind those who still haven’t exchanged their Community Tokens for useful goodies that now is a great time to do so! The current stage of Steam Community Shop will be over on August 31, and all unspent Tokens will disappear.

The Community Shop mechanic was introduced several months ago to give players more flexibility with rewards for participating in events and activities held frequently on our Steam Community Hub. Now, instead of getting a predetermined reward, you earn special Tokens that you can later exchange for various prizes in the Shop. If you are not familiar with this mechanic and want to know more details, you can check out this article.

The Third Stage Ends August 31!



Don’t forget to go to the Shop in the Homefront Supplies section of your Depot and put your unspent Community Tokens to good use.

Keep in mind that your accumulated Tokens DO NOT transfer between stages. If you don’t want to lose them, make sure to spend them all before August 31, 2023!

Community Giveaway: A Chance to Get More Tokens!



[table noborder="1"]
[tr]
[td]       [/td]
[td]If you are one Token short from getting a reward you like, don’t worry: I’ve got something for you.

And yes, this will be the third Giveaway in a row. Well, we just like Giveaways!


PeacefulSoldier, WoT Steam Community Manager

[/td]
[/tr]
[/table]
Take part in our Community Giveaway, complete two easy steps, and get one more Community Token after the Giveaway ends!

All you need to do is the following:

  1. Press the “Rate Up” button under this article.

  2. Share your feedback about the Steel Hunter mode in the comments: do you prefer the Classic format to Steel Hunter Reborn or vice versa?
That’s it! If you complete these steps, you will receive one Community Token a few days after the Giveaway ends on August 23, 2023.

Rewards



  • 1 Community Token

Steam Community Shop and Community Tokens: How It Works



[expand]
Community Tokens are a special currency that you earn by being an active member of the World of Tanks Steam Community and by participating in various events and activities.

You can spend your Tokens in the Steam Community Shop in-game to select the rewards you need (rather than a predetermined reward, as it used to be).

To find the Steam Community Shop, log in to the game, enter the Depot from your Garage and open the “Homefront Supplies” tab. There, you will find the Steam Community Shop with all available rewards and their cost in Community Tokens.
[/expand]
Spend your Tokens and stay tuned for the next stage with new rewards!

Onslaught: The Year of the Pegasus is Coming!



Onslaught returns with three new Seasons with unique rewards and improvements, Commanders!

It promises you even more thrilling battles and a bunch of cool customizations for good performance in combat, including fresh progressive 2D styles. Read on for more details!

The Year of the Pegasus: 3 Seasons With a Shared Progression



In 2023–2024, you'll be able to prove yourself in 3 consecutive Onslaught Seasons with a shared progression system. These Seasons are united into a single annual cycle called the Year of the Pegasus. Like the Griffin from Onslaught's previous launch, the mythical Pegasus will be the mode's battle mascot throughout the year. Here's what awaits you in 2023–2024:

  • Season of the Azure Pegasus (September 2023)
  • Season of the Crimson Pegasus (January-February 2024)
  • Season of the Jade Pegasus (March-May 2024)
In each of the three Seasons, you will be able to get brand-new progressive 2D styles and other customization items that will highlight your combat achievements. These status rewards will have their own unique color variations, echoing the name of each Season. Check them out.

[expand type="details"]






[/expand]
On top of progressive styles and unique customizations in the respective colors, you can also earn seasonal rewards. In addition to customization items for moving through the progression in Divisions, you can also receive rewards for completing weekly Lucky Chips combat missions.

We've prepared a lot of cool stuff for you in the seasonal reward pool, including Improved Equipment. What exactly? Be patient, we’ll share all details about the rewards right before the start of the Azure Pegasus Season!


Qualification: Meet Your Rivals!



Your challenging journey in Onslaught will start with Qualification, which is a system for determining your mastery level.

When you first enter the mode after the launch of the Season of the Azure Pegasus, you will need to play 10 battles to find out your initial skill level. Depending on your combat effectiveness, you will qualify for a certain Division in one of four Ranks. The Qualification system will help you face players of a similar mastery level to compete on an equal playing field.


In Qualification:

  • Your rating obtained in the Season of the Crimson Griffin will be taken into account. If you did not participate in the previous Season, you will be assigned a starting rating for an average player in Onslaught.
  • Platoons (both two- and seven-player) are not allowed. You’ll be able to create or join Platoons, however, after completing the Qualification.

You may be matched not only with other Commanders participating in the Qualification, but also with other players of a similar skill level who have already completed it. All players currently participating in the Qualification will be marked in battle with a special icon .


After completing the Qualification, you will receive rewards for the achieved Rank and for all previous ones.

Updated Ranked System



Since Onslaught will now have Qualification, we decided to remove the Debutant Rank from the mode's Ranked System. We've also added a new "E" Division for all Ranks except Champion and Legend. These top Ranks will still have only one Division, while the remaining four Ranks—Iron, Bronze, Silver, and Gold—now have five Divisions.

Iron




Bronze




Silver




Gold




Champion




Legend




Qualification is designed to determine your initial skill level in a short period of just 10 battles. After its completion, you immediately get into the Division, where the players closest to you in terms of mastery compete.

To adapt Onslaught to the addition of Qualification and put all players on an equal footing from the start of the Season, we've updated the mode's progression. Each Division will now consist of 100 Rating Points regardless of the region you're playing in. We've also increased the influence of personal contribution to the battle on the gained/lost Rating Points.

Throughout the Season, we will closely monitor how these changes work and make changes if necessary, informing you in advance.

Badges Ascension and To Olympus and the stripe Born to Fly awarded for reaching Champion and Legend Ranks are defendable, meaning they will be deducted at the start of each new Season. If you want to retain these honorable marks of mastery, you need to participate in each upcoming Season and put in a decent performance.


Annual Progression and Rewards



Each Onslaught Season will have its own progression and rewards. But on top of the goodies from each individual Season, the Year of the Pegasus brings with it Annual Rewards for sustained participation and completion of the 2023–2024 annual cycle progression.

Participate in intense battles in each of the Seasons and prove that you deserve to join the Onslaught elite! At the end of each Season, depending on your final Rank, you will be awarded Pegasus Colors, a special in-game currency.

When the third Season is over, depending on your results throughout the Year of the Pegasus, you can receive Annual Rewards (more on them below) with exclusive items, among which are:

  • Another progressive 2D style and striking camos for it
  • A choice of Improved Equipment from all equipment of this category, depending on your Annual Reward level
  • A special medal, a spectacular badge, and a stunning stripe
But most importantly, your Annual Reward may include a special version of CS-63, a Polish Tier X medium, with an incredible 3D style and custom crew members.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]
Every 3 Pegasus Colors earned upgrade the Annual Reward you will receive at the end of the Year of the Pegasus. Upon reaching each new Annual Reward level, you will be able to receive all the Rewards from previous Annual Reward levels as well.

In addition to all the above rewards, you will also receive another 2D style in a unique dark color and a set of cool camouflages for it.

You will receive a medal from the highest-level Annual Reward you are awarded. Any remaining Pegasus Colors will be converted into bonds.


Map Rebalancing and Three New Battlefields



We've added three new locales to the set of maps available for Onslaught (Mines, Overlord, and a special version of the Klondike map made for Onslaught) and removed Redshire from the map pool. These new maps have been slightly reworked (we've added additional firing and cover positions, objects, etc.) to make the battles more engaging.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]
We’ve also made some selective balance adjustments (adding new Points of Interest and cover positions and removing various objects) to the following existing maps.

[table noborder="1" equalcells="1"]
[tr]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]

The locations of Points of Interest on all new and rebalanced maps may change and will be finalized after the Update 1.22 Common Tests.


Other Gameplay Changes



No More Arty!



After looking through your feedback, we’ve decided to remove artillery from the mode. It won’t be possible to enter Onslaught battles in SPGs.

Reworked Vehicle Role Skills



We’ve also rebalanced some vehicle Role Skills. We’re still working on them, so join the upcoming 1.22 Common Tests to help us finalize them! We'll share the final Role Skills values with you shortly before the start of the opening Season.

New Rental Vehicles



Finally, we’ve updated the list of rental vehicles you will be awarded at the start of Season 1. You’ll have the opportunity to enter Onslaught battles in three 7v7 rental vehicles:

  • BZ-75
  • UDES 15/16
  • AMX 50 Foch B

The progression system, all values, rewards, and various characteristics are valid for the upcoming 1.22 Common Tests and are subject to change. We’ll share final values and characteristics closer to the start of the Season of the Azure Pegasus.


Get ready to join exciting 7v7 battles and become the best among equals!