WORLD OF TANKS UPDATE 9.18 - PATCH ON ITS WAY


Wargaming are currently investigating a number of issues introduced with the recent 9.18 update. An client patch is planned, and is in the process of being prepared for release soon, until then, Wargaming suggest you submit a bug report should you encounter any issues. There is currently no estimated time for said patch, but Wargaming are working to solve the issues as soon as possible.

SPECIAL OFFER - TRADE IN YOUR OLD PREMIUM TANKS


Commanders,

Tanks, just like pretty much anything else in the world, can become mundane over time. You bought that one vehicle you always wanted and had one heck of a time for a long time. After a couple of dozen or hundred battles though, the tank started losing its charm - you learned all there was to know about it and could even drive it with your eyes closed. In short, it became boring.

Now, what do you do when that happens? If the tank is a standard one then it's easy - you sell it and use the credits to buy a new one. What about premium tanks, though? Selling an old premium for credits doesn't really make much sense, so more often than not the gold tank you grew bored with ends up forgotten somewhere in the corner of your garage never to be played again. This is about to change!

From 28 April at 07:00 until 16 May at 07:00 CEST (UTC+2), you will be able to trade in your old premium tanks while buying a new one, to get it at a reduced price!

For more information visit the World of Tanks website - Special Offer: Tank-Trade In.

NORTH AMERICA SERVER STABILITY COMPENSATION


Over the past several months, many players reported an unusual number of lag spikes or freezes when playing World of Tanks. Given the nature of the internet, occasional glitches can happen in any online game, but this recent flare-up wasn't typical.

Our team has been hard at work to address these issues, and released a micro-update on April 13 which solved the problem for many. However, some players are still affected, but it appears their issues are related to internet traffic rather than the game servers. Nevertheless, we're continuing to research these issues to determine their exact causes. If you still experience severe lag or freezes, visit our Customer Service Center to see how you can help us in this effort.

We know it's no fun to have battles interrupted like this, and in the spirit of improving your gaming experience as much as possible, we'd like to express our gratitude to you for sticking with us as we get to the bottom of things.

All players can get a special gift if you log in and play a single battle between April 26-30:

  • 3 Days Premium Account
  • 5x 50% Credit Reserves (1 hour)
  • 5x 100% XP Reserves (1 hour)
  • 5x 200% Crew XP Reserves (1 hour)

NEW FRENCH HEAVY TREE? - TAKE LE PINCH OF SALT


UPDATE - CONFIRMED FAKE.

A keen eyed player over on Wotlabs discovered what could potentially be a slip by Wargaming. During the update for the upcoming light tanks, a new French heavy tree was spotted, the player and  friend quickly got to data-mining before the content was removed.

What is odd, is the chosen tanks - there are many better and more fitting contenders; like the AMX M4 (1948) or the AMX 65t. Currently the line consists of massive, super heavy tanks with somewhat thin armour, combined with large naval guns.

It's highly doubtful we would see these tanks any time soon, considering how difficult it would be to find a place for them ingame. Even so, Wargaming have already rejected the idea of these tanks in the past, but with several new team member, replacing older developers over the past year or so; its not unthinkable that a change of opinion may have occurred.

THE SUNDAY POST - EASTER CHOCOLATE EDITION


Hope all of your are having a wonderful extended weekend, Easter for me is an excuse to buy very expensive chocolate, no regrets right? Not much news this weekend in regards to World of Tanks, though that is pretty normal as most the development and community teams are off having their own fun.

Light tanks have been receiving some negative feedback the past week, and for good reason. Lets hope Wargaming see sense and make some positive changes and calm the community worries. The release date for 9.18 fast approaches, so there really is not much time should they decide to implement changes - although they could postpone the patch.

Anyway - back to Easter, did you know that it was originally a Pagan festival? well today you learned. Before we end, if any of you have a local Hotel Chocolat, I highly recommend them; by far one of the best chocolatiers in Europe, though the luxury comes at a premium. Still, give them a visit, even if it's just to stare. I'll leave you with a short paragraph explaining the origins of easter:

All the fun things about Easter are pagan. Bunnies are a leftover from the pagan festival of Eostre, a great northern goddess whose symbol was a rabbit or hare. Exchange of eggs is an ancient custom, celebrated by many cultures. Hot cross buns are very ancient too. In the Old Testament we see the Israelites baking sweet buns for an idol, and religious leaders trying to put a stop to it. The early church clergy also tried to put a stop to sacred cakes being baked at Easter. In the end, in the face of defiant cake-baking pagan women, they gave up and blessed the cake instead - source, Guardian.co.uk.

POSSIBLE COMPENSATION FOR SERVER ISSUES


A post over on the Russian server has mentioned possible upcoming compensation for the recent server issues, it is unclear at this time what servers will be getting the compensation, though the post does mention that 'all players' will receive the following;

Dear players, in recent weeks, many of you have brought to our attention, the unstable operation of the servers. Solving this issue required more time than we expected. On April 13, we released a micro-update, which stabilized the game servers.

We apologise for any inconvenience caused, as compensation to all players starting from April 15, 9:00 (MSC) the following will be credited.

  • 1 day premium account time
  • 1 personal reserve with a bonus to experience (+ 50%, 2 hours)
  • 1 personal reserve with a bonus to crew experience (+ 100%, 2 hours)
  • 1 personal reserve with a bonus to free experience (+ 100%, 2 hours)

THE ARMOURED RUNDOWN - LORRAINE 40T (PILOT POST)


This is a pilot article introducing The Armoured Rundown. The goal is to give and in-depth look at upcoming premiums, break down their strengths, weaknesses and conclude if the tank is of value. I will objectively look at, and give my honest opinion while trying to remain as neutral as possible - but voice concerns should the need arise.

The content will undergo several changes over the next few days, but is currently public for review.

FIREPOWER

You should already be familiar with the gun, should you have played the AMX 50 100 or the Bat.Chat 25 t AP. The SA47 100mm combines high penetration, acceptable accuracy and decent alpha, the Lorraine 40t retains these qualities, this time with a 4 round magazine. While being lower than the 6 rounds both the AMX and Bat.Chat have, the Lorraine 40t can expend its magazine faster, meaning less exposure time for return shots. Like all autoloaders, its weakness is its reload time, if you are caught out during this process, your armour is most definitely not going to save you.

The gun is a great package on a mobile platform, although suited more for mid to short range engagements, it does okay at ranges longer than 250 meters; though don't expect to hit every shot. The high penetration allows the gun to deal with most armour without trouble, this means you can be sparse with your premium apcr rounds, only needing to load them against some Tier 9s and 10s.

Pros.
   + High penetration
   + 4 Round autoloader
   + Good gun depression
Cons.
   - Average accuracy
   - Average aim time

ARMOUR

There really is not much to talk about in regards to armour, the thickest is on turret at 45mm, this drops to 20mm on this thinnest parts of the armour, meaning all guns over 61mm will overmatch. The side armour is also disappointing, the 30mm means it will be overmatched by all 91mm guns and over, so there really is little point even trying to angle or sidescrape in the Lorraine 40t.

Armour is not the vehicles strong point, that is made pretty clear, don't expect to block much - if anything at all, though you will get the odd ricochet should the front plate or turret be stuck at an obscene angle. You really should not try to brawl with the Lorraine 40t, instead choose opportunities that allow you to fire most of your 4 rounds, and repeat.

Pros.
   + None
Cons.
   - Low armour
   - Overmatch prone

MOBILITY

The mobility is where the tank really has its strengths, able to reach top speed with ease and relocate to a new flank should that be required. It has ample horsepower at 21.25 per ton, with a top speed of 60 km/h. This mobility comes at a price however, your armour. The tank is also quite big, it has a large side profile which might be difficult to hide in certain situations.

The mobility of the tank allows to get into early positions with relative ease, though being spotted might be an issue. If by some chance you get caught out reloading, you can try to use your speed to move towards your team and relitive safety, or towards more solid cover.

Pros.
   + Good top speed
   + Good power to weight
   + Good terrain resistances
Cons.
   - Average tank traverse

CONCLUSION

If you enjoy tanks like the AMX 50 100 or the Bat.Chat 25 t AP, then the Lorraine will feel just as good. The tank combines a delightful balanced package, though if you strugle with autoloaders, the Lorraine 40t will be no diffrent for you. Although lacking in armour, the firepower and mobility are the strongest points of the Lorraine 40t.

The loss of 2 shots from the magazine might be a disappointment to some, but less exposure time and a faster overall reload could be seen as a benefit. The Lorraine 40t is a fine addition, enjoyable to play - yet not throwing balance to the wind.

STATS

Gun - 100 mm SA47 A (AP/APCR/HE)
Avg. Penetration: 232 / 263 / 50 mm
Avg. Damage: 300 / 300 / 400
Reload Time: 34.52s
Rate of Fire: 5.71 rounds/min
Clip Size: 4
Reload Time Between Shot: 2.75s
Aiming Time: 2.59s
Avg. Damage Per Minute: 1713.43 HP/min
Accuracy:  0.36
Gun Depression/Elevation Angles: -8 / +15 deg

Engine Power: 850 hp
Specific Power: 21.25 hp/t
Top Speed / Reverse Speed: 60 / 23 km/h
Terrain Resistance
Hard: 0.86
Medium: 0.96
Soft: 1.73

Hit Points: 1300
Hull Armour: 40 / 30 / 25
Turret Armour: 45 / 30 / 20

Gun Traverse Speed: 21.88 deg/s
Traverse Speed: 35.46 deg/s
View Range: 380 m
Signal Range: 782 m

UPDATE 9.18 - TO BE RELEASED ON NORTH AMERICA FIRST


Update 9.18 will be released first on the NA (North American region), and then on RU followed by other regions.
"This is due to the huge rebalance and changes that are introduced in the update. We need to make sure that everything goes well before releasing an update to the large audience of our region

The situation is exceptional and in the future, the updates, as before; will be released first on the RU-region, and then on all the others."
The estimated date for the release of the update on the North American region is April 18. On the RU-region, the update will be released later, we will report on the release dates separately on the regional community sites.

CLEARING UP CONFUSION - NEW CONSUMABLES IN 9.18


With the upcoming 9.18 patch, Wargaming are to change one of the core concepts of World of Tanks. Some of you will be familiar with this system if you play Wargamings successful naval combat game, World of Warships. We will take a quick look at how the changes effect you and what cost are associated with using the new consumables mechanics.

All small/large first aid kits and all small/large repair kits, now have a cooldown ingame. Currently set at 90 seconds (1:30min) the kits can successfully be repeatedly used more than once during a single game. The price for these kits remains the same, 3000 credits for small, 20000 for the large kits.

Lets take a look at two scenarios using a small first aid kit as an example;

  • You use your first aid kit (1 time) during battle, you are charged once at the end of battle.

  • You use your first aid kit (3 times) during battle, you are charged once at the end of battle.

The cost does not accumulate the more you use the kit, the only thing that changes, is the fact you can use the same kit multiple times now. This should make the game more enjoyable - being able to repair multiple times. Should your ammorack now be damaged more than once; all you have to do is wait 90 seconds with the new update.

THE SWISS PANZER 68 - NOT SO FIT FOR COMBAT


The Panzer 68 was the logical next step for the Swiss main battle tank (MBT), development started almost immediately after the introduction of the Panzer 61. The tank was to be an improvement on the earlier 61 model, consisting of wider tracks, a stabalized gun and the removal of the 20mm coaxial - replaced with 7.5mm machine gun.

Unfortunately a commission found the tank was plagued with serious problems, some of them, extremely dangerous. After the report was published it became a national scandal and led to the suspected resignation of the minister of defence, Rudolf Gnägi.

  • The tank would not allow shifting into reverse while the vehicle was in forward motion, meaning the crew had to stop the tank before being able to access the reverse gear.
    • Nuclear, biological and chemical protection systems were found to be insufficient to protect the crew, forcing them to wear protective equipment inside the tank, lowering their preformance and making movement difficult; but wait it gets worse!
    • The radios installed in the tank would interfere with the turret control systems, resulting in uncontrolled movement of the turret whenever the radios were used at max output.
    • To make things even worse, switching on the heating system could cause the main gun to fire if it was loaded. This problem was caused by the electrical systems, many of the internal systems shared the same electronic circuits. Thankfully no one was ever hurt.

    In a sarcastic headline, Swiss tabloid newspaper 'Blick' commented: "The Panzer 68 is much more dangerous than it seems!". I guess they were not wrong. The Panzer 68 would later be refitted and the 68/88 upgrade would fix these serious issues.

    THE ANTI-TANK WEAPONS OF WORLD WAR 2


    With Tanks becoming more commonplace on the battlefield and their ability to pose a threat to both armour and infantry alike, almost every nation started the development of man-portable anti-armour weapons. It was more effective, cheaper and cost little in resources to equip a soldier or platoon with a weapon capable of defeating armour and crippling a tank.

    Even if the weapon failed to cause any serious damage, a mobility kill, the act of knocking out a tanks ability to relocate or move, would make it an easier target for a follow up shot. This would also allow the AT crew to relocated to a new location, so they could attack the tank from a more vunerable angle.

    Anti-tank crews would normally work in pairs, one would operate the weapon system and the other would carry the ammunition, reload the weapon and provide support for the main operator. While anti-tank weapons were effective, they were limited by range and often very unwieldy.

    ANTI-TANK GRENADES.

    Anti-Tanks grenades were developed from the need to equip infantry units with light and effective ways to disable or destroy tanks. They came in many shapes and designs, mostly suited to urban combat, where the troops could get close enough to ambush the target armour.

    The British No. 68 AT grenade was of a hollow shaped charge design, capable of penetrating 2 inches (52mm) of armour, the grenade was launched from a rifle cup equipped on the Enfield .303 bolt-action service rifle, most effective if it struck the armour plate at 90°.

    The British No. 73 AT grenade was the opposite, and relied on explosive percussion, it was packed with 3.5 pounds of explosive charge. While being an Anti-Tank grenade is was rarely used in that intended role, instead the fuse was usually removed and it was used as a demolition charge.

    The Nazi Germany army used the Hafthohlladung, also know as the Panzerknacker (Tank-Cracker). The grenade used magnets to attach itself to the hull of the target, this was to insure the optimal angle of 90° when the shaped charge detonated. It could penetrate up to 5.5 inches (140 mm) of Rolled Homogeneous Armour, it was extremely effective in its intended role, if not a little cumbersome.

    Other notable AT grenades; British No. 82 AT grenade, Russian RPG 40 and 43 AT grenades.

    ANTI-TANK RIFLES.

    Anti-Tank rifles were extremely effective at the beginning of the war, able to penetrate and disable most early tanks and secondary, provide a moral boost for infantry on the front lines. However, they soon fell out of effective use, as armour on tanks began to increase during the mid and later stages of the war. They would eventually end up being replaced by far lighter and effective methods, though they continued to see use throughout the war against light armour and soft target vehicles.
    The Boys Anti-tank Rifle.
    Nazi Germany was the first to introduce what would become known as the anti-tank rifle. The Mauser 13 mm anti-tank rifle was designed during WW1 to combat the increased use of armour plate. Up until that point, the Nazi German army was using what was called the K-bullet. Fired from a standard Mauser infantry rifle, it could defeat up to 12-13mm of armour, but with a low 1 in 3 chance of actually penetrating, this quickly became highly ineffective. After the British introduction of the Mark IV Tank, the Nazi German army quickly needed a method to defeat these new Landships. The high recoil of the rifle was very hard on the shooter, sometimes breaking the collar bones and dislocating the shoulder joint.

    In 1934, the British issued a requirement for a portable "light" anti-tank weapon based around an oversized rifle firing a massive, armour-penetrating bullet. The Boys Anti-tank Rifle fired a large 13.9mm cartridge (0.55 inches) and could penetrate 0.9 inches (23.2mm) of armour up to 100 yards, later in the war, an improved tungsten-cored projectile was introduced which had increased penetration characteristics. While the rifle was effective at the start of the war, it was disliked by troops due to its massive recoil and muzzle blast. The British would soon introduce a more effective anti-tank weapon, though they Boys rifle saw extensive use by Finnish troops during the Winter War.

    Other notable AT Rifles; Russian Degtyarev PTRD 1941, Polish KB wz 35, Finnish Lahti L-39, Swiss Solothurn S18-100 and Japanese Type 97.

    ANTI-TANK ROCKETS.

    Anti-Tank rockets soon replaced the heavy and ineffective AT rifles, the development of High-Explosive Anti-Tank (HEAT) ammunition allowed these weapons to penetrate armour much more effectively at longer ranges. Countries were quick to adopt these new weapons, as they were simple to produce and cost effective.
    The British PIAT AT Lancher
    The M1 "Bazooka" is possibly one of the most well known rocked fired anti-tank weapons of the war. The M1 was easy to use, requiring simple maintenance and could be produced in vast numbers. Firing a 2.36 high-explosive anti-tank rocket which could penetrate 3 inches (76 mm) of armour. While effective, the rocked had a few issues that would later be improved, the new M6A3 rocket could penetrate 3.5–4 inches (89–102 mm) of armour plate.

    Seeing the effectiveness of the American M1 Bazooka, Nazi Germany developed their own from the captured M1. They became known as the Panzerschreck, a larger 88 mm calibre reusable anti-tank rocket launcher. It could penetrate around 4 inches (100mm) of armour, later in the war an improved rocked was designed that was able to penetrate 6.3 inches (160mm) of armour. The effectiveness of this weapon forced Allied tank crews to come up with resourceful solutions to protect against them - by adding sandbags, welded plate, extra tracks/roadwheels and even thick wood and logs to their tanks.

    The British PIAT (Projector, Infantry, Anti-Tank) anti-tank grenade launcher, was an alternative method to the rocket and held one tactical quality that made it unique, that fact that it could fire HE and smoke rounds from the same tube. Despite the difficulties in cocking and firing the weapon, it did have several advantages; its barrel did not have to be replaced or require high-grade materials to produce and there was little muzzle blast that could give the users position away. Theoretically able to penetrate approximately 4 inches (100mm) of armour, due to ammunition reliability issues and ability to hit moving targets, it was not well liked by the British and Commonwealth troops.

    Other notable AT rockets; German 8.8cm Raketenwerfer 43 Puppchen and Panzerfaust 30/60.

    Sources used for technical information: Wikipedia and Militaryfactory.