Garbad’s Guide to AW: Consumables, Refits, Equipment, Commanders, and Crew
The below article was submitted by Garbad and provides a quick glimpse at how to configure your vehicles. A lot of the guides right now are quick glances to get you started. As OBT in Armored Warfare continues these may get more in-depth. Until then I hope you find quick looks at some of the mechanics and game modes useful. I already have an Armored Warfare quick start guide for World of Tanks players, Garbad is covering how to configure tanks below, and I should hopefully have a quick look at PvE up tomorrow if all goes well. Maybe I’ll even finish the ammo type article I’ve had collecting dust.
In case you were not aware of it, not all retrofit slots are created equal on all vehicles in Armored Warfare. Some vehicles have more than others, and some have universal slots that can accommodate different categories of retrofits. Keep this in mind when reading the article below.
Garbad’s Guide to AW: Consumables, Refits, Equipment, Commanders, and Crew
This guide is intended to help people decide how to gear their tanks, which lines to grind, and which commanders to prioritize. Given the limited information we have (release was today), some of this may later prove incorrect. Nevertheless, I thought it might be helpful for those of you who are unsure what to grind – and the AW grinds are toggishly LOOOOOONG. [The severity of the “grind” depends on your viewpoint and your goals. Just remember the progression is still being evaluated, although I’ve also thought it was set a tad bit too high in EA and maybe tier 9/10 will allow them to readjust. ~Spooky]
Note that fires happen far less than WOT, so FE [fire extinguisher] is not mandatory. However, food will drastically cut into your profit margins. I suggest running food on your top stat padding tanks, and your grinders go without. Likewise, PvE field packs are too expensive to be used except in emergencies. Perhaps the best strategy is to have a large medkit + repair kit + X + field kit and then just never use them unless you are in dire circumstances.
REFITS AND EQUIPMENT:
The most basic and obvious improvement is to improve your firepower as much as you can. In this regard, alpha > reload, aim time > accuracy. This makes your MBT into an extremely hard hitting, fast aiming peekaboomer. Snipers will be discussed later.
A good example of this effect is the MBT-70. The MBT-70 is a good tank: excellent mobility, great frontal toughness, great alpha…and horrendous fire control and terrible reload. But it has two universals and a damage slot, so….
Using only t1 refits, I improved my aim time from KV-2 levels down to Type 59 levels. That’s a tremendous jump in peekabooming lethality. IMO, this is the ideal setup for most MBTs and most tanks in general, unless they fall into one of the niche categories below.
The best damage mods are, in order:
- Exp Prop Damage T-90
- Mag Act Damage + Aim time M109
- Gyro Reload + Aim time Gvodiska
- Chrome Damage + accuracy Leo 2
Because firepower is so key, I included four options. Only three will be on any given tanks, but some tanks will want to prioritize aim time over anything, others will want alpha.
CANNON SUPPORT FIRE:
This includes both Tds and Light tanks. Despite their different playstyles, both have basically the same gear requirements – camo and firepower. Firepower specifically wants accuracy and alpha, with less focus on aim time or reload. Vision, mobility, and hit points are less important. Significant upgrades include smoke (critical), laser rangefinder (accuracy), air conditioning (crew), and damage or universal retrofit slots.
Most Tds have poor refit slots. The biggest one I am aware of offers two damage/universals and one tech. I think this means you want to stack damage and only damage, running:
- Exp. Prop Damage T-90
- Chrome Damage + acc Leo 2
- Coms Crew Skills Chieftan
I think crew skills would be slightly more optimal, but one could argue for vision instead.
STRONK DEFENSIVE MAN TANKING:
Certain tanks, notably the Abrams, the Chieftan, and Leo 2AV, are extremely tough to kill. The ideal method of boosting these tanks is to max out their hit points and defensive systems. Key upgrades include improved armor, armor/universal upgrade slots, APS systems, smoke, and fire extinguishers. APS and armor upgrades are by far the most valuable of these.
Several higher tier tanks have options for improved armor.
Note that if the upgrades are in a line the upgrades are cumulative and stack. Only use the best one:
However, if the upgrades are parallel they are mutually exclusive (see Warrior). Pick the best one – typically Cage > ERA > applique:
The heaviest upgrades are two armor + universal. I debated about the value of running 3x HP vs 2x HP and one damage mod. I prefer the 2x + damage, but most like to see the insane 3k HP on their tank. Your mileage may vary. Spall liner vs Pure HP is a good debate, but having crew resistance + a large med kit makes your crew almost never die in a cost effective way. I consider it better than pure HP.
- Spall Liner HP + crew resistance BMP3M
- Internal HP Stingray 2
- Reinforced HP + ammo rack US MBT
Note that the best defensive mods come from distinctly non-defensive lines. Go figure.
Scouts want to get maximum view range and camo, and anything else dumped into survivability or firepower. Vehicles get several upgrades that help make a scout effective. First, look for the AFV class bonus – ideally you want a recon package (80 meters while stationary). Troops are only 40m [but give you increased base capture capabilities]. Second, you want 10% bonus to view range. Third, you want infrared (improved spotting in camo). Fourth, you want base level view range (which excludes almost all light tanks) and camo. Finally, you want technology or universal upgrades.
Technically speaking, a few scouts have three slots (ET, BMD-4). However, each of these has base level flaws which lead me to reject them as the perfect scout. Instead, I think they should diversify. Accordingly, the max number of scouting upgrades we need is two.
The perfect scout is the VBL at tier 6. With max base view range, 0.40 camo, recon package, infrared, view range 10% mod, and two tech slots, the only possible improvement it could get is three tech spots. Other notable contenders include: XT8000 (low tier abuse), Weasel (bad upgrades), BMP3M (troops only), ET (its a light tank), BMD4 (no infrared), and warrior (no base view range, kind of poor camo, but high HP/firepower and cage <– clearly the best scout that can fight back).
A scout wants to stack view range, which is:
- Optics view range BMP3
- Enhanced sight view range + pen VBL
Optics might also have value on a camo abusing TD (Zhalo) or even potentially a light tank that is set up for scouting (ET). In general, though, this is an AFV specialty.
You may notice I haven’t said a word about mobility. That’s because all the mobility upgrades are awful. Never use a universal on mobility. Only use a mobility if you have to. When you do, I find there is only one decent choice.
- Air cleaner Acceleration + Turning Leo 2
General agility is helpful, and most of the other offerings literally aren’t worth the credits.
Many tanks are not a super specialized beast like mentioned above. In that case, I tend to stack damage as much as I can (including all universals) and then round out the other picks using the top choice listed under each category.
For example, VFM has Univ + Armor + Mob + Tech. My ideal setup would be: Aim Time + Damage, HP + crew, Accel + turning, crew skills. That’s the best all around blend, given the tank’s poor aim time and otherwise good generalist performance.
So here’s the deal…although I had all the commanders unlocked in EA and Stress test, I don’t have them unlocked now….so I can’t check the accuracy of my notes. I believe this is right, but things might have changed a little bit.
Let’s face it, none of the commanders are ideal for MBT. However, after maxing out all of the commanders, I felt like the best were either Juan Carlos (gvodiska line) or Freja (M109 line). Both have basically the same relevant skills – 10% faster reload + 10% faster aim time + questionably valuable conditional mods. Still, aim time and dpm are key stats.
Note that if you unlock Juan and Freja, Freja can be speced to specialize in autocannon spikes and JC can be your MBT commander.
This refers specifically to the Terminator/Ramka/Bradley, and to some degree BMP/BMDs. These tanks do not care about camo sniping, and instead want to rely on missiles and gun support. The ideal missile commander is the handsome Iranian dude, Rashid (unlocked from Sheridan). He features 10% faster missile reload, 10% faster gun reload while close to allies, and semi-useful things like faster turret traverse.
Sabrina Washington (unlocked automatically) features improved aim time, view range, camo, and camo while sniping. She is ideal for scouts, camo snipers, and really anything. Her only flaw is the lack of damage improving skills.
The preorder commander gives 10% improved rep, crew exp, and a few other lackluster skills. He isn’t good, but 10% reduced grind adds up, especially on tanks you want to level up past quickly or premiums you want to convert. He’s worth using for those if nothing else.
Ionnas Santio can be unlocked from the TD line. He features lots of conditional skills (chance to cause a fire, etc) that are completely useless…except for one thing. You can stack them with the loader skill causing increased module damage and use the scorpion Hesh spammer. This cases massive module/crew destruction, which can be fun to grief people in noob PvP.
Phillip Holz and Viktor are both available at the start. Both are terrible. Don’t use them. PH gives accuracy, view range, and conditional stuff that might kind of work in a light tank. VK is worthless. He used to be the MBT king, but they nerfed him into the dust.
Crew skills are easier than it looks. I think there is a clear winner unless you are running a specialist build.
Quick draw 10% faster aim time
Sure start 20% less bloom
Sure start if you are a brawler such as an MBT or an AFV. If you are a sniper, use sharpshooter. Note that sharpshooter will make you take LONGER to aim in fully, but will give you an accuracy boost.
Rapid Fire 5% dpm
Safe Stowage 40% fewer ammo racks
Note that you can use the module damage guy here to stack with certain commanders in specialist builds.
So what lines should you grind first? Hell, its so spread out that the question is really which lines DON’T you need to grind. As I see it, the following lines are mostly optional:
- Tank Destroyer
- Recon Vehicles
- US MBT
- Brit MBT
- Fire Support Vehicles
The following lines unlock useful commanders and upgrades:
- M109 – unlocks key MBT upgrades and a good commander
- Gvod – unlocks key MBT upgrades and a good commander (only need 1)
- BMP – unlocks optics and HP/crew mods
- Leo – unlocks damage/accuracy mod and mobility mod
- VBL – unlocks optics mod
- T90 – unlocks damage mod
- Light tanks – unlocks HP mod
I tried to rank those lines in order of importance, but obviously your priorities will depend on what classes you enjoy most. That’s obviously a lot of grind, as well, so most of us are resigned to playing for months and months before we get max stat gear. Plan on using temporary gear until you can round out your choices.
Questions or comments welcome.
Thanks Garbad for the article. As always, views and opinions expressed by guest contributors do not necessarily represent the opinions or views of Spooky or Armored Talk.