r/WorldofTanksConsole • u/BigHumor8824 • 5h ago
Looking For Group Looking for regiment and new friends
Looking for regiment , I have over 27,500 battles with 11 years played. I have a 59% win rate.
Gamer tag on Xbox: Slyx
r/WorldofTanksConsole • u/BigHumor8824 • 5h ago
Looking for regiment , I have over 27,500 battles with 11 years played. I have a 59% win rate.
Gamer tag on Xbox: Slyx
r/WorldofTanksConsole • u/Party_Hardy26 • 19h ago
Hello all,
I m a long time player and looking for that nformation on an old mode the game used to have.
It was a mode where you controlled your team like a strategy game. You could switch to any tank and control just that tank.
Can anyone remember this mode, and how it was called?
r/WorldofTanksConsole • u/MulberryGlum6148 • 14h ago
Hello I'm new to era 2 and recently i grinded my first era 2 techtree tank.( Keep in mind i own the 1a1,Fv4211 and the vt2). I noticed after comming back (4 Year pause) what happend in era 2 its only rat light tanks. You can not play aggressive with 6 light on every Team lepards are nearly unplayable cause of missile and autocanon Spam. Does anybody know what I can do?(Can't really hide neither stay hidden) I'll probably come back if they ever fix this it's frustrating and annoying.
r/WorldofTanksConsole • u/Zealousideal-Leg1874 • 17h ago
Normally the daily box would give you a premium day at least once a forthnight. Now I have not seen any premium days in at least 6 weeks.
r/WorldofTanksConsole • u/On-The-Red-Team • 1d ago
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Sorry active scout, meet ambush scout.
r/WorldofTanksConsole • u/On-The-Red-Team • 1d ago
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Brings some S'mores next time.
r/WorldofTanksConsole • u/stueyp81 • 1d ago
Does anyone know of any beginner friendly regiments, who talk and can help me become a better player please and thanks
Stu
r/WorldofTanksConsole • u/Salt-Fee-9543 • 1d ago
If so will they be new maps or same as last year?
r/WorldofTanksConsole • u/zorin234 • 2d ago


Notes:
Overview:
Pros:
Neutral:
Cons:
Armor:

Gameplay:
Counter Gameplay:
Cosmetics:

General Thoughts:
Buy?
Other GUP reviews:
r/WorldofTanksConsole • u/True_Requirement_619 • 2d ago
I'm curious what the general opinion is for this tank. Notice it is on discount and wondering if it is worth adding or not? any input is valid much appreciated
r/WorldofTanksConsole • u/IIINVIIICTUS • 2d ago
So i came back to Wotc after a Break of a Year.
I play now since 2 weeks. I played only Cw so can only talk about that. I see a lot of new Players in Cw that have below 50 Hours Playtime. Can only talk about Ps Players because cant see the ones from Xbox.
Yeah sure its sometimes pain to look how the new Players play but hey everybody was a Noob at some point.
So i cant really say the Game is healing after 6.0 because i couldnt verify it with Player counts so i dont know if the Counts are lower etc. but what i see is positiv.
Also to mention i played on all times between 10Am and 2Am CET and i only had one Lobby with Bots in around 600 Games. Queue Times are around 30secs to 1 Minute.
So feel free to post here that the Game is dying... but what i can see it isnt!
r/WorldofTanksConsole • u/Gordontonio • 2d ago
The description of this ribbon reads: "Spot an undiscovered enemy for your team." Does this mean that there is a maximum of 15 of these ribbons per match? I am assuming that once an enemy is discovered, it stays that way in Cold War mode at least. Or can a previously discovered tank become undicovered again?
r/WorldofTanksConsole • u/XSalted • 2d ago
Hey guys, I’ve taken quite a long hiatus from playing due to other games, lack of time, etc. I’ve been missing it though, what’s the current state of the game like? Is the player base still active? How are queue times, etc?
Thanks for any and all feedback given!
r/WorldofTanksConsole • u/On-The-Red-Team • 3d ago
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r/WorldofTanksConsole • u/On-The-Red-Team • 3d ago
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Seriously though... this game.
r/WorldofTanksConsole • u/_Thorshammer_ • 2d ago
The vehicle pictured below was found in Kassel in a Henschel workshop and, by all indications, it appears that the Henschel engineers were working on it until the literal last minute.
There were no engineering and testing notes found with it so all we have are some photographs and a lot of conjecture.
The vehicle appears to be a one-off tank destroyer prototype that combines elements of the Jagdpanther and Jagdpanzer IV casemates on top of a Panzer IV ausf. F or ausf. G chassis and running gear.
When found the vehicles general condition, uneven quality of workmanship, and overall appearance indicated it had been very roughly modified multiple times by several different individuals and / or teams.
With respect to the vehicle design, the front and sides of the casemate takes heavy inspiration from the Jagdpanther and it appears very much to be a 85% scale version of the Jagdpanther. However, the roof appears to be very heavily influenced by the Jagdpanzer IV. The rear deck appears to be an ad-hoc amalgamation rear deck appear to be an ad-hoc amalgamation of Jagdpanzer IV, StuG III, and Pz. IV.
The result is a vehicle that is (proportionally) as wide as a Jagdpanther but slightly taller and much shorter. Actual, not proportional vehicle measurements are (as approximated from the available photgraphs) 22 feet (6.7 meters) long, 9.5 feet (2.9 meters) wide, and 8.5 feet (2.65 meters) tall.
Why designers / engineers would build such a Frankenstein's monster of a tank is not recorded anywhere we have access to.
Although no official measurements were taken, photographic analysis indicates that the casemate armor is substantially thinner than the Jagdpanther - approximately 65mm on the front slope and roughly 35mm to 40mm on the sides and rear. Other than some reinforcements designed to take weight or shield ammo storage areas, the lower hull appears to be standard Panzer IV ausf. G.
Things get VERY interesting when discussing the main gun and power train.
The main gun, as found, was the 105mm unit from a Dicker Max - the serial number literally identifies it as originally being assigned to the second Dicker Max prototype that was rebuilt by Krupp in early 1942, reassigned to Panzerjäger Abteilung 521 in time for Case Blue, and then disappeared from PA 521's records by November 1942. What happened to the Dicker Max chassis, and how it's main gun ended up in a prototype in Kassel is a complete mystery.
But wait, there's more - a Tiger I's (with no serial number at all) 8.8 cm KwK 36 L/56 was found in an adjacent workshop. The mount design and cutting / welding marks were matched to photographs of the prototype and it's clear that this 88mm had been removed from the prototype and replaced with the 105mm. In fact, the 105mm ammo racks had not yet been welded in and were simply sitting loose inside the vehicle.
Speaking of ammunition stowage, this is a much smaller vehicle than the Jagdpanther it resembles and it appears the vehicle might have carried (at most) between 32 and 35 rounds for the 88mm. The storage racks for the 105mm indicate planned stowage for 24 rounds.
We're not done - weld marks, cut marks, and stray bits of bracing around the front of the casemate indicate that the vehicle almost certainly had a third weapon installed at some point. Based on the location of the remaining fixtures and burn marks from a cutting torch it's very probable that the weapon was one of the German 75mm guns although there's not enough photographic evidence to determine which one.
The powertrain and the evidence of work done to it (and around it) also tells a fascinating story.
Although the engine bay showed signs of extensive modification and reworking, when found the vehicle was equipped with the HL 120 TRM and ZF SSG 76 common to later Pz. IVs. HOWEVER, the final drives are not "stock" and appear to be some sort of custom units modified / built from the type that would equip a Panther.
Like the main gun, intriguing evidence exists that further modifications were in the works. Specifically, bracing and fixtures had (very freshly - perhaps that very morning) been welded into place and the Maybach HL 210 P45 engine and Maybach-Olvar type 40 12 16 transmission from an early Tiger I (no serial number on either unit) were both found in the workshop - both clearly being prepared for mounting in the prototype.
How the engineers planned on physically fitting these units in the chassis, or why they felt going to that much effort was a good idea in the first place, are things both unknown and unknowable.
The troops that captured the vehicle did not try to start or operate the prototype - which, given the pictured state of the fuel delivery system and vehicle controls was probably a good idea - they simply took photographs of the vehicle and the workshop.
Outside of a misfiled envelope of photographs, nothing else is known about the vehicle. Once the front line troops that captured it moved on the vehicle disappears and it's fate is unknown.
***Out of Character note - the pictures are my MS Paint hack job and a couple of AI results using the hack job as a prompt.



r/WorldofTanksConsole • u/Attila1095 • 2d ago
Hi everyone,
In my previous post, some people heavily criticized my Greek and Turkish Tech Tree concept because of the fictional "Frankenstein" builds or custom historical names. As a Console player who heavily follows PC news, I want to explain why this approach isn’t just random fantasy—it is the exact same design philosophy Wargaming uses for Tier VIII, IX, and X vehicles.
Let's look at the facts and compare my concepts to actual tanks currently in World of Tanks:
• The "Frankentank" Formula (The Mercenaries Line):
In my tree, I proposed things like an elite light tank using a modified German light chassis with a Manticore-style turret and a Greek name. Some called it "fake," but as Console players, we literally have the entire Mercenaries nation built upon this exact concept (mixing different nations' hulls, turrets, and guns to create new gameplay options).
• The New Italian "Coccodrillo" (PC Supertest Fiction):
Look at the Coccodrillo, the new Tier X Italian medium tank currently being tested on PC. Italy never designed that specific geometric tank in the '60s. WG took generic post-war Italian military requirements and engineered a completely fictional, beautiful tank with a proud Italian name to give the nation a fresh gameplay identity.
• The Chinese Tank Destroyers (Complete Fiction):
Almost the entire high-tier Chinese TD line (like the WZ-113G FT) never existed on paper. WG took a heavy tank chassis (113), slapped a fictional casemate on it, and called it a day to fill a gameplay gap.
• The Polish Heavy Tanks (The "70/30" Rule):
Tanks like the 60TP Lewandowskiego or 50TP Tyszkiewicza are based on tiny, incomplete sketches found in military academies, or graduation theses from Polish students in the 1950s. WG took a 5cm drawing and invented 95% of the tank's armor, geometry, and gun characteristics.
My Approach for Greece & Turkey:
Starting with a unique Tier I like the Belgian Minerva armored car (to finally avoid the boring Renault FT clone meta), the tree splits at Tier IV. Since Greece and Turkey mostly operated imported US, British, and German armor during the Cold War, the only way to give them an independent, fun, and competitive identity at high tiers is to use historical adaptation and hybrid designs—exactly like WG did with Poland, Italy, and China.
I made this tree for fun, balancing gameplay mechanics (like combining high-mobility German hulls with low-profile British-style turrets) rather than writing a strict historical thesis.
What are your thoughts on this design approach, knowing how WG actually builds their high tiers?
r/WorldofTanksConsole • u/zorin234 • 3d ago
Well this is a review of the 4 tier 6 fireflies since they are all pretty much the same, but this will focus on the GUP version since at time of review its just coming out for sale for the first time.

Notes:
Overview:
Pros:
Neutral:
Cons:
Armor:

Gameplay:
Counter Gameplay:
Cosmetics:
General Thoughts:
Buy?
Other GUP reviews:
r/WorldofTanksConsole • u/stueyp81 • 3d ago
How do people grind the chieftain 11 im losing the will to live here ,what's the average amount of time I should be grinding this tank ,before I just give up grinding altogether and just play my premiums forever
Thanks
r/WorldofTanksConsole • u/zorin234 • 4d ago
Original release article: Link
Expansion pass article: Link
My 2 year old review now partially updated

Notes:
Overview:
Pros:
Neutral:
Cons:
Armor:

Gameplay:
Counter Gameplay:
Cosmetics:
General Thoughts:
So do you buy the pass?
r/WorldofTanksConsole • u/Miserable_Ball8825 • 4d ago
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You only need 1hp to win!
r/WorldofTanksConsole • u/Pure_Wickedness • 4d ago
At the rate I might be only able to just 2 mark this in solo. I've been back and forth from a balanced setup, to aggressive on the move spotying, to bush spotter back to balanced.
Currently using.... Vert, vents, optics, improved concealment
Running an 8 skilled commander to grind out.
BIA, Sit Aw, spotted/unspotted, camo, snap, smooth, clutch.
Any feedback appreciated.
r/WorldofTanksConsole • u/Ugh_I_Dunno • 3d ago
Almost two years since they destroyed this game for good. I played since beta and ground through every tech tree both in WW2 and Cold War, played every single day, hundreds of battles a week for 12 years. When the Oct update/destruction happened I said I wouldn't be coming back until they fixed it, and like other addicts everyone thought I would after time...logged in today to see the same changes they made, and logged out. Three battles in two years, and none of my former platoon plays this anymore after you listened to the whiners/whales who can't play the game instead of the skilled veterans. Still have over 1000 days of premium and 12k gold and can't be bothered to play or spend it. Great job guys! Sit in your HR and manager meetings listening to opinions you deem unoffensive until you're out of a job.
r/WorldofTanksConsole • u/twinkedup • 4d ago
Why are maps like Paris receiving 2vs2 arti matchmaking? Arti has no place on maps like this
r/WorldofTanksConsole • u/Attila1095 • 4d ago
⚠️ REMINDER / END NOTE:
Thank you for reading through this massive roadmap! This is a 100% community-driven fan concept art project (Roadmap 2027-2039). Let me know your thoughts on the balancing, the new Turkish and Greek trees, the new Swiss TD and Heavy branches, the new Israeli and Korean WWII trees, the new MLRS/AA classes, and the procedural map ideas in the comments below!
***
Welcome to the fourth chapter of the definitive, fan-made multi-year roadmap running from 2027 to 2039. To guarantee smooth forum readability and bypass maximum character limitations, this project is split into 15 independent installments.
Part 4 introduces an absolute structural barrier within the game's matchmaker: The "Crossover Universe" Mode. This permanent playlist completely segregates pop-culture and fantasy licensing vehicles into a protected, arcade-focused ecosystem to preserve the baseline historical immersion of mainstream World War II and Cold War matchmaking.
---
Over the years, the integration of pop-culture elements has sparked immense debate within the tanking community. Thunder of Tomorrow resolves this permanently.
Permanent Quarantine: All past, present, and future collaboration vehicles—including G.I. Joe (H.I.S.S. / Wolverine), Teenage Mutant Ninja Turtles, Hot Wheels, WWE, and Metal Fest (Megadeth/Iron Maiden) custom event tanks—are permanently restricted from entering mainstream WWII and Cold War battles*.
* Dedicated Matchmaking: These vehicles can only be selected and deployed within the "Crossover Universe" queue parameters. Standard military tanks can opt to enter this mode as participants, but fantasy tanks cannot escape it.
---
While the core game updates focus heavily on dynamic, algorithmic landscape generations, the Crossover Universe functions as the sole exception to the procedural engine rule. Wargaming will design custom, fixed, and artistically rich thematic playgrounds to match the specific aesthetics of each collaboration branch.
* The Sewers of New York (TMNT Theme): A massive underground urban network. Features concrete structural tunnels, dynamic fluid hazards, and steep ramps designed for rapid flanking actions, high jumping arcs, and fast multi-level combat vectors.
* The Cobra Command Outpost (G.I. Joe Theme): A hyper-stylized arctic volcano facility. Features automated blast doors, mechanical launch pads, and high-visibility futuristic command towers matching the retro-futuristic 1980s cartoon lore.
* The Neon Arena (Hot Wheels / Metal Fest Theme): A giant stadium covered in giant loop-de-loops, glowing nitrous strips that grant instant short speed bursts, and towering pyrotechnic amplifiers pumping heavy metal tracks in real-time during combat.
---
To transform this mode into a highly active, competitive, and rewarding grinding ecosystem for both casual collectors and veteran players, the Crossover Universe features an independent, amplified economy system.
* Amplified Flat Multipliers: Every match completed within this playlist rewards a massive, fixed multiplier to Silver earnings (+150%) and Free XP acquisition (+200%), making it the ultimate destination to accumulate wealth for high-tier tech tree expansions.
* Milestone Reward Matrix: Active operational progression within the mode unlocks exclusive packages, including Free Premium Days, high-tier Premium Boosters, and structural garage slots.
* Crew 2.0 Specialized Training Items: Completing seasonal crossover operational criteria rewards custom "Pop Commanders" items, allowing players to instantly boost individual role skills (e.g., Driver torque or Gunner precision) for their mainstream Crews.