Armor school

Tanking School

A practical armor manual: crew rhythm, callouts, positioning, kiting, infantry threats, hit feedback, and real vehicle recognition plates sourced from community armor references.

Last updated 2026-05-27Patch-sensitiveArmor data caveat

Tank class names, roster labels, costs, and exact damage behavior can change by patch. Use the plates for identification and the doctrine for decision-making; verify exact live stats in-game when fuel is on the line.

Armor accuracy safety rails

Use facts without over-trusting stale numbers

This page keeps the evergreen Tank Bible lessons but treats exact vehicle costs, roster labels, and damage behavior as patch-sensitive. When the site and live game disagree, trust the current in-game UI and patch notes.

Stable

Safe to rely on

Full crews outperform solo armor, side/rear angles beat bad frontal repeats, infantry screens prevent satchels, and preserving fuel is usually better than a heroic trade.

Re-check live

Patch-sensitive

Fuel costs, spawn menus, vehicle roster names, penetration/damage values, role loadouts, and special vehicles can change. Treat the card data as a quick reference, not a rules argument.

If uncertain

Default action

Mark the tank, call class/facing, avoid repeating ricochets, seek side/rear, ask for AT gun/mines/satchel/friendly armor, and disengage if infantry screen disappears.

Beginner armor rule

Do not spend fuel faster than you learn

Armor is powerful because it concentrates three players, a resource cost, and a loud battlefield signature into one vehicle. Beginners should learn in recon, light, or medium vehicles before taking expensive heavy tanks. A heavy driven solo into a town is not a tank; it is a 600-fuel donation.

01

Full crew first

Three-player crews are the standard: Commander/spotter sees, driver survives, gunner kills. Duo crews are situational; solo heavy tanks are usually griefing your own resource economy.

02

Information wins duels

The first crew to identify tank type, range, facing, and escape route usually controls the fight. Mark armor for the team even if your crew cannot engage.

03

Never forget infantry

Most tank deaths come after tunnel vision: satchels, mines, rockets, AT guns, or infantry screening enemy armor. If friendly infantry is gone, your timer has started.

Armor school

Tank Bible-era doctrine, updated for now

Exact shot-count tables and damage values are patch-sensitive. The durable lessons still matter: know your class matchup, protect your rear, read hit feedback, use cover, kite bad fights, and fight with infantry instead of chasing hero duels.

1. Crew roles: one machine, three brains

The commander normally lives in the spotter seat: scanning, placing marks, talking to command, and deciding whether to push, hold, reverse, or abandon a lane. The driver is responsible for exposure, gears, cover, hull angle, and escape routes. The gunner manages shell type, turret discipline, weak opportunities, and reports every impact.

Commander

Scan with binoculars/periscope, call clock directions, maintain map awareness, and keep the crew from staring only at the gun sight.

Driver

Move only on clear commands, stop cleanly for shots, keep the hull masked, reverse before rotating, and never park without an exit.

Gunner

Load AP for armor, HE for infantry/soft targets, call reloads and ricochets, and avoid wasting time on impossible frontal shots.

Avoid solo heavy tanksDuo only when necessaryThree-person crew preferred

2. Callouts: short, ordered, repeatable

Tank comms should be boring and precise. Use clock direction for the crew, compass/grid for the team, and short verbs for movement. Long explanations get people killed while the turret is turning.

Spotting armor“Panther, 11 o’clock, 350 meters, moving left, side exposed.”
Driving“Driver forward slow. Hold. Reverse straight. Angle left. Full reverse.”
Gunnery“AP loaded. Firing. Pen. Ricochet. Reloading. Tracks hit. Turret hit.”
Team mark“Enemy heavy F5 keypad 6 facing east. Infantry screen on south hedge.”

3. Armor, penetration, and hit feedback

The Tank Bible’s most reusable idea is not memorizing old damage tables; it is learning to read what the game tells you. A clean penetration, a ricochet, a track hit, an engine disable, or a non-lethal splash all imply a different next action.

  • Ricochet: your angle, target face, range, or gun/class matchup is wrong. Stop repeating the same shot.
  • Track damage: useful for holding a target in place, but not the same as a kill. Call it and follow with a better shot or teammate pressure.
  • Engine/rear damage: often forces panic repairs. Watch for crew dismounts and infantry cover.
  • No visible result: reassess shell type, obstruction, armor face, and whether you hit scenery instead of the tank.

4. Class matchups: know when the duel is bad

Recon

Information, trucks, nodes, half-tracks, artillery harassment. Avoid tank duels unless finishing damaged or distracted armor.

Light

Infantry support, recon hunting, fast flanks. Do not trade frontally with mediums/heavies.

Medium

Workhorse class. Bully lights, support infantry, flank heavies, and relocate before the enemy calls a heavy counter.

Heavy

Expensive lane control and tank killing. Demand full crew, infantry screen, repair plan, and command awareness.

SPA / assault guns

Fire-support identity. Treat exact roster behavior as patch-sensitive; positioning and infantry protection matter more than brawling.

5. Positioning: hull down beats bravery

Good armor chooses where the fight happens. Use hard cover, ridgelines, hedges, wrecks, and terrain folds. Back into danger only when you already know the exit. Never expose your full side to “get a better view” unless the commander has cleared the infantry threat.

  1. Arrive from an unexpected lane, not the road everyone is watching.
  2. Stop with only the gun and strongest face exposed when possible.
  3. Fire, confirm result, then move or mask before the AT response arrives.
  4. Keep at least one reverse path clear of ditches, walls, friendly trucks, and mines.

6. Kiting: win by leaving first

Kiting is controlled withdrawal: you keep the front toward the threat, reverse through cover, force the enemy to chase through bad ground, and repair or re-engage on your terms. It is not cowardice; it is fuel discipline.

Do

  • Reverse straight before turning.
  • Call “hold fire” if concealment matters.
  • Break line of sight, repair, then choose a new angle.
  • Let enemy armor overextend into friendly AT or another tank.

Do not

  • Spin in place with side armor exposed.
  • Chase a damaged tank into a town without infantry.
  • Repair in the same obvious spot after being marked.
  • Stay because “one more shot” feels possible.

7. Surviving infantry: your blind spots are their objective

Satchels, rockets, mines, AT guns, precision strikes, and close infantry are the tax on careless armor. HE and coax can suppress, but they cannot replace a friendly squad screening hedges, walls, trenches, and windows.

  • Assume every quiet hedge near an objective has an AT player waiting for your side/rear.
  • Do not park beside walls, rubble, or fences that let infantry climb close unseen.
  • Ask infantry to clear corners before you drive into streets or compounds.
  • Use HE to break buildings, windows, and trench lines before friendly infantry crosses.
  • If you hear a satchel callout, move immediately; do not debate it.

8. Repair and recovery: preserve the gun

A damaged tank that withdraws, repairs, and returns is worth more than a burning tank that traded one extra shell. Coordinate repair stations, Engineers, and safe pullbacks. If you lose tracks in a visible lane, call for smoke/infantry or accept that the fight may be over.

Repair behind coverOne crewman repairs while commander scansDo not dismount into uncleared infantry

9. What still matters from the Tank Bible

The preserved Tank Bible is older, but several lessons remain evergreen. Use it as doctrine, not as a guaranteed current damage spreadsheet.

Identify before firing

Tank type dictates whether you can duel, must flank, should track, or should disengage.

Angle and armor face matter

A shot into the wrong face wastes reload time and reveals your position.

Track and disable are decisions

Immobilizing armor can set up a kill, buy time, or force enemy crew exposure.

Fuel is a team resource

Every lost heavy delays future armor and commander options. Survival is strategy.

Threat cards

What kills tanks

Armor crews should recognize the threat before it lands. These are the common reasons good vehicles disappear.

Satchel infantry

Most dangerous in towns, hedges, rubble, and after tunnel vision. Keep moving, screen close cover, and react instantly to satchel calls.

AT rockets

Side and rear pressure punish unsupported armor. Rotate strongest armor toward threat and use infantry to clear launch angles.

AT guns

Supply-enabled guns can dominate lanes. Watch for repeated impacts from fixed directions and use smoke, HE, flanks, or disengagement.

Mines

Roads, bridges, gates, HQ exits, and obvious repair routes are mine magnets. Avoid autopilot driving.

Enemy armor

The enemy tank you do not see first usually gets the first clean shot. Ask for recon, marks, and infantry reports.

Precision / bombing tools

Static high-value tanks attract commander abilities and artillery attention. Move after big kills or obvious lane control.

Tank Bible field calculator

Tank engagement helper

Pick your vehicle, the enemy vehicle, and the armor face you expect to hit. The helper converts durable Tank Bible doctrine into a quick fight / flank / disengage recommendation.

Recognition plates

Tank identifiers and roles

Use these as field recognition cards. Costs and labels are based on HLL Armor Hub U19.1 research; balance changes over time, so treat exact numbers as patch-sensitive and the strategy as durable. Click any vehicle image to enlarge it.

Showing all tanks
Armor angles

Weak-angle visual guide

These mini-diagrams are doctrine aids, not exact damage tables. They explain why frontal shots ricochet, side/rear shots matter, and kiting keeps your strongest face toward the threat.

Top-down threat zones

Front: dangerSide: opportunitySide: opportunityRear / engine

Front armor is usually the worst shot against equal or heavier classes. Side and rear/engine opportunities are higher value, especially after tracking or distracting the crew.

Ricochet warning

steep angle = bad repeat shotsquare angle = better chance

If you hear/see ricochet, do not repeat the same shot. Change face, range, class matchup, or coordinate a track/flank.

Kiting / reverse path

EnemyCoverYour tankreverse → mask → repair → re-angle

Reverse before turning. Mask behind cover, preserve the gun, repair out of sight, then re-engage from a different angle.

Practice drills

Train crew rhythm before the heavy tank

Run these in cheap armor or quiet lanes before spending 600 fuel on a heavy. The goal is communication speed, not perfect marksmanship.

Driver drill

TC calls: hold, forward slow, reverse straight, angle left/right. Driver repeats the command and stops cleanly for gunner shots.

Gunner ID drill

Call target class, shell loaded, range guess, impact result: pen, ricochet, track, turret, engine, kill.

Commander scan drill

Every 15 seconds: scan, mark, clock, range, grid, facing, infantry screen, and escape route.

Repair under cover

Driver masks hull, one crew repairs, commander scans, gunner watches the most likely infantry approach.

Disengage drill

Leave immediately after repeated ricochet, lost tracks in open, no infantry screen, or enemy armor class advantage.

Checklist link

Use the interactive tank crew checklist to track practice.

Open drills
Armor decision lab

Tank matchup matrix and death postmortem

Use these tools to decide whether to take the fight, call for help, or admit the death was preventable before asking command for another expensive vehicle.

Tank comparison matrix

Standing by.

Default: equal or heavier targets require information, angle, and an exit.

Tank death postmortem

Ask why before asking for another tank.

Check the boxes that describe the death.

If you see this tank

Recognition-to-action cards

Fast field rules for infantry, Squad Leaders, and tank crews who identify armor but do not know the immediate next call.

Recon vehicle

Do: mark it, mine roads, punish it with light armor/rockets. Do not: let it kill trucks, nodes, or artillery for free.

Light tank

Do: call direction and side/rear, use AT ambush or friendly armor. Do not: ignore it because it is not heavy; it farms infantry.

Medium tank

Do: coordinate AT, armor, mines, or side/rear shots. Do not: trickle rockets into front armor from the same hedge.

Heavy tank

Do: identify class, facing, infantry screen, and call command. Do not: donate medium/light armor into a frontal duel.