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* RareVehicles: Much like World of Tanks, a number of vehicles that were either limited-production, prototypes, or blue print "Paper" designs.
** The [[https://aw.my.com/us/news/general/vehicles-focus-begleitpanzer-57 Begleitpanzer 57]] "Light Tank" only ever had one prototype ever made, designed around mounting a Bofors 57mm auto-cannon originally built for Naval ships onto the [[https://en.wikipedia.org/wiki/Marder_%28IFV%29 Marder IFV]] chassis. No potential buyers, not even it's home nation of Germany, were interested as it lacked a clearly defined role. Doesn't stop the various insurgent and rebel groups in game from sending a half dozen at you per mission though, or the same situation to happen in PVP matches.

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** [=ATGMs=] which lack their own separate launcher and thus are fired from the Main gun barrels, such as on the Starship and Sheridan tanks. Immensely powerful damage, and armor penetration values, but their slow travel speed and increased reload time, combined with the need for the player to keep their tank immobile while using them hardly outweighs the advantage of faster firing HEAT shells. Since the player can't quickly swap to a seperate launcher system while the shells are being reloaded, that means swapping the standard shell for a missile is considered a normal ammo swap reload. The ATGM on such tanks is best reserved as a last resort against extremely well armored fronts of an enemy MBT, or when out of regular shells.

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** [=ATGMs=] which lack their own separate launcher and thus are fired from the Main gun barrels, such as on the Starship and Sheridan tanks. Immensely powerful damage, and armor penetration values, but their slow travel speed and increased reload time, combined with the need for the player to keep their tank immobile while using them hardly outweighs the advantage of faster firing HEAT shells. Since the player can't quickly swap to a seperate separate launcher system while the shells are being reloaded, that means swapping the standard shell for a missile is considered a normal ammo swap reload. The ATGM on such tanks is best reserved as a last resort against extremely well armored fronts of an enemy MBT, or when out of regular shells.



* AwesomeMcCoolname: The [=M60A2=] Starship, the tier 5 American MBT equipped with a [[{{BFG}} 152 mm cannon]].



* DifficultButAwesome:

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* DifficultButAwesome:DeathFromAbove: Certain [=ATGMs=](such as FGM-148 Javelin and AT-1K Raybolt) feature top attack mode. While these missiles have lower penetration and damage compared to their SACLOS counterpart, they will almost always strike a vehicle's roof, which is often barely armored.
* DifficultButAwesome:



* EmbarrassingNickname: The [=M60A2's=] nickname of "Starship" is an insult due to the vehicle's complexity and difficulty to maintain.


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* OneHitpointWonder: All mechanized infantry will die in one hit, whether it's from a machine gun round to the leg [[ThereIsNoKillLikeOverkill or an 152 mm HEAT shell obliterating their entire body]].


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** AT Squads. They're just a squad of four (five for [=AS21=] Redback) infantrymen with rocket launchers that has low damage and penetration. What makes them deadly is the fact they have ''infinite'' rockets and reload surprisingly fast. Put them in an ambush position and watch as they potentially outdamage your main weapons.


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* SmokeOut: All vehicles in the game can use smoke to obscure enemy vision. Most deploy smoke grenades, but a few low-tier ones generate exhaust smoke instead.


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** Blowing up a vehicle by destroying its ammo rack will also deal massive damage to vehicles next to it.

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* AwesomeMcCoolname: The [=M60A2=] Starship, the tier 4 American MBT equipped with a [[{{BFG}} 152 mm cannon]].

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* ArtificialStupidity:
** AI vehicles are known to ''drive backwards'' towards players, leaving their thin rear armor fully exposed. They are also rather easy to trick; park two allied vehicles at opposing sides of an AI, and watch it struggle to pick a target, swiveling back and forth while the players plink it to death.
** Mechanized Infantry are programmed to run away from incoming vehicles so they don't get run over. The problem is that their pathfinding can be rather strange sometimes, making them run towards their parent vehicle, slam into it, [[OneHitPointWonder and die instantly]].
* AwesomeMcCoolname: The [=M60A2=] Starship, the tier 4 5 American MBT equipped with a [[{{BFG}} 152 mm cannon]].



* CarFu: Ramming an opponent will deal damage to both parties, but if there is a significant weight difference between the two (like, say, an Abrams crashing into a Wiesel), the heavier vehicle will take double digits worth of damage while dealing upwards to ''thousands'' of damage in return. Some [=MBTs=] also mount dozer blades which increases ramming effectiveness.



** The Apocalypse series of Special Operations makes it ''even worse''. A series of supervolcano eruptions caused mass devastation all around the globe, turning the setting into a full-blown post-apocalyptic ScavengerWorld.



* EliteMooks: "Superior" enemies in [=PvE=] is one tier higher than standard (so a Superior [=M1A1=] Abrams is a Tier 8 vehicle instead of Tier 9) with beefed up stats to match. There is also special "Lieutenant" enemies with even higher stats and better AI. They only spawn on Hardcore difficulty or above, and certain mission objectives require taking them down.

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* EliteMooks: "Superior" enemies in [=PvE=] is one tier higher than standard (so a Superior [=M1A1=] Abrams is a Tier 8 vehicle instead of Tier 9) 7) with beefed up stats to match. There is also special "Lieutenant" enemies with even higher stats and better AI. They only spawn on Hardcore difficulty or above, and certain mission objectives require taking them down.



** This is averted with the Terminator and Ranka-99 - despite being classed as [=AFVs=], they're actually [[MightyGlacier main battle tanks]] with the turret swapped for dual autocannons and [=ATGM=]s, and as such are quite well-armored and relatively slow. They are later reclassified as Tank Destroyers to better reflect their immense firepower.



* GiantSpaceFleaFromNowhere: The centerpiece of Mission 4 of Spirithaven Special Operations is [[spoiler: fighting a giant airborne aircraft carrier inside of Enigma's Volcano Lair. While Enigma has been established to have advanced technology in preceding missions, ''nothing'' of this scale was hinted. It's also never brought up again after it was shot down, though by that point [[TheEndOfTheWorldAsWeKnowIt the characters have much more pressing matters to care about]].]]



* InvisibilityCloak: Downplayed with some vehicles like the PL-01 or [=CV90120 Ghost=], which mount the [[https://www.baesystems.com/en/feature/adativ-cloak-of-invisibility ADAPTIV Camouflage System]]. In gameplay terms, it gives the vehicle the same camo bonus from behind foliage as long as it's stationary.
** Enigma employs an actual, honest-to-god invisibility cloak during their attack at the start of Moscow Calling. Hana and her forces steal several examples of the tech in Mission 3 of said Special Operations, which they use to infiltrate the Enigma-held Moscow in the subsequent mission.



* MoreDakka: This is the stock in trade of autocannon-armed [=AFV=]s. The cake is taken by the [=BMPT=] line, which are essentially main battle tanks carrying two rapid fire 30mm autocannons.

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* MoreDakka: This is the stock in trade of autocannon-armed [=AFV=]s. The cake is taken by the [=BMPT=] line, which are essentially main battle tanks carrying two rapid fire 30mm autocannons.M48-GAU 8 and [=T249=] Vigilante, both self-propelled anti-air guns with [[GatlingGood rotary autocannons]] that can literally spit hundreds of rounds per second.



* PointDefenseless: At Tier 6 and higher, [=MBT=]s and [=AFV=]s have the option of mounting active protection systems to shoot down [=ATGM=]s. APS has a recharge timer after use, so it's possible to coordinate with allies and ripple fire [=ATGM=]s to overwhelm the APS. Or, if you have certain vehicles, fire four missiles at one go.
* PowerfulButInaccurate: ATGMs can lean this way, since they are superior to standard HEAT shells. But due to their unique targeting mechanism, they require an lot more attention in guiding them to their target (which is better off immobilized or stationary, since an it's rather diffcult to connect with an fleeing AFV) or they will miss by an wide margin.
** The accuracy of mobile artillery in Armored Warfare isn't as bad as it was i World of Tanks, but the price of disabling an few modules on an MBT is an few new misses every now and then.

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* PointDefenseless: At Tier 6 and higher, [=MBT=]s and [=AFV=]s some vehicles have the option of mounting active protection systems to shoot down [=ATGM=]s. APS has a recharge timer after use, so it's possible to coordinate with allies and ripple fire [=ATGM=]s to overwhelm the APS. Or, if you have certain vehicles, fire four missiles at one go.
* PowerfulButInaccurate: ATGMs [=ATGMs=] can lean this way, since they are superior to standard HEAT shells. But due to their unique targeting mechanism, they require an lot more attention in guiding them to their target (which is better off immobilized or stationary, since an it's rather diffcult to connect with an fleeing AFV) or they will miss by an wide margin.
** The accuracy of mobile artillery in Armored Warfare isn't as bad as it was i in World of Tanks, but the price of disabling an few modules on an MBT is an few new misses every now and then.then.
** Soviet and Chinese [=MBTs=] generally mount bigger guns than their Western counterparts, giving them higher per-shot damage at the cost of accuracy.
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* CrutchCharacter: Downplayed with Sol Schreiber's line of Israeli [=MBTs=], which are specifically tailored for newer players. Not only [=MBTs=] are the easiest class to play, the Merkava line's characteristics makes them especially forgiving even compared to other tanks, having excellent armor, a great gun with Ready Rack mechanism, and reliable defensive systems at higher tiers. Certain vehicles also offer [[ATasteOfPower temporary unlock tokens for higher-tier vehicles]], and progressing on the tree will allow branching to other dealer's tech tree. To top it all off, all of his vehicles gain twice as much XP up to Tier 6. This doesn't mean Merkavas are bad in the hands of a skilled player, just that they have lower skill floor and ceiling compared to other vehicles.

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* AttackItsWeakPoint: Zig-zagged with unmanned turrets. These are almost always less-armored than the vehicle's hull, but shooting them does less HP damage to the vehicle than a shot to the manned parts. On the other hand, it also makes them prime targets for HESH shells, which can knock out several modules (including critical ones such as gun breech or ammo rack) in a single shot, effectively crippling the vehicle for several seconds.



* EpicTankOnTankAction: Like ''VideoGame/WorldOfTanks'' and ''VideoGame/WarThunder'' Ground Forces, this game runs on this trope. Later Special Operations adds aerial, naval, and infantry forces into the mix, but the main focus is always armor on armor fights.

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* EpicTankOnTankAction: Like ''VideoGame/WorldOfTanks'' and ''VideoGame/WarThunder'' Ground Forces, this game runs on this trope. Later Special Operations adds add aerial, naval, and infantry forces into the mix, but the main focus is always armor on armor fights.

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* CosmeticAward: There are in-game IGN avatars and titles available as you progress through the tech tree. But the catch is that they're tied to certain tanks like the Chieftain Mk.5 or an T-64.

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* CosmeticAward: There are in-game IGN avatars and titles available as you progress through the tech tree. But the catch is that they're tied to certain tanks like the Chieftain Mk.5 or an T-64.



** HESH shells and its subtypes has the highest potential damage out of all ammunition types, on top of boosted damage to modules and crew members as well as high chance to start fires. The problem comes from its very low penetration, often about half of an equivalent AP or HEAT shell. Shots that does not hit the target's weak point are often absorbed completely by the armor instead, making vehicle knowledge and positioning vital to maximize the damage done by these shells.

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** HESH shells and its subtypes has the highest potential damage out of all ammunition types, on top of boosted damage to modules and crew members as well as high chance to start fires. The problem comes from its very low penetration, often about half a mere tenth of an equivalent AP or HEAT shell. Shots that does not hit the target's weak point are often likely to be absorbed completely by the armor instead, making vehicle knowledge and positioning vital to maximize the damage done by these shells.



* EliteMook: As far as PvE mode goes, there are five different "models" of enemies: Salvaged, Fragile, no prefix, Upgraded, and Superior. With the last two being moderately tougher than average.
** And there's also the occasional officer's tank in the PvE mode. Which is essentially an regular A.I. tank with beefed up stats and has an yellow marker over it..

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* EliteMook: As far as PvE mode goes, there are five different "models" of enemies: Salvaged, Fragile, no prefix, Upgraded, and Superior. With the last two being moderately tougher EliteMooks: "Superior" enemies in [=PvE=] is one tier higher than average.
** And there's also the occasional officer's tank in the PvE mode. Which
standard (so a Superior [=M1A1=] Abrams is essentially an regular A.I. tank a Tier 8 vehicle instead of Tier 9) with beefed up stats to match. There is also special "Lieutenant" enemies with even higher stats and has an yellow marker over it..better AI. They only spawn on Hardcore difficulty or above, and certain mission objectives require taking them down.



* EpicTankOnTankAction: Like ''VideoGame/WorldOfTanks'' and ''VideoGame/WarThunder'' Ground Forces, this game runs on this trope.

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* EpicTankOnTankAction: Like ''VideoGame/WorldOfTanks'' and ''VideoGame/WarThunder'' Ground Forces, this game runs on this trope. Later Special Operations adds aerial, naval, and infantry forces into the mix, but the main focus is always armor on armor fights.



* ExcusePlot: The plot in [=PvE=] operations is mostly there to justify why your platoon of five is busy shooting up droves after droves of tanks and AFV. Averted with Special Operations, which feature full-blown storylines that connect each mission to one another other.

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* ExcusePlot: The plot in [=PvE=] operations is mostly there to justify why your platoon of five is busy shooting up droves after droves of tanks and AFV. Averted with Special Operations, which feature full-blown storylines that connect each mission to one another other.another.



** This is averted with the Terminator and Ranka-99 - despite being classed as [=AFVs=], they're actually [[MightyGlacier main battle tanks]] with the turret swapped for dual autocannons and [=ATGM=]s, and as such are quite well-armored and relatively slow.

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** This is averted with the Terminator and Ranka-99 - despite being classed as [=AFVs=], they're actually [[MightyGlacier main battle tanks]] with the turret swapped for dual autocannons and [=ATGM=]s, and as such are quite well-armored and relatively slow. They are later reclassified as Tank Destroyers to better reflect their immense firepower.
* GatlingGood: The [=T249=] Vigilante and [=M48 GAU-8=] mount full-on rotary cannons instead of regular autocannons. As one might expect, they output ''immense'' amounts of damage per minute, only limited by the {{Overheating}} mechanic, mediocre mobility, and complete lack of protection against anything.



* HitAndRunTactics: The bread and butter of any good Light Tank player. Most [=LTs=] feature good camo on the move, ensuring they're able quickly sneak behind enemy lines, deal devastating burst damage thanks to their autoloading gun/ready rack mechanism, and then use their superior agility to retreat before the enemy can react.



* MacrossMissileMassacre: The SBS Pindad AFV carries a humongous rocket rack that can launch 16 missile volleys in short order.



* PointDefenseless: At Tier 6 and higher, [=MBT=]s and [=AFV=]s have the option of mounting active protection systems to shoot down [=ATGM=]s. APS has a recharge timer after use, so it's possible to coordinate with allies and ripple fire [=ATGM=]s to overwhelm the APS. Or, if you have a Terminator or a Ranka-99, fire four missiles at one go.

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* PointDefenseless: At Tier 6 and higher, [=MBT=]s and [=AFV=]s have the option of mounting active protection systems to shoot down [=ATGM=]s. APS has a recharge timer after use, so it's possible to coordinate with allies and ripple fire [=ATGM=]s to overwhelm the APS. Or, if you have a Terminator or a Ranka-99, certain vehicles, fire four missiles at one go.



* RangedEmergencyWeapon: Coaxial machine guns are introduced in the same update that adds mechanized infantry. While they obviously won't do much against armor (their primary purpose being killing aforementioned infantry), they can still do some damage to exposed modules, destroy certain [=PvE=] objectives, or even punch through especially light-skinned vehicles.



* SingleUseShield: Explosive Reactive Armor (ERA) plates will detonate when struck. This negates the damage done by the incoming projectile, but also leaves the underlying armor exposed to further fire.
** The BM Oplot is special because its [=ERA=] kit is ''Double''-Use Shield; the aptly-named Duplet ERA can withstand two consecutive hits before being consumed.



* UnskilledButStrong: The Main Battle Tank class. They possess no class active or passive ability. They just simply have the strongest guns and typically the best armor ratings in the game.

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* UnskilledButStrong: The Main Battle Tank class. They possess Most posses no class active or passive ability. They just simply have the strongest guns and typically the best armor ratings in the game.
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* EmbarrassingNickname: The [=M60A2's=] nickname of "Starship" is an insult due to the vehicle's complexity and difficulty to maintain.
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* Essentially the entire point of Oscar Faraday. The vehicles he sells are unlocked by fulfilling certain (grindy) objectives or progressing in other Dealer's lines, and for good reason. These vehicles are usually overspecialized to the extreme, some of them having unparalleled damage potential tier-by-tier but having no armor or even concealment in return.

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* Essentially the entire point of ** This is Oscar Faraday.Faraday's main shtick. The vehicles he sells are unlocked by fulfilling certain (grindy) objectives or progressing in other Dealer's lines, and for good reason. These vehicles are usually overspecialized to the extreme, some of them having unparalleled damage potential tier-by-tier but having no armor or even concealment in return.

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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[UsefulNotes/YanksWithTanks M113]], the [[UsefulNotes/BritsWithBattleships Warrior]], the [[UsefulNotes/RedsWithRockets BMP series]], the [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.

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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[UsefulNotes/YanksWithTanks M113]], the [[UsefulNotes/BritsWithBattleships Warrior]], the [[UsefulNotes/RedsWithRockets BMP series]], the [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives. A later patch gives them the ability to deploy infantry squads at the cost of other active abilities.



* Essentially the entire point of Oscar Faraday. The vehicles he sells are unlocked by fulfilling certain (grindy) objectives or progressing in other Dealer's lines, and for good reason. These vehicles are usually overspecialized to the extreme, some of them having unparalleled damage potential tier-by-tier but having no armor or even concealment in return.



* ExcusePlot: The plot in [=PvE=] operations is mostly there to justify why your platoon of five is busy shooting up droves after droves of tanks and AFV. Averted with Special Operations, which feature full-blown storylines that connect each mission to each other.

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* ExcusePlot: The plot in [=PvE=] operations is mostly there to justify why your platoon of five is busy shooting up droves after droves of tanks and AFV. Averted with Special Operations, which feature full-blown storylines that connect each mission to each one another other.



** Also, the various Boosts that they provide are ranked the same way in terms of quality.



** Also, the various Boosts that they provide are ranked the same way in terms of quality.


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** Francine De Laroche's line of French vehicles. Tiers 3-5 have you drive fast, hard-hitting, but fragile [=MBTs=]. Moving up to tier 6, and you'll suddenly introduced into the [=C13 TUA=]; a tiny missile-armed [=TD=] with no armor or health pool to speak of. Tier 7 returns to the style of support [=MBTs=] with the Leclerc prototype briefly, as the very next tier is the VCAC Mephisto, a wheeled missile [=TD=], before settling again with Leclerc variants in tiers 9 and 10.
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** Mixed male and female crews are common. [[{{Handwave}} Although, the game's setting]] is TwentyMinutesIntoTheFuture, and the players are members/owners of a PMC as opposed to a regular military force.

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** Mixed male and female crews are common. [[{{Handwave}} Although, the game's setting]] is TwentyMinutesIntoTheFuture, and the players are members/owners of a PMC [[PrivateMilitaryContractors PMC]] as opposed to a regular military force.
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* TooAwesomeToUse: Artillery in PvP is subject to being hit by the opposing artillery every time it fires an shell due to the class having ability that ferrets out other SPGs with sonar-like pings on the minimap. All it takes is three shots fired from an general area to fully reveal an SPG to their counterparts. But the previous two hints that the sonar provides are also accurate enough for an skilled player to deduce the location of the enemy team's SPGs, as well. So it boils down to this, either rain down an volley of high-explosive shells on the enemy front line and risk getting killed by the enemy artillery or fire an shot or two and relocate do an completely different area unless you'd killed off the enemy artillery. Either way, you're going to suffer by either impeding your team without your dedicated bombardment or yourself for giving your position away.

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* TooAwesomeToUse: Artillery in PvP [[PlayerVersusPlayer PvP]] is subject to being hit by the opposing artillery every time it fires an shell due to the class having ability that ferrets out other SPGs with sonar-like pings on the minimap. All it takes is three shots fired from an general area to fully reveal an SPG to their counterparts. But the previous two hints that the sonar provides are also accurate enough for an skilled player to deduce the location of the enemy team's SPGs, as well. So it boils down to this, either rain down an volley of high-explosive shells on the enemy front line and risk getting killed by the enemy artillery or fire an shot or two and relocate do an completely different area unless you'd killed off the enemy artillery. Either way, you're going to suffer by either impeding your team without your dedicated bombardment or yourself for giving your position away.
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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses,]] [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif partying...]]And then he goes back to being nearly useless with most of his abilities inactive, while most of the other commanders have nearly all of their bonuses active at any given time.

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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses,]] [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP [[PlayerVersusPlayer PvP]] by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif partying...]]And then he goes back to being nearly useless with most of his abilities inactive, while most of the other commanders have nearly all of their bonuses active at any given time.
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** AP shells in general are not very flashy. They have the highest penetration and muzzle velocity, yes, but also the lowest damage, and they can bounce or even shatter if the impact angle is too obtuse. Even the APFSDS-DU subtype (which contains ''depleted uranium'') only tacks a meager 25% extra chance to start fires, compared to the 300% multiplier that HEAT and HESH shells have. On the other hand, their sheer penetration is exactly why sabots are so reliable, as they allow you to consistently deal damage against any kind of armor, including [=ERAs=] and composite armor which would stop a HEAT charge dead on its tracks.
* BossInMookClothing: "Lieutenant" enemies in [=PvE=] are identifiable by their golden nameplate and even higher health pool than Superior vehicles.


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** Enemies in the War Games mode come in two varieties: Red, which have increased damage, and Green, which are tougher than usual.
* CoolBoat: The [[https://en.wikipedia.org/wiki/Zubr-class_LCAC Zubr-class Landing Craft]] is prominently featured in many [=PvE=] missions.


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** HESH shells and its subtypes has the highest potential damage out of all ammunition types, on top of boosted damage to modules and crew members as well as high chance to start fires. The problem comes from its very low penetration, often about half of an equivalent AP or HEAT shell. Shots that does not hit the target's weak point are often absorbed completely by the armor instead, making vehicle knowledge and positioning vital to maximize the damage done by these shells.


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* ExcusePlot: The plot in [=PvE=] operations is mostly there to justify why your platoon of five is busy shooting up droves after droves of tanks and AFV. Averted with Special Operations, which feature full-blown storylines that connect each mission to each other.


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* HeelFaceTurn: Magnus Holter[[spoiler:, or rather, ''you'',]] pull this off in the final mission of Caribbean Crisis. [[spoiler: Faced with a Clayburn kill team bent killing everyone in the island, you are left with no choice but to join forces with Magnus and his army.]]


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* NoodleIncident: At the start of Operation Tsunami.
--> '''Peter Sabri:''' I hope it's not a human trafficking site like last time...


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* TheHeroDies: [[spoiler: Alpha One, the character that you have been playing as in the last three Special Operations, is unceremoniously killed in the very first mission of Moscow Calling.]]
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* TheChewToy: One of the maps, River Point, starts with a C-130 being shot down by a [=SAM=], every single time, without fail, the wreckage becoming a feature in the town in the middle of the map. About half the time this map comes up, expect someone to mention it.[[note]]"Maybe he'll make it this time!", "There goes my Amazon shipment," "But he has a wife and kids!" and "[[WesternAnimation/SouthPark Oh my god, they killed Kenny!]]" are some of the most common variants.

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* TheChewToy: One of the maps, River Point, starts with a C-130 being shot down by a [=SAM=], every single time, without fail, the wreckage becoming a feature in the town in the middle of the map. About half the time this map comes up, expect someone to mention it.[[note]]"Maybe he'll make it this time!", "There goes my Amazon shipment," "But he has a wife and kids!" and "[[WesternAnimation/SouthPark Oh my god, they killed Kenny!]]" are some of the most common variants.[[/note]]
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* TheChewToy: One of the maps, River Point, starts with a C-130 being shot down by a [=SAM=], every single time, without fail, the wreckage becoming a feature in the town in the middle of the map. About half the time this map comes up, expect someone to mention it.[[note]]"Maybe he'll make it this time!", "There goes my Amazon shipment," "But he has a wife and kids!" and "[[WesternAnimation/SouthPark Oh my god, they killed Kenny!]]" are some of the most common variants.[[/note]]

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* TheChewToy: One of the maps, River Point, starts with a C-130 being shot down by a [=SAM=], every single time, without fail, the wreckage becoming a feature in the town in the middle of the map. About half the time this map comes up, expect someone to mention it.[[note]]"Maybe he'll make it this time!", "There goes my Amazon shipment," "But he has a wife and kids!" and "[[WesternAnimation/SouthPark Oh my god, they killed Kenny!]]" are some of the most common variants.[[/note]]
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** The British Main Battle Tanks,[[note]]The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2.[[/note]]part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.

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** The British Main Battle Tanks,[[note]]The Tanks [[note]]The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2.[[/note]]part [[/note]], part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.
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** The British Main Battle Tanks, [[note]]The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2.[[/note]] part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.

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** The British Main Battle Tanks, [[note]]The Tanks,[[note]]The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2.[[/note]] part [[/note]]part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.
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** The British Main Battle Tanks [[note]] The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2 [[/note]] part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.

to:

** The British Main Battle Tanks [[note]] The Tanks, [[note]]The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2 2.[[/note]] part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.
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** The British Main Battle Tanks[[note]]The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2[[/note]] part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.

to:

** The British Main Battle Tanks[[note]]The Tanks [[note]] The Tier 5 Chieftain Mk.5, the Tier 7 Challenger 1, and the Tier 9 Challenger 2[[/note]] 2 [[/note]] part of Marat Shishkin's Western Main Battle Tank lines play this trope straight as possible in this game. Slower than just about everything else in the same tier as them, that even an SPG can keep up, or overtake them in a straight line drag race. They also have rather lackluster guns, with only access to Armor Piercing Fin-Stabilized Discarding Sabot (APFSDS) and High Explosive Squash Head rounds (HESH). However, once they get their armor upgrades, they can effectively NoSell just about everything that hits the front of the turret and most frontal hull hits, while shrugging off Shaped Charge and HE munitions that hit functioning ERA plates. Demonstrated [[https://youtu.be/ICb6FDOYiw4?t=24m7s here]] by Jingles in an armor package upgrade equipped Challenger 1, facing Tier 9 tanks.
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** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's private army always in hot pursuit right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and the journey ultimately left the Seahawks completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industries himself- in disguise; through orchestrating the exploits of the Seahawks, Clayburn was able to weed out incompetent corporate officers (by having them killed in combat against the Seahawks) and expand his influence into North America. Joshua and Kathryn are one of the few survivors and eventually went on to found the Black Company.

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** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's private army always in hot pursuit right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and the journey ultimately left the Seahawks completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industries himself- in disguise; through orchestrating the exploits of the Seahawks, Clayburn was able to weed out incompetent corporate officers (by having them killed in combat against the Seahawks) and expand his influence into North America. Joshua and Kathryn are one of the few survivors and eventually went on to offer their service to the ISD and found the Black Company.
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** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's private army always in hot pursuit right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and the journey ultimately left the Seahawks completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry himself- in disguise; through orchestrating the exploits of the Seahawks, Clayburn was able to weed out incompetent corporate officers (by having them killed in combat against the Seahawks) and expand his influence into North America. Joshua and Kathryn are one of the few survivors and eventually went on to found the Black Company.

to:

** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's private army always in hot pursuit right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and the journey ultimately left the Seahawks completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry Industries himself- in disguise; through orchestrating the exploits of the Seahawks, Clayburn was able to weed out incompetent corporate officers (by having them killed in combat against the Seahawks) and expand his influence into North America. Joshua and Kathryn are one of the few survivors and eventually went on to found the Black Company.
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** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's forces always right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and by the end of the journey, the Seahawks was completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry himself- in disguise; through their actions, Clayburn was able to weed out incompetent corporate officers and expand his influence into the US. Joshua and Kathryn are one of the few survivors and eventually founded the Black Company.

to:

** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's forces private army always in hot pursuit right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and by the end of the journey, journey ultimately left the Seahawks was completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry himself- in disguise; through their actions, orchestrating the exploits of the Seahawks, Clayburn was able to weed out incompetent corporate officers (by having them killed in combat against the Seahawks) and expand his influence into the US. North America. Joshua and Kathryn are one of the few survivors and eventually founded went on to found the Black Company.
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** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's forces always right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain|forced to leave her family behind]] to distract Clayburn from doing the same to them, and by the end of the journey, the Seahawks was completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry himself- in disguise; through their actions, Clayburn was able to weed out incompetent corporate officers and expand his influence into the US. Joshua and Kathryn are one of the few survivors and eventually founded the Black Company.

to:

** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's forces always right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain|forced [[YouCantGoHomeAgain forced to leave her family behind]] to distract Clayburn from doing the same to them, and by the end of the journey, the Seahawks was completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry himself- in disguise; through their actions, Clayburn was able to weed out incompetent corporate officers and expand his influence into the US. Joshua and Kathryn are one of the few survivors and eventually founded the Black Company.

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** Joshua Seagrove and Kathryn Grey (campaign characters). They are former members of the Clayburn Seahawks, which rebelled against their corporate master after a failed campaign in the Balkans when they received orders to retaliate against local civilians. They fought their way through Balkan militias and Middle Eastern mercenaries to find a way to the US, which was at the time outside of Clayburn's controls, only to find Clayburn's forces always right behind them. Clayburn [[RevengeByProxy executed Joshua's parents]], Kathryn was [[YouCantGoHomeAgain|forced to leave her family behind]] to distract Clayburn from doing the same to them, and by the end of the journey, the Seahawks was completely annihilated. But the worst part of it outside of their loss of families and friends is that their commanding officer is Andrew Clayburn- the head honcho of Clayburn Industry himself- in disguise; through their actions, Clayburn was able to weed out incompetent corporate officers and expand his influence into the US. Joshua and Kathryn are one of the few survivors and eventually founded the Black Company.



* EliteMook: As far as PvE mode goes, there are five different "models" of enemies: Salvaged, FFragile, no prefix, Upgraded, and Superior. With the last two being moderately tougher than average.

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* EliteMook: As far as PvE mode goes, there are five different "models" of enemies: Salvaged, FFragile, Fragile, no prefix, Upgraded, and Superior. With the last two being moderately tougher than average.
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It's currently in public beta.

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It's currently in public beta.
beta. In February 2018, it was given a beta release on the Playstation 4.
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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[UsefulNotes/YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.

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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[UsefulNotes/YanksWithTanks M113]], the [[BritsWithBattleships [[UsefulNotes/BritsWithBattleships Warrior]], the [[RedsWithRockets [[UsefulNotes/RedsWithRockets BMP series]], the [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.
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Added DiffLines:

* InterfaceScrew: Your screen shakes if you are near another vehicle that loses all it's health.
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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.

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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[YanksWithTanks [[UsefulNotes/YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.
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Minor update in color-coded to reflect the 0.19 "Tanks Reloaded" patch


* ColorCodedForYourConvenience: The ammunition in AW is sorted into three categories. Blue is armor-piercing and sabot rounds; Yellow is mainly high-explosive shells that explode on impact and Red is shaped-charged ammunition (high-explosive anti-tank round) that can deal an lot of damage.

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* ColorCodedForYourConvenience: The ammunition in AW is sorted into three categories. Blue is armor-piercing and sabot rounds; Yellow Green (formerly Yellow) is mainly high-explosive shells that explode on impact and Red is shaped-charged ammunition (high-explosive anti-tank round) that can deal an a lot of damage.

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