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1[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/6af63916db4c96e53b18024ef035e75f.png]]
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3''Armored Warfare'' is a free-to-play multiplayer online shooter video game developed by Creator/ObsidianEntertainment until early 2017. The game will be operated by My.com in North American and Europe, and by Mail.Ru in Russia and Central Asia. The game features tanks from the 1950s through modern day and includes fully destructible environments. It's similar to ''VideoGame/WorldOfTanks'', but with modern tanks, the inclusion of other types of vehicles (wheeled [=IFVs=] and tank destroyers) and more advanced battlefield technologies (smoke grenades, guided anti-tank missiles, explosive-reactive armour) to the formula.
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5It's currently in public beta. In February 2018, it was given a beta release on the Playstation 4.
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8!!This game provides examples of:
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10* AcceptableBreaksFromReality: Since the players are running their own [=PMCs=], any semblance to 'normal' military doctrine is probably accidental at best (see NoOSHACompliance below). That aside, the gameplay itself also naturally has its own breaks:
11** Like ''VideoGame/WorldOfTanks'', penetrating hits remove hit points instead of obliterating the tank in a single shot. This is particularly noticeable when a [=HEAT=] round from the M551 Sheridan's[[note]]also the [=M60A2=] Starship's and [=MBT=]-70's[[/note]] 152mm Gun/Launcher smacks into a thin-skinned target like, say, a [=CVR(T)=] Scorpion, which in real life would probably cause the poor little [=AFV=] to be smeared across the surrounding area like butter.
12** Mixed male and female crews are common. [[{{Handwave}} Although, the game's setting]] is TwentyMinutesIntoTheFuture, and the players are members/owners of a [[PrivateMilitaryContractors PMC]] as opposed to a regular military force.
13** Some of the [=ATGMs=] in the game, or currently planned, are fire-and-forget[[note]]aim, fire, and the missile will guide itself towards the target[[/note]] or Manual Command to Line Of Sight[[note]]manually steer the missile yourself[[/note]] (MCLOS) missiles in real life. However, all missiles in the game require that the player maintain line of sight and keep their aiming reticle on the target in order to hit them, functionally making them all Semi-Automatic Command to Line Of Sight[[note]]the missile steers itself at whatever you are currently aiming at[[/note]](SACLOS) missiles (in fairness, most of the [=ATGMs=] ingame ''are'' SACLOS to begin with).
14** Many guns have much lower penetration in game compared to real life, as real life tank engagements take place much farther away than in the game. If the tanks were given their real life penetration values, armor would basically become useless.
15* ActionGirl: Some of the tank crew members are female, as are two of the currently available commanders.
16* AmazonBrigade: If the player chooses, they can have an entire crew of female tankers. This has no real effect on the game, but it does change the voices you hear in battle.
17* ArmorIsUseless: One of the more realistic aspects of the game. Light tanks, self-propelled guns, and light armored fighting vehicles have just enough armor to stop small arms fire, or maybe some autocannons. Some Main Battle Tanks, such as the Leopard 1, also suffer from this as they were developed in a time when it was believed that armor was effectively useless against dedicated anti-tank weaponry.
18** At the same time, there are a few light tanks and armored fighting vehicles that avert this - some can equip explosive reactive plates which will nullify the first shot fired at them, or composite armor which can and will block HEAT shots.
19* 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.
20* AwesomeButImpractical:
21** [=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 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.
22** Likewise, [=AFVs=] which have the option to completely replace their auto-cannon for ATGM launchers. An AFV is generally designed to be a fast, highly mobile vehicle, which only ever stay in place when flanking completely unaware enemy tanks, and putting entire clips of shells into the enemy side and rear armor or when hidden by sufficient concealment to spot and mark targets, while taking a few shots before moving to a new position. The ATGM requires vehicles to stand complete still to fire and maintain aim, while having significantly long flight and reload times. Additionally, by Tier 6, most vehicles have some form of Shaped Charge munition resistance, be it composite armor, ERA and cage type spaced armor or APS.
23** Commander Ioannis Sanna is considered something of a JokeCharacter by the community, as his skills heavily revolve around either causing enemy vehicles to catch fire, or his own vehicle being on fire. Even with his perk that boost the chance of inflicting the Fire status effect on enemy vehicles, it's extremely rare for it to happen. Even his ability to have increased damage inflicted to enemy vehicle modules and crew fails to make up for it, as other commanders have those perks and others that have less or easier to achieve activation conditions, like Freja.
24*** Although his skills are all but useless in most vehicles, he's actually a perfect fit for commanding Artillery Vehicles. The increased chance of module and crew damage on enemy vehicles hits well with SPGs if you can get a direct hit, and even failing that, it increases the chance that a splash hit will knock off the other guys tracks, making them an easier mark for your own team to take down.
25* ArtificialStupidity:
26** 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.
27** 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]].
28* 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.
29* BadassAdorable: The Wiesel is such a cute little [=AFV=]. It's also designed to stay hidden from (or simply outrun/outmaneuver) anything bigger than itself, while lighting them up for [[SummonBiggerFish artillery to open fire on them or main battle tanks to come and engage them]]. Oh, and if so desired, it can also mount a [=TOW=] missile launcher.
30** Same goes for the [[http://aw.my.com/us/news/general/introducing-fv721-fox FV721 Fox]] IFV, an adorably stubby-looking recon vehicle that looks like it belongs in ''VideoGame/AdvanceWars'' due to its proportions. It's also comically speedy and packs a respectable 30mm autocannon in its default configuration, with the option to mount a pair of anti-tank missile launchers when upgraded; this is enough firepower to put low-tier light tanks out of action with a single salvo, to say nothing of other scouts.
31* BigGood: The International Security Department, which regulates the [=PMCs=] the players are part of, and dispatches them to handle major crises all over the globe.
32* BolivianArmyEnding: Can happen quite frequently in PvE matches when the objective is timer based. Most or all of your allies killed, sitting alone at the objective defiantly clinging on to life with a literal army surrounding you and closing in. Then the clock runs out and you win, no mention of what happened to your hapless tank-crew facing insurmountable odds.
33* BoringButPractical:
34** Sabrina Washington, one of the initial commanders available to players starting out, lacks skills which boost damage inflicted to enemy crew and modules. But she does come with a variety of vision range, aim time, and stealth enhancing skills, making her the prime go to candidate for commanding Light Tanks, Armored Fighting Vehicles, and Tank Destroyers.
35** 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.
36* BossInMookClothing: "Lieutenant" enemies in [=PvE=] are identifiable by their golden nameplate and even higher health pool than Superior vehicles.
37* 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.
38* CherryTapping: Autocannons, such as the ones used on two of the four tier 1 and 2 vehicles, cannot hope to penetrate a main battle tank from the front. However, High Explosive ammo doesn't need to penetrate to do damage... and has a pretty good chance to do module damage to modules outside the tank, which includes tracks. It's entirely possible to [[CycleOfHurting just get stuck, with your tracks being blown off faster than they can be repaired, while enemy autocannons whittle down your health bit by bit without being able to fire back]].
39* 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]]
40** There's a similar moment at the start of one of the PVE missions, Operation Cavalry, which provokes similar comments.
41** In some PVE missions there is a mentioning of a "Blue Company" mentioned as failing the mission, forcing Black Company to complete it.
42* ColorCodedForYourConvenience: The ammunition in AW is sorted into three categories. Blue is armor-piercing and sabot rounds; 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 a lot of damage.
43** As far as the new commendation system goes: Red is related to the death of an enemy. Orange's prerequisite is to damage an enemy tank. Yellow is rewarded for reconnaissance activities. And blue commendations are awarded for tactical successes.
44** Enemies in the War Games mode come in two varieties: Red, which have increased damage, and Green, which are tougher than usual.
45* CoolBoat: The [[https://en.wikipedia.org/wiki/Zubr-class_LCAC Zubr-class Landing Craft]] is prominently featured in many [=PvE=] missions.
46* CosmeticAward: There are in-game 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.
47* CrapsackWorld: [[https://aw.my.com/us/news/general/armored-warfare-world-fire The setting]] is TwentyMinutesIntoTheFuture, with a notable difference being that the [[RippedFromTheHeadlines Great Recession and other crises]] were much worse, resulting in much more unrest across the globe. As a result, nations the world over have much less authority in their own countries, with numerous paramilitary or criminal organizations scrambling for power of their own with their newfound arsenals, with the [[BigGood International Security Department]] and the [=PMCs=] working for it being [[TheLastDJ all that remains between civilization and total chaos]].
48** 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.
49* 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 [[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.
50* 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.
51* CurbStompBattle: As far as PvE goes, the meme is something along the lines of "Drive an well armored MBT into PvE. Meet an substandard or average rated AFV with an autocannon. Start laughing when nearly all of it's shells richochets off your armor. Then kill it for ruining your paint job."
52** The A.I. artillery on the other hand, doesn't requires an specific class to pull this off. They usually lack enough health to survive an single round from an tank. But with this being artillery, this comes after a few minutes of being shelled by these guys.
53** In recent patches, the dev team has been tweaking the AI so that they're not just cannon fodder for the players. Adding new spawn points, and adjusting the types of vehicles that spawn in the battles has made it slightly more difficult all-round for players to complete the missions. It's not surprising for players to be defeated in even medium-difficulty missions because of this. All of this does mean that if the players don't work together, they will lose.
54* DamnYouMuscleMemory: [=AW=]'s wheeled vehicles control pretty much like you'd expect a wheeled vehicle to control: ''very differently from anything with tracks'' - in other words, very differently from ''every other vehicle '''in the game'''''. Considering the first wheeled vehicle players can control is the Tier 2 [=LAV=]-150, which is very fast and agile, expect first-time [=LAV=] drivers to be driving into things ''a lot'' before they get a handle on the controls.
55** To clarify: unlike tracked vehicles, wheeled vehicles cannot rotate on the spot. They can only turn when moving forward or in reverse. Moreover, the way that turning works for them is slightly different as well: how much the vehicle turns depends on how long you hold down on the left or right directional key. In contrast to driving games like ''VideoGame/GrandTheftAuto'', steering is in degrees rather than instantaneous. They also brake very poorly compared to tracked vehicles, leading to many crashes.
56** Artillery in AW does not work at all the same way it does in ''VideoGame/WorldOfTanks''. In ''[=WoT=]'', a player can effectively sit in a bush on one end of the map, and click the mouse every 90 seconds assuming he has a target. People that try to do that in AW however, will be counter batteried before they can even blink.[[note]]The first shot fired by an [=SPG=] will lead to their general area being pinged on the map of enemy [=SPGs=]. Firing a second shot without moving will lead to the pinging being more specific. Firing a third shot without having moved for the past 2 shots will cause the [=SPG=] to appear on the map and on-screen for enemy [=SPGs=][[/note]] More importantly, target tanks get a warning when ever they're being targeted by artillery so that they have a chance to move out of the line of fire. Something that ''VideoGame/WorldOfTanks'' players could only dream of at this stage. However, artillery in this game won't do as much damage as their ''[=WoT=]'' counterparts, but in return, they tend to all have much faster aim times, reload speed, and better accuracy. Direct hits tend to easily take 3 or more modules or crew down, and a combination of commander and crew skills can greatly increase module and crew damage. They may not be able to deal OneHitKill via direct damage, but the Fuel Tanks, Ammo Racks, and Crew are still fair game, if rare.
57** Damage and ammo types as well. as AW uses ''[=WoT's=]'' arcade style HP and modules system, but ''VideoGame/WarThunder'''s method of punishing players who either aim at non-vital areas on a tank (I.E. Tracks, the commander's cupola, unmanned turrets, etc), or over penetration with too much armor penetration for weakly armored targets by those who just fire nothing but the highest AP round. In these cases, HP damage inflicted is reduced.
58** In addition, ''[=WoT=]'' veterans will often be cursing when they are trying to use repair kits and first aid kits by pushing the keys normally associated with the older game.
59* DarkAndTroubledPast: A majority of the tank commanders available for the player to use have some not so pleasant pasts, or personal problems.
60** Philipp Holzklau (one of the starting commanders) was dishonorably discharged from Germany's Mechanized Infantry Brigade for causing trouble off-base. He's also noted to be a MilitaryMaverick, being brazen and cocky, and has issues in his personal life.
61** Viktor Kirsanov (credit unlock) had a rough childhood living in a Northern Russian village. he joined the military to find a better life, excelled greatly, but was wounded by an IED on a mission, and retired from service. However, he realized he missed the military life, so he joined back as a contractor.
62** Rashid Al-Atassi (Sheridan proven Reputation) grew up in UsefulNotes/{{Syria}}. His family died in the war, forcing him to flee to Egypt, where he signed up with their military, before becoming a contractor. While he appears calm, cool, and collected, truth is, once in battle, he's really in the midst of a TranquilFury (himself) RoaringRampageOfRevenge (his tank).
63** Ioannis Sanna (LAV-300 proven Reputation) is a mystery of a man. His place of origin is unknown. The accident or battle that supposedly has disfigured him, is unknown. The rest of his personal history is unknown. What he looks like is also unknown, because he covers most of his body up, and keeps a gas mask on his face at all times. And he's known to keep himself detached from everyone. All that's known, is that he's damn good at what he does, pulling off near impossible victories, and that if his skill sets are any indication[[note]]Explosive munitions that inflict extra module and crew damage. Abilities which increase his shots chances of causing engine fires, making them last longer, and/or faster reload times depending on whether his tank's shots have set an enemy on fire, or if his vehicle is burning.[[/note]], [[PyroManiac a penchant for fire]].
64** 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.
65* 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.
66* DifficultButAwesome:
67** The Fox AFV is known for the difficulty of controlling its extreme maneuverability, having a bad habit of spinning out if it hits a rock or bump in the path the wrong way while driving at near it's top speed of 105 km/h, and a slightly lower than average for an AFV camo rating. However, it packs the 2nd best view range of it's tier, sports a combination of a powerful 30mm Auto-cannon and 2-salvo Missile Launchers after upgrades to put out massive burst damage. And as mentioned above, it also drives extremely fast while sporting a small profile, making it a pain to even hit one after it builds up some speed. This means a player can rush ahead of their team, find a good area to spot most of the map from, and earn tons of spotting assist and designation credit, and once a gap is punched in the enemy's line, rush through it quickly, and begin flanking them from the rear.
68** 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 a mere tenth of an equivalent AP or HEAT shell. Shots that does not hit the target's weak point are likely to be absorbed completely by the armor instead, making vehicle knowledge and positioning vital to maximize the damage done by these shells.
69** This is Oscar 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.
70* EliteMooks: "Superior" enemies in [=PvE=] is one tier higher than standard (so a Superior [=M1A1=] Abrams is a Tier 8 vehicle instead of Tier 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.
71* EpicTankOnTankAction: Like ''VideoGame/WorldOfTanks'' and ''VideoGame/WarThunder'' Ground Forces, this game runs on this trope. Later Special Operations add aerial, naval, and infantry forces into the mix, but the main focus is always armor on armor fights.
72* ExperienceMeter: One of the more prominent aspects of the garage scene is an orange meter that provides an visual display of how much reputation you have on a given tank and the percentage needed for it to be upgraded to "Hardened" status.
73** And the crew and the commanders also have their own progress meters that explains how long it takes for them to advance to the next level.
74* 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.
75* FragileSpeedster: Most of the [=AFVs=] in the game are fast and lightweight, often scout vehicles, [[AwesomePersonnelCarrier APCs]] or infantry fighting vehicles. They can rocket around the battlefield like crazy - however, they tend to be very lightly armoured, and as such, if someone so much as looks at them funny they'll [[MadeOfExplodium explode in a glorious fireball]]. Considering that these vehicles are practically made of fuel tanks and ammo racks, it shouldn't come as too much of a surprise when their turrets fly off.
76* 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.
77* 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]].]]
78* GlassCannon: Generally, Self Propelled Guns, lower tier light tanks, wheeled tank destroyers and [=AFV=]s sporting tank guns: they can hit hard, but can't take a beating, and need to rely on mobility for protection. The Scorpion could well be the TropeCodifier, being a fast zippy tiny little tank with a hard-hitting 76mm gun that can be killed by ''machine gun fire''.
79* GoldColoredSuperiority: The Gold Supply Crates normally have an better yield than an Steel, Bronze, or Silver Crates in terms of quality; but they're only outdone by the rare Platinum Crates.
80** Also, the various Boosts that they provide are ranked the same way in terms of quality.
81* 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.]]
82* 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.
83* InterfaceScrew: Your screen shakes if you are near another vehicle that loses all it's health.
84* 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.
85** 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.
86* JackOfAllStats: Generally, light tanks are somewhere in between [=AFV=]s and [=MBT=]s. They have less health and armour than main battle tanks of similar tiers, but they often still carry similar guns, or even the exact same ones - and they have the speed and mobility to get around the battlefield rather quickly, not to mention the class ability to maintain perfect accuracy while moving forwards and backwards or rotating the turret, which is ''really'' useful for fast drive-by attacks, ambushes, or pop-up firing. They may be (relatively) thin-skinned, but they can be ''dangerous''.
87* JokeCharacter: Anthony Diaz, a commander given to closed beta players, focuses entirely on Crew Based skills. This might sound like a sign of commander who works well with any vehicle, as he's not bound by what weapons it may have. And you would be right that he doesn't rely on his vehicles weapons, because three of his five skills are reactionary skills that trigger when his crew members are ''killed''. Granted, one of them, is a free instant health kit on the first incident that happens in battle, but neither of the other "Activates on Crew Disabled" skills are particularly useful and are high situational benefits in return. Of the only two skills of his that don't focus on his crew being knocked out are Leadership,[[note]]Boosts the crew's skills by 4%[[/note]] which is a skill that Viktor Kirsanov also has along with far better skills in general. The other being Accelerated Training, which boosts the crew's XP earned after the match by 10%. It has absolutely no benefits in battle and crew bonus XP can be gained by upgrading your base's barracks.
88* LightningBruiser: Higher tier main battle tanks - such as the Leopard 2A5, [=M1A1=] Abrams, T-90, Challenger 2 become this, being decently fast and mobile, with strong armor and powerful guns.
89** Bonus points go towards the M551 Sheridan, which gets a 152mm gun that hits like a freight train, and can launch [=ATGMs=] as well. Any thoughts of light tanks being weak combatants will go out the window rather quickly when one of these shows up and starts completely obliterating anything it can lay eyes on.
90* MacrossMissileMassacre: The SBS Pindad AFV carries a humongous rocket rack that can launch 16 missile volleys in short order.
91* MightyGlacier: Main battle tanks - especially the lower-tier ones, such as the T-62 or the first model of M60 Patton - tend to be relatively slow (unless moving downhill) and sluggish, and are broadly comparable to heavy tanks in [[VideoGame/WorldOfTanks other]] [[VideoGame/WarThunder games]], though their mobility is more comparable to medium tanks of the [[UsefulNotes/WorldWarII era]] those games take place in.[[note]]Justified in that [=MBTs=] were an offshoot of medium tanks after the heavy tank concept was abandoned[[/note]] They are also the only vehicles with any significant amount of armour, and use large-calibre guns[[note]]from the 105mm on the M60 Patton to the 125mm guns on modern Russian tanks, and the ''152mm'' gun-launcher on the [=M60A2=] and [=MBT=]-70[[/note]] that can take off half the health of a same-tier [=AFV=] in a single shot, and (at least at lower levels) tend to go right through that thick armour on opposing [=MBTs=]. At higher tiers, [=MBTs=] turn into {{Lightning Bruiser}}s.
92** 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.
93* MoreDakka: This is the stock in trade of autocannon-armed [=AFV=]s. The cake is taken by 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.
94* MultiTrackDrifting: Take something like the Scorpion up to high speeds and you can easily do this.
95* NoodleIncident: At the start of Operation Tsunami.
96--> '''Peter Sabri:''' I hope it's not a human trafficking site like last time...
97* NoOSHACompliance: Any [=OSHA=] inspector to enter the player's garage would have a heart attack. There's hardly any safety gear in sight, equipment is just lying around, somebody just left the arc welder and the acetylene torch standing in the middle of the room where they last used them - oh, and the latter is maybe twenty or thirty feet away from ''a giant stack of live ammunition about the size of the tank itself''. On the other side of the room is a rack with two ''aircraft bombs'', for no apparent reason. Safety first, kids!
98* 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]].
99* PintSizedPowerhouse: Smaller light tanks definitely count, but bonus points go to the Scorpion (which isn't even a tank at all, but a ''recce vehicle''), which is tiny enough to be hard to hit at anything beyond point-blank range, can zoom across the battlefield like a hamster on crack, and while it doesn't get any actual armour-piercing ammunition, the [=HE=] and [=HESH=] rounds fired from its low-velocity 76mm gun will reliably do at least a bit of damage even to main battle tanks, and have a good chance of damaging or destroying tracks and other modules, or even killing crew members.
100** The ERC-40, and AMX-10P-90 can certainly count. Both Tank Destroyers can pump out a shell every 4-5 seconds, which can result in your commander calling out the effect on target almost as fast as they're calling out next shell going in the breach. They both however have paper for armor, but their small size, and powerful engines make them able to dodge incoming fire.
101** 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.
102* PointDefenseless: At Tier 6 and higher, 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.
103* 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.
104** The accuracy of mobile artillery in Armored Warfare isn't as bad as it was in World of Tanks, but the price of disabling an few modules on an MBT is an few new misses every now and then.
105** Soviet and Chinese [=MBTs=] generally mount bigger guns than their Western counterparts, giving them higher per-shot damage at the cost of accuracy.
106* PrecisionFStrike: Your driver will occasionally utter "Shit!" when your tank loses a track to enemy fire.
107* PrivateMilitaryCompany: The setting has players as members of a group called "Black Company", who take up various missions for their paying clients.
108* 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.
109* 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.
110** 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.
111* ShownTheirWork: Tanks with fume extractors on their guns will show the excess exhaust gasses venting after every shot.
112* 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.
113* SpiderSense:
114** About two seconds after you've been spotted by an enemy vehicle, a warning icon appears near the top of the screen. There are also similar (but larger and more obvious) icons for when you're being targeted by artillery or an [=ATGM=]. Of note is that there are no commander skill requirements for any of these spider senses. ''Everyone'' gets it by default.
115*** This is an actual feature of many real tanks. Modern tanks have a series of sensors that dot the turret and hull that are designed to warn the crew of laser range-finding[[note]]Equipment used by Artillery Spotters, or Tank gunners to get the range to a target.[[/note]], or laser-guidance[[note]] equipment used to paint a target for smart munitions like missiles [[/note]] equipment is painting them. This is done since the most important rule of tank survivability, is to not be ''hit'' in the first place. The break from reality however, is that these sensors will also tell the crew where they are being painted from[[note]]So that TC can direct the driver to get the tanks strongest armor facing the threat, or move into cover[[/note]]. To get that down, players will have to rely on their maps.
116** Taking a hit from a concealed tank within your vision range will cause that tank to appear in your view, and your view only, for five seconds.
117* SplashDamage: Although most high-explosive shells have an burst radius of half an meter; the real contributor are the ones that are used by the mobile artillery, whose shells has an much wider burst radius.
118** Blowing up a vehicle by destroying its ammo rack will also deal massive damage to vehicles next to it.
119* SplashDamageAbuse: Self-propelled guns don't have to connect with an direct to connect with an direct hit, fire at an immobile target or need their target to actually be spotted to cause damage. Why? Because an educated guess or two plus the wide burst radius of their shells means that even an near miss can ruin the enemy's day (and occasionally bruise their ego).
120* TakeThat: Being in direct competition with ''VideoGame/WorldOfTanks'' and ''VideoGame/WarThunder'', Armored Warfare has been willing to take a number of not so subtle shots at them. They often point out their quality of life conveniences of receiving or unlocking some features or vehicles in their game.
121** [[https://youtu.be/QGgsmCkfB88 This promo]] for a free gifted Type 59 takes direct aim at Wargaming's handling of it as a high tier premium tank in ''World of Tanks''. Namely, it's incredible combat ability, being kept behind a paywall, then removed from being purchasable completely.
122* TanksButNoTanks: Averted at first with the Scorpion: it's got two tracks, a turret, and a main gun, yet it was an [=AFV=] - because that's precisely what it was designed to be, and what the British (who built the thing) call it[[note]]to be precise, it's a Combat Vehicle Reconnaissance (Tracked)[[/note]]. However, it's classification has since been changed into a light tank. The devs have mentioned in one of the dev blogs that they'll sacrifice realism for gameplay purposes when necessary, however, and should any of the early-Cold-War heavy tanks be put in, they'll go into the [=MBT=] category, because that is where they would fit best (and there is no heavy tank category to begin with).
123* 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.]]
124* ThereIsNoKillLikeOverkill: {{Averted|Trope}} in regards to a shot's penetration. Unlike in ''VideoGame/WorldOfTanks'', shooting high-penetration AP shells at low-armored targets will result in an overpenetration, lowering the damage dealt.
125* TooAwesomeToUse: Artillery in [[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.
126* UnexpectedGameplayChange: Sometimes occurs when the next vehicle up in a particular category is a different class than the preceding one.
127** Notably, the shift from the XM-800 T at tier three, as a lightning fast auto-cannon armed scout vehicle, to the rank four Swingfire Anti-Tank missile carrier which is relatively sluggish, and can only attack while sitting completely still. This also used to be the case in earlier patches, with the tier one tanks often leading into completely unlike vehicles.
128** The Shishkin line of Light Tanks is filled with this. At Tier 3, you have the [=FV101=] Scorpion, a fast 76mm howitzer carrying box of a light tank, with an effectively powerful HE shell, useful against the weaker armors in it's tier range. But it has armor so thin it would be lucky to stop a Heavy Machine Gun round such as a .50 caliber/12.5mm round. Tier 4, players switch to the M551 Sheridan, which is decently armored for a LT, but much slower acceleration to the Scorpion, and a reload time comparable to the Self-Propelled Guns. Of course, that may have something to do with the fact that it mounts a 152mm gun that fires HE, HEAT, and ATGM munitions[[note]]Yes, that means there's a light tank mounting the same style of gun, as the KV-2 from ''World of Tanks'' and ''Warthunder'', but also able to fire an anti-tank guided missle[[/note]]. Then at Tier 5, the gameplay shifts ''again'' with the Begleitpanzer 57, which goes back to semi-fragile but fast LT armed with a 8-shot magazine 57mm auto-cannon, along with a 152mm TOW missile launcher. It may not put out huge numbers on each shot from the auto-cannon, but it has very good DPM. And unlike the Sheridan, the Begleitpanzer can swap to it's ATGM while the main gun reloads, and fire a shot off from that for a nice chunk of burst damage.
129*** And then, at Tier 6, it changes '''''again''''', with the Stingray, at which point it finally becomes a representation of what the rest of the LT line will be like. A fast, agile tank, decently armored for dealing with auto-cannons in the front, while packing a powerful 105mm cannon.
130** 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.
131* UnskilledButStrong: The Main Battle Tank class. Most posses no active or passive ability. They just simply have the strongest guns and typically the best armor ratings in the game.
132* WarForFunAndProfit: As noted in the game's tag-line: "Conflict is business".

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