Battle Basics

This part of the guide series describes basic game mechanisms - such as armor, shooting and movement.

Building a Match

Each PvP team in Armored Warfare consists of 15 players (on very rare occasions it might be less). Players enter the battles by clicking the "Battle (PvP)" button in the hangar. They then enter the battle queue and wait a short while for the game to put them into teams.


The game puts players together through a mechanism that takes players waiting in the queue (the queue indicator is displayed on the picture above) and sorts them into teams that play against each other. This mechanism is called "matchmaking" and it builds teams based on some basic rules, such as:

  • keeping only vehicles of certain tiers within one team
  • keeping the teams diverse
  • not placing very skilled players on one side only and newbies on the other

Basic Battle Rules

When the battle is formed, players are moved to the battle map and the 30 second countdown to the start of the battle begins. This countdown starts when at least a half of players enters the battle and serves not only for players to prepare themselves and give them some time to think about strategy, but also allows those with slower battle loading times to catch up.


PvP battles last for 15 minutes (or until one side wins). Teams can win by using one of two possible methods: either by destroying the entire enemy team or by capturing the enemy base. Players capture bases by moving their vehicles into the base circle designated on the ground. When that happens a counter is shown on the upper part of the screen, displaying the time left to base capture. Defending players can disrupt the capture of their base by damaging or destroying the capturing vehicles. If neither team manages to destroy the opponents completely or to capture the enemy base, the battle ends in a draw and both sides receive very little rewards - please note that even if you get destroyed in battle or your team loses, activity is always rewarded more than passive gameplay even if you manage to survive.


When the battle ends, players are rewarded with reputation and credits based on their contribution to the battle result. Individual skill is rewarded as well as team play - players with excellent results but on the losing team will earn much more than players who "won" but did not contribute at all to the battle result.

Shooting Mechanism

Aiming and shooting in Armored Warfare consists of two actions – turning the turret and putting the aiming circle over the target. Both actions are performed at the same time with the mouse.

The aiming circle represents the area into which the shots fired by the gun of the vehicle the player is driving will fly. Its size increases with the following actions:

  • Vehicle moving (forward or backward)
  • Vehicle hull traversing
  • Turret traversing

The penalties from these three actions are cumulative. The aim circle that is larger than its minimum size gradually shrinks until it reaches maximum accuracy status. The speed with which it shrinks depends on the properties of the vehicle and the quality of its crew. Some special vehicles do not have a turret and can only traverse their weapon in a certain angle, visible in the Vehicle Status part of the screen (lower left corner).


The accuracy of each vehicle is individual and is one of the most important balance parameters. It depends on the following factors:

  • Aim time (the time the aiming circle takes to shrink to its minimum size)
  • Maximum aiming circle size (how big the circle grows when the vehicle moves, for example)
  • Minimum aiming circle size (how small the circle gets when the vehicle just stands and aims)
  • Shell ballistics (shell velocity and ballistic curve)

Regarding the last point – faster shells do fly “straight” but slower shells (especially artillery shells) tend to follow the ballistic curve. Please note that the ATGMs do follow different sets of rules – they are guided by the player moving the mouse cursor – the responsiveness and velocity of the missile is individual for each missile type. In any case, the game corrects the ballistics for players to ensure that the shell does not overshoot its target at the given distance.


After each shot, the gun has to be reloaded. Every vehicle has its loading time, which improves with the quality of the crew and certain retrofits or modules. Automatic cannons reload very fast or fire in bursts but they have limited magazines – once the magazine is empty, it has to be loaded, an action that typically takes more time than reloading a typical gun. Please note that main battle tanks with automatic loading mechanisms (such as the Soviet MBTs) are represented as if they had a loader since the automatic mechanism typically does not allow for a higher rate of fire. Switching between different types of shells triggers full reload time as the old shell has to be removed from the gun and a new shell loaded in its stead.

Players can look around without traversing the turret by clicking the Right Mouse Button and holding it while looking around. For player convenience, the game camera is also stabilized and compensates for the bumps that would otherwise interfere with comfortable gameplay.

Secondary Weapons

Many vehicles in Armored Warfare are equipped with secondary weapons such as ATGMs and automatic cannons. Machineguns are generally not represented in Armored Warfare as their effect on heavily armored targets is negligible. Secondary weapon combinations follow different rules: Gun-launched ATGMs do count as reloading a different type of shell and trigger full loading time.

  • Multiple launcher ATGMs (such as the four-launcher ATGM bloc on the Terminator) can be fired quickly without reloading between shots, but once all the missiles (four in the case of the Terminator) are fired, the entire bloc has to be reloaded
  • External launcher ATGMs have a reload time independent of the main gun: you can fire the main gun, switch to the external ATGM, fire the ATGM and switch immediately back to the gun

All these secondary weapon actions are performed using the ammunition selection interface. Please note that two paired guns (such as the ones on the Terminator) count as one weapon for the purpose of aiming and reloading.

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