Take your Premium and top-tier vehicles for a spin and collect half a million XP each day! Convert your gold into Free XP using the improved conversion rate, then spend it on new modules and vehicles, or boost your crew’s training progress.
But that’s not all! Take advantage of a 50% gold discount on Garage slots and customizations to give your Garage and vehicles a fresh look for the summer.
Better XP to Free XP Conversion Rate
Available from May 27 at 07:00 CEST through May 30 at 07:00 CEST (UTC+2)
Use the better rate to convert XP into Free XP for gold (1gold = 25 35free exp) and unlock modules or standard vehicles at a discount!
Available from May 27 at 07:00 CEST through May 30 at 07:00 CEST (UTC+2)
Season 10 of the Referral Program has arrived, giving you the chance to enlist new Recruits or bring back absent Commanders to earn valuable rewards, including bonds, days of Premium Account, customizations, and Premium vehicles. If you didn’t finish a Referral Campaign during Season 9, don’t worry—all progress has carried over to the new Season. So grab your Referral link, check out the available rewards below, and take advantage of this brand-new Season to show your friends how exciting tank-on-tank combat can really be!
Reward Pool for Commanders and Recruits
In the Referral Program, Commanders and Recruits receive corresponding rewards for completing each of the six stages of the Referral Campaign. The first five stages provide set rewards, while the final stage offers either five Premium vehicles or a choice of credits. This vehicle pool will remain unchanged for future Seasons of the Referral Program.
A Tier VIII Premium vehicle of the player’s choice from the following list:
A Tier VI–VII Premium vehicle of the player’s choice from the following list:
The Tier X Italian Controcarro 3 Minotauro tank destroyer heads to the Supertest soon.
The Controcarro 3 Minotauro is the top vehicle of the new Italian TD branch. It allows for both mid- and close-range gameplay. Starting from Tier VII, all vehicles will be armed with an autoloading gun, but not quite your regular one. Its function and principle differ from the classic guns you’re familiar with. Let’s look at the example of the Controcarro 3 Minotauro.
The vehicle is armed with a 130 mm gun with a 5-shell autoloader. Loading time between shells takes 8 s, and the magazine reloads in 24 s. The armour penetration of the standard shell is 255 mm, while the special HEAT shell penetrates 345 mm. Damage per shot is 530 HP.
The vehicle is well-protected for its tier. The front hull and turret armour reaches 300 mm. Turret traverse angle is limited to 90 degrees. Durability: 2100 HP. Top forward speed: 36 km/h. Specific power: 12.2 h.p./t.
When looking at the vehicle characteristics for the first time, you might think that the Controcarro 3 Minotauro is a standard tank destroyer and there’s nothing special about it. But that’s not true. Being well-armoured, you can deflect most of your opponents’ shells. Good gun depression angles and a rotating turret allow you to take non-standard positions using the map terrain and other objects to increase your advantage.
Its 130 mm gun with a 5-shell autoloader deserves a special mention. Loading time between shells is 8 s, and the magazine reload time is 24 s, which gives us the chance to win almost any duel.
In most cases, you should play in this TD like a vehicle with a cyclic gun. If you compare this vehicle with Tier X tank destroyers with cyclic guns, the Minotauro will come in third in terms of rate of fire after the Badger and Strv 103B, but those vehicles can’t boast 530 damage per shot. If you compare the Italian tank destroyer with other vehicles in our game by the same characteristics, you can see that the vehicle doesn’t sacrifice a long reload time for the opportunity to cause high damage per shot within short period of time.
Keep in mind that the Minotauro is equipped with an autoloading gun, which gives us the advantage and decreases the cost of a mistake in case we fail to penetrate the enemy’s armour. Its quick magazine reload, just 24 seconds, is also an advantage, allowing us to get back to business quickly, unlike other Tier X tank destroyers like the Foch B and Foch 155 that take 38 and 50 seconds respectively to reload their clips.
Dispersion during turret rotation – 0.04
Gun dispersion during hull movement – 0.2
Gun dispersion during hull traverse – 0.1
Dispersion after shot – 8
Shell Velocity – 1303/1256/720
Terrain Resistances – 1.1/1.2/2.3
The Chinese T-26 CN light tank will soon head to the Supertest. It’s armed with a 45 mm gun.
Damage per shot: 47 HP. Penetration with a standard Armor-Piercing shell: 51 mm, and 88 mm with a special APCR shell. Reload time: 2.3 s. Gun accuracy: 0.46 m. Aiming time: 2.3 s. Engine power: 90 h.p.; specific power: 9.4 h.p./t. Top forward speed: 36 km/h.
The T-26 CN is a classic low-tier light tank with gameplay similar to that of the researchable Soviet T-26.
Update 1.17 brings changes to the Combat Reserve system in Strongholds. The Artillery Strike Reserve will be significantly reworked, and the Airstrike Reserve will be replaced with the new Inspire Tactical Reserve. Let’s dig into the details.
Until now, Strongholds had two Combat Reserves: Artillery Strike and Airstrike. Despite having similar effects, these Reserves differ in the type of damage they cause and the way they work.
Currently, the Artillery Strike Reserve imitates a salvo fired by several SPGs. Upon activation, shells are fired from the direction of the allied base at an angle of about 50 degrees, causing high-explosive damage. Penetration and damage values are calculated separately for each shell in a salvo, so the extent of this damage is unpredictable. You can cause either very high or quite insignificant damage to your opponents.
In Update 1.17, we will significantly rework the Artillery Strike Reserve and make its effects easier to understand for players. Now the strike area will be visible to both teams, and the damage it will cause will be fixed and predictable. But keep your eyes open—Artillery Strike will cause damage to all vehicles in the strike area, both allied and enemy.
The size of the strike area and the amount of damage caused will depend not only on the tier of vehicles participating in the battle—Tier VI, VIII, or X—but also on the level of the Combat Reserve itself.
The Airstrike Reserve will be replaced with the new Inspire Tactical Reserve. Accordingly, in Strongholds, the Attack Bomber Squadron structure will be replaced with the new Logistics Service structure.
The Inspire mechanics are simple and resemble a similar Reserve in the Frontline mode: It improves the crew performance of the vehicle that activated the Reserve, as well as of all allies within a specific radius, adding a percentage bonus to the major qualification of each crew member.
The Inspire Reserve equally increases the performance of all allied crews within range and remains active for a limited time. If the vehicle that activated the Inspire Reserve is destroyed, the effect of the Reserve will be lost.
You will be able to take both Reserves—Artillery Strike and Inspire—into battle at once. Additionally, the Commander can appoint different clan members to activate each of the Reserves. In this case, one of them will become the Gunner, and the other will be the Inspirer.
Earning Industrial Resource
Previously, the amount of Industrial Resource earned depended on whether the Combat Reserve was used in battle. In Update 1.17, this principle will remain unchanged. However, considering that two Reserves can be taken to battle, the total bonus to Industrial Resource will remain the same, provided that both Reserves are used.
Converting Structures and Reserves
In Update 1.17, the Attack Bomber Squadron structure will be replaced with Logistics Service, maintaining the structure level.
All prepared Airstrike Reserves in stock will be converted into the amount of Industrial Resource spent for their preparation.