Support The Panda!


Just saw my friend and very esteemed colleague Gentlefun, a.k.a PanCCham is getting close to 2000 subscribers on his excellent youtube channel.

Yeah, that is a shameless plug.

But it’s also true. Pancham puts out some of the most quality gameplay and content you’ll ever come across, and so if you have even the slightest interest in pixel tanks, his channel should be in your subscription list already.

Should it not be, for the next seven days you can sign up to win some gold or a TOG  premium tank while you rectify that situation.

Just make sure you are a subscriber, drop a comment with your ign and which server you are on, and you’ll be signed up for the giveaway.

Go, PanCCham, Go! 🙂



5.0 – First Impressions


five Point O M G




I likened anticipating update 5.0 to getting to have my birthday all over again, and having now opened all my presents so to speak, I feel it was a fitting metaphor.

I just got done putting the new “Strong Willed” camo on almost all tanks that got it – the only ones who can wear it at the moment but don’t are my Foch (155) “Destroyer”, my Object 140 “Terror”, and of course my little Black Dog. All others are now robins egg green.

You are right, I’ve never heard about that colour either, but I suppose that must be what it is. It has the typical black splotches robin eggs do, only it’s a darkish middle green where you would expect turquoise or cyan.

It does look good on German tanks, and I briefly considered it, but I just can’t do it. I mean it’s my little Black Dog. It has to be black, or neither of us will be happy. I can’t make it wear a green disguise like that

Speaking of the 140, that’s got a new attachment. Not bad looking, only it obstructs the numbers of the “Terror” camo on both sides of the turret. It’s a couple of boxes, a roll of wire, and an infrared light on top. Kind of expensive for something that is purely cosmetic, but I like it all the same, because it’s something to look forward to on a top tier vehicle. Not a lot of those things around, excluding the legendary camouflages.

I opened some slots on my tier II tanks; it’s only 7 or 8000 credits, so what the hey? But having six slots opened now that the update is live doesn’t get you the “Strong Willed” camo; if you didn’t get it already, you missed your chance.


So selling off all the regular paint jobs brought a couple of hundred thousand credits, but other than that I still have the same credit buffer I used to.

What happened this update was all my spare part boosters got converted to spare parts, and in the next update they will be converted to credits at the rate of 12 credits per 1 spare part.

It says in the news you’ll be able to exchange your spare parts for credits, gold, and premium time in the “Offers” section of the in-game store, but as of this moment, the store hasn’t updated yet.

When it does update, you’ll be able to get the same exchange rate; 12 to 1, if you convert your spare parts in increments of 100.000. Converting 5000 at a time will get you 60.000 credits, so that’s 10 to 1. EDIT: No, it isn’t. It’s the same, 12 to 1. Too early, Irma?

I’m not sure I care, but if you do, all you have to do is nothing, and when update 5.1 comes around, all your spare parts will become credits at the higher same exchange rate.


So that’s the basics taken care of; my garage now full of freshly painted, newly buffed death machines so ready for action they are tugging at their reins.

There’s some new terrain to be explored. I’ve already been there and seen it, but that never compares to once it goes live; the only map I can remember that works pretty much the exact way I thought it would is Alpenstadt.

If I had to guess, new Vineyards will play a lot like old Vineyards did, only some positions will no longer be viable. As far as I recall it’s flatter and more open; symptomatic I suppose of reworked maps, and I’ll be interested to see what that means in terms of camping or playing the rear guard. What Wargaming do is they look at heat maps, and if players always seem to congregate at the exact same points on the map, they will try and rework those positions.

E50 M got buffed. STB-1 as well. My first and second tier X tank ever; that’s an obvious paper I need to write. WZ-120 got buffed; that was already excellent, and now it has more DPM and free camouflage. Also a paper in the making.

Alpenstadt may be my new favourite map. I should write about that as well.

Oh yea, and the Black Dog got buffed. That’s just hilarious, I don’t even know where to start. Paper coming. If you are on your way to getting a free CDC (I failed at that), then that’s been buffed as well. It is now faster, more agile and more robust.

AMX 13.90 got buffed. In the best of all possible worlds, that would be because there is a branch of French Medium tanks coming that would branch off it, but sadly that’s just my wishful thinking. What does seem to be on the horizon though is the AMX M4 mle. 49. Not very hard to guess, it’s in the loading screen next to the 59-Patton and the M4 Revalorisé:


Yeah, that’s definitely a French Tiger II on the right


I’d like to stress that is a guess at this point. I have no actual information about the AMX M4 49, other than I have seen it on the official Blitz Twitter page back in April, and so I knew it was in development.

From what I have heard, it should play similarly to the Moai tanks; the Duck Mutants or whatever you prefer. The big headed Americans. They both have strong frontal armour, but ony directly from the front. As soon as you get a bit of side angle, their armour is totally weak. You may have heard the M4 49 is a monster on PC, and I’m sure that’s true. But remember with the smaller maps in Blitz, it’s easier for people to get at your sides and rear.

Anyway, enough speculation. Spare part timers are gone. Tanks look good in their new colours. And we got some nice buffs.


I would say “business as usual”, but it’s not, is it? I feel like I should be making sure this is still the same game I am playing here…


See you out there.

Anticipating 5.0


Wily Weazel: WZ-120 and the Game Meta




I had a look just now, and was surprised to see I have more than four hundred games in my tier IX Chinese heavy Medium tank. Not sure how that happened, exactly.

Usually, I kind of forget about the tier IX tank once I’ve grinded out the tier X. I drove a few games with the 100 mm after the grind, and then there was the 100 vs. 122 mm paper I wrote a few weeks back, but I had no idea I had fought so many battles in the WZ-120.

It makes sense though. It’s a great ride. I know a lot of people don’t like it, but I also know a few who think it’s simply fantastic.

And it’s just a matter of perspective. If you approach the WZ as a variant of the T-54, then that’s about as exciting as it’s going to be for you, and you’ll probably end up running the “wrong” gun on it. But if you try to approach it on its own terms, it’s actually a very singular vehicle.

Medium/Heavy tank hybrids come in two flavours. They are either Heavy tanks that can do Medium tank jobs because they have better than average mobility for Heavy tank; tanks like the WZ-110, the IS-7, IS-5, AMX M4 45, et cetera, or they are Medium tanks that have Heavy tank armour or Heavy tank firepower.

I never liked the term “Heavium”, mainly because I think it led to a lot of misinterpretations. I don’t dispute the fact there are tanks that blend characteristics from both Heavy and Medium tanks, but what that actually means in terms of gameplay is a different matter.

Either way, if the IS-7 is a Heavium, then the WZ-120 is a heavy Medium tank. It’s a Heavy tank turret on a modified Type 59 hull.

From the “glass half empty” perspective, your knockoff T-54 will have a slower reload, less DPM, and a weaker front plate. Also the turret is a little taller, flattening out the turret face, and the front plate isn’t quite as steeply angled.

Where’s the fun in that?


If you decide to give the Weazel-120 a chance on its own terms, the “heavy Medium” playstyle isn’t very hard to figure out. It can be tricky to actually execute, but it’s easy to understand your strong points.

First of all, you have excellent mobility. The chassis moves so smoothly, and other than bogging down in mud and water like all Chinese tanks, it’s a flanking machine.

This is very important. Because it’s the key to finding your role.

You are not a Heavy tank. If all you do is trading shots with Heavy tanks from static positions, you will have put yourself at a disadvantage, because your armour isn’t as good as theirs. So to regain some advantage, you have to use your mobility. Keep moving the whole time so you don’t end up playing into their hands; remember you are a Medium tank, even when you are doing Heavy tank things. You are basically lugging around a Heavy tank gun and turret, trying to put cheeky shots in and then relocating before they realise you don’t actually have the rest of the Heavy tank with you.

As a bonus, you also have the best aimtime in your tier. No other tier IX Medium aims as fast as the Weazel, and of course Heavy tanks are nowhere near. Not even the Conqueror. In turn, your accuracy on the move is downright bad. You want to come to a split second stop and let the gun settle; if you do that, the reticule will shrink to nothing in a flash and the shot will go in.

So that’s one of the things I like about the WZ-120. You can’t really compare it to other Medium tanks, because it just doesn’t work the same way. It can work the same way as other Mediums; all you have to do is mount the 100 mm gun. But learning to use a Heavy tank gun in a completely different application than you are used to is part of the fun.

Reverse psychology is super easy. All you do is start thinking differently about things, and you will start acting differently as well.

I touched on this point in my paper on the 100 mm vs. 122 mm question. Ask yourself: why am I driving these tanks in the first place? No matter your answer, sooner or later you are going to get to the WZ-121, so it makes sense to learn the 122 mm plastyle. But more importantly, the WZ-120 is a completely unique vehicle, there simply isn’t anything else out there that even comes close.


Next to hunting skill stars for sport, driving the Weazel is the most fun I’ve had in the game for quite a while. Not because it’s so powerful, or because it’s so effective, but because it’s so singular.

Regarded as a knockoff T-54, it’s easy to see the Weazel solely in terms of lack. You look at it, and all you see are its problems. Regarded as a heavy Medium tank, it immediately starts looking much better; and as I said people even manage to find it excellent.



But it is getting a buff. The reload on the 122 mm 60-122T is shortened by almost a full second, giving you a bit more DPM.

Now, if you ask me or any other Weazel afficionado, they will say it doesn’t need a buff in the first place, and that may well be true. But from a Meta perspective, it makes more sense.

The WZ-120 is a Medium tank. It can distance itself from this role by using its Heavy tank attributes, but it can’t make enemy players not treat it like one. People will bully Medium tanks, and in those situations, the faster firing, higher DPM weapon may end up saving your bacon more times than the 122 would.

The buff should give you about a nine-point-something second reload instead of a ten-point-something depending on your crew skills, and the DPM difference between the guns will be cut in half. That means the inherent differences of the two weapons become more important; things like alpha damage, aimtime, and gun depression. These are now your considerations when choosing between them.

It won’t make the 122 carrying Weazel a monster, but it will make it a little more comfortable to play, because you’ll be able to shoot your way out of a few more situations. You’ll have more opportunities, but it won’t alter your gameplay. The WZ-120 is already what they call a “high risk/high reward” tank, and so getting the shot off a second faster will likely make quite a significant difference in your gameplay.

Anticipating 5.0 some time after midnight tonight, I had one last drive in my unbuffed Weazel, just to have it fresh in memory once the update drops. There are a few other things to look forward to, but for me the Weazel buff is actually going to be the most exciting.


See you guys on new Vineyards!



Monday Poetry Corner


The Day The tigers Broke Free




It seems poetry is contagious. I was asked recently about the nature of poetry; how it differs from lyrics and other writing, and the truth is it doesn’t, really. It also doesn’t necessarily differ a lot from aesthetic experiences in general; consider if you will the phrase “poetry in motion”.

And to be sure, there is poetry to be found in a lot of things. Throwing broadies. The box of death. Hitting the most clutch shot you could ever imagine. But that’s different; that’s all about appreciating the poetic quality of things; it doesn’t really tell us a lot about poetry itself. Indeed, having some kind of understanding of what poetry is is pretty much a prerequisite for that sort of appreciation.

Still, knowing poetry when you see it is quite sufficient. In any case, I don’t think a better understanding of what constitutes actual poetry and what doesn’t, necessarily allows you any greater appreciation of it.

So poetry can be a lot of things. Lyrics is one of them. And I think when it comes to poetry about tanks, in the event we have come across it at all, most of us will have heard songs about tanks rather than poems.

Not to worry, though. All you have to do is disregard the music, and the lyrics become poetry again.

In response to last weeks Poetry Corner, my friend Soulinthemachine alerted me to the following work by Roger Waters. It’s about his father; originally a conscientious objector to the war, getting killed at the battle of Anzio and Waters later finding the letter of condolence from the British government.

This is the story of the 20:th century, of the whole world at war. You’ve heard it before. Husbands, sons and fathers marching off to war and not coming back. Grief, sorrow, and despair.

And this, I think, is the way poetry is most often utilised; as a way to put words to our feelings. The title notwithstanding, this is not actually a poem about tanks, but about a little boy missing his father, and lashing out against the injustice of him being taken from him.

As with art, you’ll know it when you see it:


When The Tigers Broke Free

(Roger Waters)


It was just before dawn one miserable

Morning in black Forty-Four

When the forward commander was told to sit tight

When he asked that his men be withdrawn

And the Generals gave thanks as the other ranks

Held back the enemy tanks for a while

And the Anzio bridgehead was held for the price

Of a few hundred ordinary lives


And kind old King George sent Mother a note

When he heard that Father was gone

It was, I recall, in the form of a scroll

With gold leaf and all

And I found it one day

In a drawer of old photographs, hidden away

And my eyes still grow damp to remember

His Majesty signed with his own rubber stamp


It was dark all around, there was frost in the ground

When the Tigers broke free

And no one survived

From the Royal Fusiliers Company Z

They were all left behind

Most of them dead, the rest of them dying

And that’s how the High Command

Took my daddy from me



Special thanks to Soulinthemachine for this weeks inspiration.

Crate Of The Month: 59-Patton


No Hype: The 59-Patton




So I’m a big fan of Chinese tanks. This is well known. The Hype 59 is one of my best loved and most driven tanks ever.

And it’s a complicated subject. If you own the Hype like me, unless you got really lucky, you paid too much for it, and you should probably have your head examined just like I should.

As far as i understand, with the 59-Patton, there is at least a finite amount of crates it is possible for you to buy before you get the tank even if you don’t get lucky, but that doesn’t change the way I feel about them, and so my position still stands:

Don’t buy crates.


But in spite of the boxes, This time, I am afraid you are going to have to treat me as a hostile witness.

I love the Type 59. I don’t love the M48 Patton or the M60. Yes, I have the M60, but you can’t see it in my stats, because I never drove it. I was deep into American Mediums a few years ago, and I was so surprised with the tier X Patton when I drove it on my press account. Gun depression and a sturdy mantlet was all I was about back then; this was *before* the huge machine gun hatch was removed.

I suppose I grew out of it. American Tanks aren’t super complicated. They are all about balance between armour, mobility, and firepower, and around tier VII or VIII I just started to think they were boring.

By the time they remodelled the M48 turret, I was way over American Mediums. Doing so arguably made the ”Fatton” the current best all round Medium tank in the game, but the thrill was gone for me. I wanted to drive the Russians instead. I would rather drive the Russians than this bottomless pit of ease and balance. I knew the principle of how the basic Medium playstyle works; working to distill and refine it wasn’t where I wanted to go.

So I dropped some free Wargaming gold that your crate buying paid for and got the Hypetton on my press account. And this is the first instance where you will have to take my inherent hostility against American Medium tanks into account.

I just don’t like the look of it:



As you know, aesthetics form a big part of tank philosophy for me, and the Hypetton just looks wrong. What happens is, you get a huge, almost mid mounted turret instead of your trusty low slung T-54 knockoff. The actual armouring is thinner, and you have the super obvious weakspot to deal with.

I can tell you it’s not hard to figure out. It’s a familiar target; similar to a lot of American designs. People shoot at it. They hit it. You take damage.

The bulb is offset to your right, so ideally you will want to show them your left side, but either way the turret is noticeably weaker than the Hype 59.

So to offset this obvious weakness, you get a few buffs. Better aimtime. Better accuracy. 200 more DPM. You are working with 220 alpha instead of 280 on a six second reload instead of eight, and you have ten degrees of gun depression instead of eight.

This sounds like a great advantage. Let me explain why it’s not.

If you had a T-54/55 style turret with ten degrees of gun depression instead of eight, no one could touch you. But you don’t. You have ten degrees of gun depression on a large turret on a Medium tank at tier VIII with a huge weakspot on top. That’s average at best.



So yeah. You can alter your gameplay to take advantage of the 59-Pattons advantages, but it’s never going to be as comfortable and reloable as a Type 59. That is the about as honest as I can be about it.

It’s not that the Hypetton is a bad tank; it’s not. But being a crate tank, even being better than average just isn’t good enough.

If you can drive a tier VIII Medium, there is no actual risk in getting yourself a 59-Patton if you like the look of it, but it’s also not a super exciting tank. Trying my hardest to disregard my inherent biases, the tank is still not ever going to be at the top of its tier. Which is a hard tier to dominate to begin with.

My number one problem with the Hypetton is I don’t like the look of it. But the reasons I don’t like the look of it are also the reasons why it’s not quite as good as the Type 59.


IrmaBecx says I am getting tired of saying don’t gamble for crates.

Two Calibers?


Skill Star Predator Pt. III




I got so caught up in the wondrous feeling of turning the tables on the TD meta yesterday, I forgot part II of “Skill Star Predator” was actually supposed to be more practically oriented.

I even forgot to mention I found out something important. It’s called the “two calibre rule”. I kept thinking Xeno had gotten it wrong when he started talking about it, because I had never heard of it. I have heard of the three caliber rule, which states that if the calibre of the shell is more than three times the thickness of the armour, it will penetrate regardless of angle.

Here’s what the two caliber rule says:

“…if the armor the shell hits is less than half of the caliber of the shell, normalization is increased by the following formula: basic normalization * 1.4 * shell caliber / nominal armour thickness. If the shell penetrates due to this rule, it moves on to the damage roll. This rule does not apply to HEAT/HE/HESH.”

So, let’s look again at the side of my Object 140. It has a strip of 80 mm armour along the side, that will void the two caliber rule for almost all guns in the game. At 80 degrees, I have almost 500 mm of effective armour out of those 80 mm:


This looks like it would bounce, but it wont because of the two caliber rule


But as soon as the side starts to curve outwards, it’s only 57 mm. The 183 will overmatch that. And let’s see what happens to my 500 mm of effective armour with the two caliber rule:

AP shells normalise at 5 degrees. The two calibre rule says 5 degrees times 1.4 times 183 divided by 80, giving us sixteen degrees of normalisation.

A Jägeru wouldn’t be quite so bad. 17 cm isn’t enough to overmatch the upper curvature, but 5 * 1.4 * 170 is still almost fifteen degrees of normalisation. It’s doubtful you’ll ever have enough effective armour to get a bounce, even at sharp angle.

The way it works out is, if you are angling at an extremely shallow angle, almost zero degrees, it’s like you are already angling out sixteen degrees. Looking at the armour model, that practically means there is no way to angle my Object 140 to get a bounce off the side armour from a skill star, because one of the two rules will negate it all.

The problem with saying that, is the quality of the Information we have to work with. I spoke to Minitelrose about all this, and he explained the several problems involved in making an accurate representation of in-game armour models and penetration mechanics, the way Armour Inspector tries to do.

Basically, Wargaming doesn’t give out any information at all. Everything we know has been assembled by players over a period of several years, and so what we see is the best possible representation, but it isn’t always completely accurate. Trying to keep it accurate is a constant struggle, there’s really no way of knowing if you got it right, and even if you did, everything could change completely tomorrow, and no one would tell you about it.


Which is disheartening, of course. But it also shows us the value of information. The only places I should expect to get a bounce from a skill star is off my severely angled front plate, or the rounded sides of my turret.

There is another lesson to be learned. 183 / 2 is 91.5, meaning if you have 92 mm of armour somewhere – that’s 92 mm of actual armour thickness; not effective armour thickness, you will be safe from both the two and three caliber rules for all guns in the game.

Consider that for your side scrapers. Less than 91 mm means you will sometimes be around 15 degrees further out than you though you were. For 122 mm guns, the number is 62 mm; less than that, and you can add 14 degrees to your side scrape angle.

So yeah. Important knowledge. I should start paying more attention to learning my armour thicknesses on various tanks, and which guns I therefore need to watch out for. For the biggest guns in the game, it’s basically two numbers to remember: 62 and 92. that’s the limit beyond which you only have the regular 5 degree normalisation to deal with from a 122 or a 183 mm shell, respectively.


There is yet another lesson here about how completely bullshXt the skill star is for just negating peoples armour like that, and especially my magnificent Object 140, but I think we all heard that one before. I already knew the skill star is bull. The fact it’s even more bull than I thought it was doesn’t exactly alter my position on it. I just kind of sigh at that.

But learning about the two caliber rule, trying to work out what it means to me in practice, and how I need to alter my gameplay to avoid it; that’s the kind of stuff that makes me sit up and pay attention. I never used to like maths at school, but that’s because I didn’t always see a practical application. I don’t mind it at all now.

There is more to learn. I have a Foch 155, for example. That means less than 77,5 mm of enemy armour, and I will get the extra normalisation. Time to check some of my targets. Oh, and I have a few 130 mm guns as well. That means less than 65 mm, and so on.

This may seem like mere details, and in the grand scheme of things, yes; that’s what it is. But important details. The kind of stuff you need to know, things that should inform your gameplay, just like the overmatch mechanic.

And knowing why you got wrecked may not make you feel any better, although I do sometimes find that to be true. But the point is it will put you in a much better position to learn from your mistakes; they are of course easier to avoid once you know what they were in the first place.


Death to the skill star!

The Skill Star Hunt

Skill Star Predator Pt. II




My previous paper on living in a world full of 182 mm HESH shells was a call to arms; a mission statement if you will. Accepting the fact we have this huge roadblock to deal with, and deciding to try and do something about it.

My suggestion was to make the skill star your number one enemy, because that’s what it is. And as long as you keep playing its game, it will continue to be your number one enemy. The skill star has to die, and as long as Wargaming doesn’t do it, we have to do it ourselves.

That doesn’t mean yolo. My friend Pancham asked me, perhaps slightly concerned, why I would take the shot from a death star in the first place. Like I described, he said, it has some obvious weaknesses, and it’s not too hard to outplay it without taking damage.

If I hadn’t considered that, a few yolo runs reminded me of the fact anyway. You can’t just drive straight at them right away; you’ll get smashed.

But my point I think was intended slightly differently, which, to be fair, Pancham also acknowledged. What I meant was you shouldn’t be afraid of engaging the 183, or being the one who takes a hit so it can be cleared out.

This is sound tactical advice. Xeno alerted me to the fact Wargaming even promote the same tactic in their video guide to driving the FV 4005 and FV 251b 183:

“Quite often, they take a single shot and then die without having a chance to reload. And if the shot doesn’t destroy the enemy, then things are very grim.”

“Often these vehicles are saved by the enemy teams fear of them. Surely many of you are familiar with the situation, where at the end of a battle, several tanks are afraid to go in and take out an FV 4005 waiting around the corner. All that is needed is for one tanker to take a hit, and the others can then kill the helpless TD.”


Driving tanks for fun and experience the way I do, it’s sometimes hard to gauge how things are actually going. I mean you’re not going to see in my stats how much fun I had.

The doom cannons are a problem. A meta problem. It’s not the tank itself; it’s what it does to the gameplay. They kill any kind of dynamic gameplay, and they take away the enjoyment of driving just regular tanks.

Whether or not you are an actual solipsist, tank driving is all in your head. This is the reason tank philosophy is so important to me, because it adds enjoyment to driving tanks. I don’t just drive tanks, I think about tanks, talk about tanks, and write about tanks. All these things are enjoyable to me.

Trying to get good at something; and that is still my ultimate goal, to “git gud”, you need of course  to focus. Tank philosophy is a way to sharpen that focus, to direct it in useful ways, and to evaluate your knowledge and experience.

It’s about getting your head straight. Getting in the right head space. Keeping your head screwed on right. However you want to put it; it’s just thinking about what you are doing in order to learn from it.

Making a plan of action also has psychological benefits. You acknowledge there is a meta problem. You identify the problem, you take measures to adapt your gameplay to it, and then you try to realise your plan. You are no longer a victim of circumstance; you are now taking action to address an issue and try to improve your situation.


And it’s a well known situation. Everyone sighs the same when they look at the team lineup and see all the triangles.

I don’t want that. I don’t want my heart to sink every time I come out of the queue and see what map we’re on. I want to feel a sense of anticipation, excitement and danger. Not hopelessness.

So: I will not play the game in spite of there being skill stars in it. I want instead to try and play it because there are skill stars in it, and today, that is actually what I did.

Tricking yourself like this is easy. All I did was write about how you shouldn’t let the 183 intimidate you; you should seek it out and destroy it instead, and then Xeno said “let’s go hunt some skill stars. It’s going to be a great hunt.” And so that’s what we did.

The plan is simple: we have lost beforehand. The skill star will sit at the back and try to skill us. We must try to find it first, and take it out quickly so it doesn’t skill the rest of our team. If we get killed trying, we at least made an effort.  We literally aimed at the stars. It was a win-win situation, because we had everything to win and nothing to lose.

There is a difference between desperate circumstances and being desperate. Desperation leads to panic. Panic is fear. Fear is the mind killer, remember.

If you accept your fate is pretty much sealed beforehand, you will sometimes be able to transcend your desperation; let is wash over you and fill you with a sense of calm. You become the eye of the storm.

This usually happens either in really close proximity to several enemies, or face to face with a skill star, but most often while you are on less than a few hundred hitpoints. In the same way, you will have put yourself in a situation where you have everything to win and nothing to lose.

So how is it going? Well, not bad actually. High stakes Medium gameplay is the style I prefer, and of course it helps having an extremely skilled player on your side who is also hip to the plan.

We had the kind of games where you get to ram kill a skill star in a tier IX tank, where you bounce stuff unbelievably off your upper plate on 200 hitpoints, and where you claw yourself over the finish line against impossible odds.

The kind of games, in short, that are the reason I still play this game after so long.

I don’t care if people want to drive their British high caliber Tank Destroyers, I just wish they didn’t have such a huge impact on the game meta that the whole game revolves around them. That can’t be how things are supposed to be for any tank.

But using a bit of reverse psychology, some Russian, French and Chinese bias, and with a little help from my friends, I managed to have some really amazing games today. Not in spite of the skill star being in the game, but because of it. I actually got disappointed when there wasn’t a skill star on the enemy team.

I will leave you to enjoy one of them. This is me getting skilled by a skill star, followed by Xeno carrying the game alone against five enemies in a 200 hitpoint Bat Chat. Do take a few minutes to watch it on the Wotinspector website; just press “watch online”, and delight at the retribution and salty skill star tears:



Never Give Up!