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Qbicle

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  1. Source:

    https://aw.my.games/en/news/general/update-07020-now-available

     

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    We are happy to announce that the Update 0.70.20 is now available!

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    List of Update 0.70.20 Changes

     

    Please note: Premium Time rewards are not appearing correctly in this update. This is an interface issue and the rewards are handed out correctly.

    Rate of Decay Special Operation

    We are introducing the first mission of the Black Company Special Operation, which is called Rate of Decay. The Rate of Decay Special Operation takes you to north-western Texas where you’ll have to navigate through perilous canyons and fight your way through the ambushes while providing protection for your allies. For more information about the background, please visit our earlier article. Please note:

    • Special Operations are available in the PvE section of HQ
    • Make sure to turn your voiceover sound settings on (or up) to understand what’s going on in the mission

    Make sure to submit your feedback in Discord so that we can iron out any potential issues!

    Red Cold Event

    The Red Cold event is bound to launch tomorrow, on October 19 in the morning (CEST/MSK). We are adding the new content including the Gadyuka skin called Patriot.

    General Changes

    • Added a brand-new Garage to the game (make sure to turn up your voiceover volume as there are story dialogues in the garage itself)
    • Fixed an issue where the queue window was displaying strange incorrect bonuses
    • Improved the game’s loading performance once more
    • Arjun: Added a dozer blade ramming damage bonus
    • BMPT-72: Removed the incorrect weakspots on the upper frontal plate
    • Challenger 2: Improved the damage on the HESH round (it dealt less damage than the Challenger 1 round)
    • Derivatsiya: Camouflages on this vehicle now appear correctly
    • Leclerc: This vehicle now has 12.7mm machinegun instead of 7.62mm
    • M50 Ontos: This vehicle now loses camouflage when moving (as intended)
    • Merkava Mk.1: Fixed an issue where it wasn’t possible to switch fast between HEP shells and other types
    • PTZ-89: HESH shells now have the same loading time as other shell types (they took longer to reload)
    • Shadow: Removed the chance to set the engine on fire (hybrid engines should not burn)
    • T-80UM1 Bars: Fixed an issue where the module unlock cost corresponded to Tier 7 (now corresponds to Tier 8)
    • T-80UM1 Bars: The tank now shows in the garage filter correctly
    • T-80UM1 Bars: Fixed the ERA layout
    • TOS-1M: Autocannon now has correct elevation and depression values and no longer clips into the hull
    • TTB: Added the Modern Kinetic Round trait (TTB has them already)
    • ZTZ-20: WP missiles now load the correct amount in the UI (20/20)
    • PvE mission “Sapphire”: Fixed a spot where players could get stuck (bunker at H4)
    • PvE mission “Spearhead”: Fixed a spot where players could get stuck (pipes at F6)
    • Special Operation “War”: Fixed a spot where players could get stuck (sector E7)
    • Special Operation “Unrest”: Fixed a spot where players could get stuck (sector B5)
    • Fixed several other minor spots on multiple maps where player vehicles could get stuck
    • Fixed the AI vehicle behavior on a number of PvE maps, including Anvil, Life Jacket and Wages of Sin
    • Reduced the amount of cases where players see an incorrect vehicle model when obtaining a new vehicle
    • Fixed some small visual issues
    • Fixed some small UI issues
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

    Other notes:

    • The update was supposed to come last Thursday on 12th October, but the devs ran into problems and postponed the update to today.
    • Rate of Decay is the first and only mission available for the Black Company spec ops chain right now. The Apocalypse and Exodus missions will be moved to weekend mode.
    • Arjun got a functioning dozer blade module back in April, but the ramming bonus allegedly didn't work until now.
    • Despite what patch note suggests, the Bars' module and upgrade costs actually remain unchanged.
    • People who own the T-72 M1R skin have lost access to it, and its visuals are not displaying in the game
    • There are also reports of cooldown timers in contract missions and BP repeatable missions resetting after update, or that those in progress were forced to go through a timer before resuming its original state. Some people are also not happy that battalion mission timers no longer reset after at a certain time of the day, but always a fixed cooldown time after completion.
    • If clicking on the reset button on a commander's skill field screen, the confirmation window shows no reset options (i.e. free reset and lose XP, paying with credits to lose less XP, or pay with gold to lose no XP), and continuing to reset will allegedly use the free reset option. Previous options to reset for free and without XP loss as a result from commander rebalance / changes are no longer available. It is not known if this bug occurred from this patch or from a previous update.
    • The "Remove" option from contextual menu is gone if you try to remove an expired rental vehicle from garage.
    • There is also a more serious problem where the game crashes with Nvidia graphics card driver. SS made an announcement about this:
      Quote

      ... we are aware of the Nvidia driver issue that's causing crashes in Armored Warfare. As a temporary solution:

      • Disable all overlays (especially Nvidia Experience, Discord or Steam)
      • AND/OR replace drivers with an older version

  2. Second patch of the week is now up.

     

    Source:

    https://aw.my.games/en/news/general/update-0706-now-available

     

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    We are happy to announce that the Update 0.70.6 is now available!

     

     

     

    List of Update 0.70.6 Changes

     

    T-80UM-1 Bars

    We are introducing a new progression vehicle, the Tier 8 T-80UM-1 Bars MBT. In addition to the standard Experience and Credit requirements, unlocking this MBT requires playing 100 matches using the T-80U Tier 7 MBT in order to make sure you are accustomed to the tank’s playstyle. You can read more about it in our dedicated article.

    General Changes

    • Fixed the issue with incorrect bonus for long queues (except for Ranked Battles)

     

    The previous batch of progression vehicles before the T-80UM-1 was added 3.5 years ago.


  3. Source:

    https://aw.my.games/en/news/general/update-0705-now-available

     

    Quote

    We are happy to announce that the Update 0.70.5 is now available!

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    List of Update 0.70.5 Changes

     

    • Fixed several issues that caused a server crash and improved the stability of the system
    • Fixed an issue where Special Operation dialogues would sometimes stop working (hopefully that is, please report any re-appearance of this issue)
    • Gepard skin Gepard 1A2: Fixed the vehicle’s historical description
    • Gepard skin Gepard 1A2: Fixed several minor visual issues
    • PvE mission Albatross: Fixed the fuel tanks making players stuck at I4
    • PvE mission Wages of Sin: Improved the Credit income for completing the mission’s objectives
    • Fixed an issue where the AI opponents would sometimes (rarely) not move on some maps
    • Fixed an issue where switching between shells did not work correctly in Alabino
    • Fixed some small UI issues
    • Fixed some small localization issues
    • Added some assets for upcoming events

    Please note that the the T-80U MBT is temporarily disabled, we apologize for the inconvenience.

     

    The progression variant of the T-80U is disabled from selection, upgrade, or play, but reskin premium versions such as Shark and Spacewalker are not. Nevertheless, playing matches in those versions of T-80U will not actually contribute to the 100-match unlock requirement for the T-80UM-1 Bars, at least not for this current build.

     

    A few more confirmations from SS on official Discord server:

    • Only progression variant counts for the 100-match requirement
    • Requirement is not retroactive, i.e. you have to start from 0 after today's update and when the progression T-80U is enabled again in the future (ETA unknown)
    • There is no time limit for unlocking the T-80UM-1 Bars

     

    There is a bug showing a currency icon with the text "overprogression_t-80u" on the queue window when waiting time exceeds 3 minutes (i.e. when the bonus kicks in). SS says it is a visual bug with "no real impact or anything".

    _NRFkzqITgSNKG8QPbaYDg.png

    • Upvote 1

  4. Source:

    https://aw.my.games/en/news/general/development-boxer-riwp

     

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    In our last articles about the upcoming Battle Path we’ve discussed the Boxer CRV Tier 9 Premium AFV and the Puma Tier 10 Premium AFV but now’s the time to show you the ultimate prize, for which we’ve chosen a very specific configuration of the Boxer platform – Boxer RIWP.

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    Boxer (Tracked) with 30mm turret

    Boxer RIWP is a combination of two existing systems – the Boxer (Tracked) platform and the RIWP turret by MOOG. Let’s start with the first part. Boxer (Tracked) is a private venture by KMW, one of the manufacturers and developers of the original Boxer platform. It’s basically exactly what the name suggests – a modified Boxer hull with a tracked suspension similar to the one used on the Puma IFV. The vehicle appeared in the summer of 2022 at the EUROSATORY expo in Paris.

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    Boxer (Tracked) with GCT120 turret, Eurosatory 2022

    The advantages of such a platform are obvious – for KMW, at least, because they have produced a tracked platform with the same properties as the Boxer (it supports interchangeable modules) but with higher carrying capacity (up to 45 tons) and improved off-road capability (tracks are much better off-road than wheels, after all) for a fraction of cost of a completely new IFV. Moreover, the platform supports the same wide range of configurations as the original Boxer.

    The unveiled version was fitted with the RCT120 turret armed with a 120mm low recoil smoothbore gun – in other words, it was in fire support or even light tank configuration. The tracked Boxer shown weighed some 40 tons (of which 28 tons was the Drive module), was powered by 1180hp MTU 881 CR diesel engine and could go as fast as 70 km/h (some sources claim even 100 km/h but that’s most likely an oversight based on the wheeled Boxer). The protection was basic steel presumably STANAG 4569 Level 3-4 (similar to the original Boxer) but it could be enhanced by pretty much anything on the market, from StrikeShield to Trophy.

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    Boxer (Tracked)

    It should be said that the vehicle that appeared at the expo was purely for demonstrational purposes and was nowhere near production-ready. As such, it didn’t attract any customers – couldn’t have, the finalized version is years away. But it is an interesting concept, especially for the countries already using the Boxers, especially the United Kingdom with its Ajax program that is, mildly put, problematic.

    The vehicle became quite popular last summer amongst tank enthusiasts and quickly turned into an often-requested candidate for introduction into Armored Warfare. The biggest problem with it was, however, the general blandness of the concept. Light Tanks are quite difficult to use in the game and the RCT120 turret has little going for it. Simply put, it was boring. And this is where the RIWP turret comes in.

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    RIWP Turret

    This turret (or weapons module, if you will) was developed by MOOG sometimes around 2013-2014 and has been evolving ever since. The word RIWP stands for Reconfigurable Integrated-weapons Platform and that’s exactly what this is – a combat module that can be fitted with pretty much any weapon system the customer desired. It’s an incredibly versatile platform that consists of the main turret (carrying a gun) and two optional pylons. The gun in question can be pretty much anything from a 7.62mm universal machinegun to a 30mm autocannon. The pylons can carry Stingers, TOWs, Javelins, Hellfires – almost anything you can think of.

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    Stryker SHORAD-M

    It’s a service module too – it’s being used on Stryker SHORAD-M, the short-range air defense vehicle of the U.S. forces. That’s roughly the configuration we’ll be using, without the air-defense sensors of course. But the best part? It’s specifically listed as being compatible with the Boxer.

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    Boxer with RIWP Turret (render)

    This is not as what-if configuration as you might think. The Boxer was already tested with the RIWP so it stands to reason that it can be fitted to the tracked Boxer as well. And that’s what we have for you. Let’s discuss the game performance then since this vehicle’s all about player choices.

    In Armored Warfare, the Boxer RIWP will be a Tier 10 Premium Armored Fighting Vehicle.

    Let’s discuss the more obvious things first and then get to the really interesting part, which is the weapon set. This AFV is exactly what you’d expect, the Tier 9 Boxer on tracks and will be obtainable by reaching Level 50 (the maximum level) of the Exile Battle Path.

    It’s not that heavier than the Boxer (we estimate the RIWP configuration to be roughly 40 tons) but has a much more powerful engine (1180hp diesel), which means it’ll be relatively nimble and fast – think K21 XC-8 but better. The maximum speed will be limited to 70 km/h but the acceleration and agility will be nothing to scoff at (2.9s from 0 to 32 km/h, 45 degrees hull traverse). Protection-wise, we have Boxer armor with StrikeShield (same configuration) along with ROSY soft kill APS. It won’t do a lot of spotting with its 370m viewrange but it will have decent 25% camouflage rating. It’ll also have a crew of two and carry a sniper as a potential spotter aid.

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    Click the image to open a larger version

    And now to the really good stuff. The vehicle will offer you FIVE different turret configurations at your disposal. Each of them comes with two main weapons:

    • 30mm autocannon (similar to the AbramsX one but will also feature a modern APFSDS round)
    • 7.62mm machinegun

    The weapons elevate to +60 degrees, depress to -20 degrees and the weapons station is, of course, unmanned. The configurations will look as such:

    • Close Support – 4x7 70mm Hydra unguided rocket pods (fires two Hydras at once every 0.25s followed by 13s of reloading)
    • Overhead Support – 4x TOW featuring standard TOW ATGMs but also TOW Aero roof-attack missiles (fires two missiles at once followed by 1.7s reload time, then the other two missiles and then the launchers reload 10 seconds)
    • Long-Range Support – 4x Brimstone (fires two missiles at once followed by 2s reload time, then the other two missiles and then the launchers reload 22 seconds)
    • Kinetic Support – 8x Starstreak (fires two Starstreaks at once every 1.25s followed by 10s of reloading)
    • Hybrid Support – this configuration has a Javelin two-tube launcher on one side and Brimstone two-tube launcher on the other side that you can switch between, both fire two missiles at once (the Brimstone launcher reloads 11s and the Javelin launcher reloads 9s)

    In case it was not obvious from the text above, all configurations fire two missiles/rockets at once, which makes them far deadlier due to the fact they can overwhelm APS easily enough. It’s also worth noting that we’ll be taking a look at the Javelin and TOW Aero (and similar system) conduct because these weapons have been underperforming as of late.

    And that’s pretty much it, that’s the top prize. We hope you’ll enjoy it and are looking forward to telling you more about further improvements to the Battle Path.

     

    Some comments from SS:

    • "It's not a no-brain vehicle."
    • Boxer RIWP's autocannon is "a sort of secondary weapon, the primary being the missile pods."
    • Missile reload times are "preliminary. We don't want to release it broken."
    • As for why no high calibre gun is chosen to make it function as an LT, "LTs have very limited audience because they are basically AFVs (but worse) or TDs (but worse)", and that "they were never great sadly because they rely on a concept that rarely works (flanking)."
      • Though one can argue that LTs are better gun fire support vehicles than gun TDs due to better view range, and that the concept of flanking rarely applies to the game because of map design and overall class balance.
    • The vehicle will have 2 default modules and 3 overprogression modules - presumably referring to weapon configurations.

     

     

    • Upvote 1

  5. Source:

    https://aw.my.games/en/news/general/update-070-now-available

     

    Quote

    We are happy to announce that the Update 0.70 is now available!

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    List of Update 0.70 Changes

     

    • Fixed an issue that caused a server crash and improved the stability of the system
    • Fixed an issue with the ATGM reticle that appeared in the last update
    • Fixed the appearance of the SPz BMP-1 skin
    • Fixed an issue where, if a vehicle became unspotted, the light from its headlights wouldn’t disappear with it
    • Fixed some small UI issues
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

     


  6. Source:

    https://aw.my.games/en/news/general/update-06020-now-available

     

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    We are happy to announce that the Update 0.60.20 is now available!

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    List of Update 0.60.20 Changes

     

    AbramsX Autocannon Fix

    The AbramsX roof-mounted 30mm autocannon now has a separate reticle that allows you to fire over obstacles. You can read more about the system in our dedicated article.

    General Changes

    • Extended the Eclipse Battle Path to November 16
    • Fixed an issue where the Battle Path Level 59 prize – flag unlock – was sometimes not compensated correctly (correct compensation is 25.000 Battle Coins)
    • Special Operation Death: Fixed a place where players could drive out of the map at F2 (the “gate bypass” exploit) – second attempt
    • Added a warning for situations where players attempting to buy items in the Battle Path magazine fail to do so because the stock refreshed during the process – second attempt
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

    This patch introduces a new bug where missile reticles no longer show penetration indicator colours properly - it's usually just white. The launcher reticle (not necessarily the aiming reticle) may also appear in a seemingly random location and flicker about at times.


  7. Source:

    https://aw.my.games/en/news/general/development-boxer-crv

     

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    Last week we introduced the Puma, a German Tier 10 Premium coming in the next Battle Path. We also mentioned the Puma would be the middle prize (available for reaching Level 31 of 50 for that matter). And today, we’d like to tell you about the vehicle that’ll be available as the Battle Path’s first prize (for reaching Level 20) – the Boxer CRV Tier 9 Premium Armored Fighting Vehicle.

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    Boxer CRV

     

    The Boxer platform has an interesting history reaching all the way back into the early 1990s when France, Germany and the United Kingdom decided to launch a joint wheeled modular platform project. Back then, modularity was a cutting-edge concept and despite the lack of funding for military projects and all the end of the Cold War budget cuts, they all thought they had something in there.

    The beginning looked like it would end up as usual. The project was launched in 1993 by France and Germany (Great Britain joined in 1996) but by 1999 France already broke off and did its own thing (which would end up with the VBCI). This is usually the point where the Germans and the British get into additional arguments, scrap the project after multiple billions spent and buy American.

    But it wasn’t like that in this case because there was really something to be had. For one, the project was managed competently by the Germans, specifically a company called ARTEC. There was an EU supervision panel but ARTEC was apparently in charge. Being controlled by both KMW and Rheinmetall comes with a lot of perks, including a huge lobbying pull.

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    Boxer prototype, 2003

     

    The Netherlands joined the project in 2001 and a year later, the first two demonstrators were ready. By that time, the project had many names, different for each country:

    • GTK for Germany (Gepanzertes Transport-Kraftfahrzeug)
    • PSW for the Netherlands (Pantserwielvoertuig)
    • MRAV for the UK (Multi-Role Armoured Vehicle)

    The name Boxer appeared around 2002. Where exactly it came from is not quite clear but it was adopted and is currently used pretty much universally. The original idea was to order 200 vehicles for each of the participating countries. The United Kingdom, however, withdrew from the program in 2003 (it would rejoin the program 15 years later, but we’ll get to that). The Netherlands ordered 200 vehicles in 2006 to replace the old M113 variants such as the YPR-765 while Germany ordered 272 vehicles in 2006 to replace the old M113s and Fuchs AFVs (not the Marder). The initial production was scheduled to launch in 2004 but it was delayed until 2009 (the five years in-between were used for additional rigorous testing).

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    Drive Module

     

    As technology goes, the Boxer is pretty much cutting edge even today, three decades after the project launch. The platform consists of two parts:

    • Drive module (universal for all configurations)
    • Mission module (different for each configuration)

    The Mission module can be replaced very quickly using a crane. Whether this is actually a useful feature is another matter but it potentially allows the users to receive specialized variants (if needed) very quickly or to upgrade APCs to IFVs on short notice (providing the appropriate modules are available).

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    Mission Module

     

    Both modules offer roughly the same protection (plus the option to mount extra composite armor on the basic steel hull). The baseline armor is said to be STANAG 4569 Level 4 all around, which means that the vehicle can withstand 14.5mm heavy machinegun bullets from any angle. The additional armor kit (AMAP-B) brings its frontal resistance up to Level 6, making the vehicle frontally resistant to 30mm autocannon rounds. Additional defensive measures include various systems that we’ll get to later.

    The IFV version weighs some 38 tons, has a crew of 3 and is armed with a turret somewhat similar (but not identical to) the Puma IFV, featuring 30mm autocannon and a missile launcher. It is powered by a 15.9 liter MTU 8V 199 TE21 8-cylinder diesel producing some 816hp, allowing the vehicle to go as fast as 103 km/h (typical off-road speed being 40-45 km/h).

    There are several sub-types of the platform, from the oldest A0 to the newest A3. They basically represent separate production runs and have only relatively minor differences, including additional protection. Most of the Boxers built are of the A1 and A2 variants. All in all, the Boxer is a very solid platform and it has seen a lot of market success (especially compared to the Puma).

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    Boxer CRV

     

    Three facilities producing the Boxed had been established – two in Germany and one in the Netherlands. In total, more than 1600 vehicles have been built so far or are planned to be built, including:

    • 531 for Germany
    • 200 for the Netherlands
    • 600 or more for the United Kingdom
    • 211 for Australia
    • 91 for Lithuania

    The contracts are ongoing but it is the Australian contract that’s most interesting because our Boxer is based on the Australian version.

    The Australian Boxer won the contract for the LAND 400 Phase 2 program that sought to replace the aging ASLAV vehicles (MOWAG Piranha III variant for Australia) that have been in service since the early 1990s. The LAND 400 program has been in work since the mid-2000s – the initial Request for Information was issued in 2006 with another, more detailed one following in 2009. The program included several phases:

    • Phase 1 was the initial 2006-2009 market evaluation
    • Phase 2 was the acquisition of ASLAV replacement
    • Phase 3 was the new IFV program (recently won by the Korean AS21 Redback)

    Phase 2 was launched in the December of 2015. By the summer of 2016, two most likely to succeed candidates were selected – Rheinmetall with its Boxer and BAE with its Patria AMV version called AMV 35. Further evaluations took place between 2017 and 2018. The winner – Rheinmetall – was announced in the March of 2018. Simultaneously, the contract was reduced from the original 225 to 211 vehicles and signed in August of the same year (for 211 vehicles and 12 spare combat modules). The first 25 vehicles would be made in Germany, the rest in Australia. The contract would comprise of:

    • 133 CRV vehicles (fire support and recon Boxers)
    • 13 multi-purpose vehicles
    • 15 command vehicles
    • 29 JFS vehicles (basically lightly armed scouts)
    • 10 recovery vehicles
    • 11 repair vehicles

    The vehicles are to be built until 2026 (the first ones were delivered in 2019).

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    Boxer CRV

     

    The CRV variant is intended for recon missions and combat, which is why it is armed to the teeth with the Rheinmetall Lance turret armed with 30mm Mk.30/2 autocannon and a Spike ATGM launcher (in later versions). The initial version from 2016 did not feature additional protection (just the composite armor option) or the missile launcher.

    The gun can depress to -10 degrees and elevate to +45 degrees and can fire 200 rounds per minute (including programmable ones) although the rate of fire is variable and can reach up to 600 rounds per minute. The turret also features the C4ISR Battlefield Management System by Northrop Grumman. Additional, optional defensive measures of the CRV include the ROSY Soft-Kill APS and the StrikeShield hard-kill APS.

    In Armored Warfare, the Boxer will be a Tier 9 Premium Armored Fighting Vehicle.

    As was mentioned above, it’ll be a reward for reaching Level 20 of the Exile Battle Path. Concept-wise, it’s similar to Puma – a solid infantry carrier and fire support vehicle with some interesting features and good protection.

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    Click the image to open a larger version

     

    What makes it Tier 9 and not Tier 10 is the fact that the Puma is a bit more high-tech than the Boxer, is more protected and is a heavier, tracked vehicle overall. The Boxer, on the other hand, will offer more burst firepower than the Puma, which will make it more suitable for PvP.

    But first things first. Let’s start with the armor. Aside from the usual frontal protection from autocannon shells, the Boxer CRV will feature two additional systems:

    • ROSY soft-kill APS
    • StrikeShield protection system

    We intentionally are not saying anything about StrikeShield APS because it’s not really an APS in the game. From the game perspective, StrikeShield is more similar to ERA than anything else. The reason for that is that unlike typical hard-kill APS (like the Trophy) that consists of a series of sensors and a rotating launcher that lobs some projectile at an incoming missile, the StrikeShield (like its AMAP ADS predecessor – it’s basically the same system) consists of static segments, each with its own sensor set. In addition, these act as additional armor as each comes with a steel plate. The outer layer can withstand 7.62mm AP bullets while the inner layer (behind the sensor suite and charges) can withstand 14.5mm bullets on its own.

    APS

     

    StrikeShield APS

     

    When designing this system in Armored Warfare, we had to look at some aspects of how the APS in the game works. On one hand, we have some similar static systems in the game. On the other hand, they don’t work really well and are implemented unrealistically. The two solutions that come immediately to mind are:

    • A single comprehensive system that detonates each module depending on the direction the incoming projectile is arriving from
    • Or each element should be its own separate APS working in a narrow angle

    The first solution is incredibly hard to implement as it would require a total APS overhaul. For such a unique system that cannot be used anywhere else (at least for the time being), this is a massive resource sink that would delay other things. Not worth it.

    The second solution is more interesting and logical but it has two major issues. First is some unintended behavior. The modules are placed so that if you fire at the front of the vehicle, the frontal module “catches” the missile and explodes. But if you fire alongside it, you make the side modules explode. It’s hard to describe but it looks incredibly uncanny. The second – and perhaps more important – issue is that for this to work, you have to have a separate APS module for each segment and it breaks the UI really badly. Again, no good solution to this issue.

    In the end, we decided to implement the StrikeShield combat modules as ERA with multiple charges (in addition to the extra armor they provide). We’re still working on the mechanic so we don’t have more to share right now – but the side armor of the vehicle will be durable and the Boxer will also feature effective soft-kill APS.

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    Boxer CRV

     

    Next, the firepower. Once again, we’ll have a combination of 30mm autocannon and a Spike launcher with two launch tubes. The autocannon is similar to the one used by Lynx Skyranger and will also use similar ammunition (APFSDS and PELE). The autocannon will have a limited magazine and the overheat mechanic as well as a rather high rate of fire. In addition, the missile launcher (tandem HEAT missiles, the usual) will have the option to launch two missiles at once (it’ll have to be unlocked via Battle Path progression).

    When it comes to mobility, the vehicle will be fairly slow and sluggish. On the bright side, it’ll make it easier to control. The Boxer will also carry Mechanized Infantry – quite possibly larger squads than usual (6 AT troops, 3 mortar crews or 2 snipers).

    And that’s pretty much it. The Boxer will be more a wheeled tank than a scout, with a lot of firepower to boot. We hope you’ll enjoy it and are looking forward to telling you more about the final vehicle of the Battle Path.

     

    More info on upcoming "Exile" BP:

    • Boxer (Tier 9 AFV) will be available at Rank 20
    • Puma (Tier 10 AFV) will be available at Rank 31
    • One more Tier 10 vehicle as the final prize (SS said it's not Piranha)
    • When asked on official Discord if release date is in November or later, SS replied "November looks like, yes"

     


  8. Source:

    https://aw.my.games/en/news/general/development-puma

     

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    Commanders!

    As the “Eclipse” Battle Path slowly enters its final month, we’d like to start telling you more about the next Battle Path we have in store for you – this one will be called “Exile” and the first vehicle that will appear as a prize (not the top prize, mind you) will be the long-awaited Puma Tier 10 Premium AFV.

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    Schützenpanzer Puma

     

    As usual, a little history first. The Puma is the current most modern Infantry Fighting Vehicle of Germany’s military, the Bundeswehr. In a way, its history started where the Marder 2 left off.

    After the unification of both Germanys and the enormous expenses that came with it along with the collapse of the Soviet Union and its threat to Europe, the Bundeswehr of the 1990s found itself without modern equipment. By then, Russia was just a shadow of its former power and its conversion to open market capitalism was seen as a far likelier option to its re-militarization. That was why most German military projects were either cancelled altogether or moved forward at a glacial pace.

    Despite these circumstances, there was some progress and by the mid-1990s, Germany recognized once again the obsolescence of its hundreds of Marder IFVs. The Puma project started as an off-shoot of an older NGP unified platform project which (as these multi-vehicle platform plans often tend to) ended unsuccessfully in 2001. Both projects ran in parallel for a while since the “Neuer Schützenpanzer” one (the Puma one) was launched in 1998 (originally under the codenames Panther and Igel – Hedgehog in German).

    The original specs called for a heavy IFV with excellent crew protection with less emphasis put on the vehicle’s weight – after all, it was intended for Europe, not to be flown around the world. The September 11 attacks changed that and a weight cap of 32 tons was added to the requirements along with the vehicle being possible to transport via an Airbus A400M plane. In other words, size restrictions were imposed on it as well. After a bit of flip-flopping from the government side (including the considerations of buying a fleet of CV90s), the development (including the new requirements) took off in earnest roughly around 2002 with a contract between the government, Rheinmetall and KWM, which called for a delivery of a demonstrator in 2005 and pre-series vehicles in 2006.

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    Puma demonstrator, 2003

     

    The original amount the contract was working with was 405 vehicles in total, not enough to completely replace the Marders but enough to relegate them to secondary roles.

    By 2006, the pre-production vehicles were indeed delivered and the testing began. It uncovered some rather serious issues with drivetrain, which led to delays in signing of the production contract as well as some rather serious concerns from the government. The objections were, however, overruled and the 405-vehicle contract (worth 3.1 billion EUR) was confirmed in 2009.

    By 2012, more issues arose as the price of the program kept rising. During the parliamentary discussion of the topic, it was revealed that the projected costs were actually double of the original amount (5.99 billion EUR). The same year, the contract was reduced to 350 vehicles.

    In the meanwhile, the early 10 production Pumas were undergoing a series of trials, which revealed new teething issues. It took some time for them to be fixed but by 2015, the vehicle was ready to be accepted for service with the Panzergrenadier (Mechanized Infantry) units. The production continued at a somewhat steady pace and by 2019, a new production run of 210 vehicles was announced. In December 2022, the Bundeswehr had roughly 350 operational Pumas.

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    Puma, Level A configuration

     

    But it wasn’t all sunshine and roses – not by a longshot. In short, Pumas had – and still have – issues. Reliability problems were cited as the most common, reaching the point where the Bundeswehr announced on March 18, 2021 that a large chunk of Pumas was not operational, affecting even the elite of the NATO – the VJTF (Very High Readiness Joint Task Force). It seems that these problems were known for quite a while and only got out to the public when the situation became critical.

    Another problem was that the Puma was – and is – expensive. Really expensive. It’s one of the most expensive IFVs out there, which did not help the attempts to export it in the slightest. So far, the Bundeswehr is the only military using the Puma – but not for the lack of trying. The Puma was marketed without success to the following countries:

    • Australia (retired from the Land 400 contest that was later won by the Redback)
    • Canada (acquisition cancelled)
    • Chile (allegedly way too expensive for South America)
    • Croatia (lost to the American M2A2 ODS)
    • Czech Republic (fared poorly in testing, lost to the CV90)
    • Hungary (lost to the Lynx)

    In the meanwhile, during a December 2022 exercise, all of the 18 Pumas involved broke down (mostly due to electronics issues), an embarrassing result by any standard. The abovementioned issues led to a temporary pause on the German contract of 210 vehicles, which was subsequently reduced in May 2023 to 50 Pumas delivered between 2025 and 2027. As of now, there aren’t enough operational Pumas to meet Bundeswehr’s requirements and the relatively obsolete Marder continues to serve.

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    Schützenpanzer Puma

     

    Despite all these setbacks, the Puma is a cutting-edge vehicle using the latest IFV trends to protect its crew. It has a crew of three and can carry six men. The whole crew sits in a separate compartment and the turret is unmanned, offering very high protection even without the full armor kit that can be removed for air transportation – this is the Level A config. The Level C config is the full high-intensity battlefield kit featuring additional AMAP-B composite armor and AMAP-SC ERA kit. In case you are wondering, Level B was supposed to be something inbetween intended for railway transportation but since Level C meets the railway requirements as well, it was scrapped.

    Level A (basic armor) offers protection from 14.5mm machinegun rounds only while Level C provides protection against 30mm autocannon rounds and heavy shaped charges both frontally and on the sides. The roof is also reinforced to withstand lighter mortar rounds and drone attacks. The Puma also offers significant protection from mine and IED blasts. And then there’s the MUSS soft-kill APS that launches smoke grenades when it detects an ATGM launch. In short, the Puma is one of the best-protected IFVs on the planet.

    The firepower is also adequate with its unmanned turret armed with a 30mm autocannon and a launcher for two Spike-LR guided missiles. The autocannon can fire programmable ammunition as well as armor piercing one. The autocannon is belt-fed, providing the option of continuous fire. The fire control system is cutting edge of course, although the details aren’t publically available.

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    Schützenpanzer Puma

     

    The vehicle offers good mobility thanks to its solid MTU V10 892 diesel producing 1088hp, more than enough even for the Level C configuration that weighs some 43 tons. Its maximum road speed is around 70 km/h. And last but not least, there are multiple situational awareness systems including a 360 degree camera system that allows the crew to see the surrounding environment.

    In Armored Warfare, the Puma will be a Tier 10 Premium Armored Fighting Vehicle.

    Gameplay-wise, we will tune the Puma to become a solid vehicle for our PvE. After all, new PvE challenges are on the horizon and a reliable, well-protected AFV with good sustained firepower will come in handy.

    And that’s exactly what the Puma is – it won’t feature any special or situational features, it’ll just be a good, well-protected machine capable of laying down fire with its 30mm autocannon.

    Protection-wise, we’ll be basing our Puma on the Level C configuration of course, which means powerful frontal and side composite armor and ERA (or NERA, this is something we’re still looking into). In other words, the frontal protection and the side protection will be the same, which is rather new for Armored Warfare. On the downside, it’s not like the armor will match that of an MBT. Resistance to 30mm shells is roughly what you can expect along with a rather tame soft-kill APS.

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    Schützenpanzer Puma

     

    It’s worth noting we tried to model the famous Hedgehog armor (Igelpanzerung) on top but the model was just killing the game’s performance since it had too many polygons and a low polygon version looked terribly. In the end, we decided to model additional steel plates in its stead, so the in-game Puma will have the solid top protection you are likely expecting from it.

    Another interesting topic is the weapons and the unmanned turret (which will of course take reduced damage). The Puma will be capable of continuous fire, making the Spike LR launchers more or less secondary. It’ll be a convenient vehicle to use (expect -15/+45 depression and elevation) with a reasonable rate of fire which we are still deciding on. One option is a high damage/low ROF combo, which would be the realistic choice since the Puma gun fires at roughly 200 rounds per minute. The other option is a low damage/high ROF combo (think 450-470 rounds per minute), which would be unrealistic but offer higher in-game consistency (since we wouldn’t need to introduce overbuffed 30mm shells).

    What is decided, however, is that the Puma will not use magazines – the gun will overheat when fired continuously to regulate its damage per minute output (this is where the missiles come in handy) but the whole concept resembles more Marder 2 than, say, the Skyranger. The Spike ATGMs will be sufficient for Tier 10 as well – tandem HEAT with fire and forget option, two launch tubes with two seconds between launches followed by a longer reload.

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    The mobility will be average, as will the camouflage. The Puma will have excellent viewrange thanks to its advanced electronics – think 460 meters. And that’s about it, except one more potential trick up its sleeve.

    For the release of the next Battle Path, we are developing a new infantry type and the Puma will have it too. We aren’t sure we’ll be able to make it for the release (in which case it’ll be added later) and we do not have a prototype to show you just yet, but we do hope you’ll like it.

    All in all, there will be three level progression vehicles in the next Battle Path – the Tier 10 Puma (which is the middle prize), an earlier prize and the Tier 10 top prize. There will not be any overprogression levels in the Exile Battle Path and yes, the level prices will be tuned down again, which means you’ll be able to obtain the Puma fairly easily.

     

    New BP name is "Exile", and it will have three vehicles, with the Puma being the second reward vehicle, and another Tier 10 vehicle being the final prize (but not in the way how EBRC Jaguar was introduced as overprogression reward for Eclipse BP).

     

    Regarding the Puma:

    • The Puma has been a highly requested vehicle for some time, though SS commented in the past that he wasn't sure how Puma would play "differently from other generic boxy IFVs".
    • That said, Puma has been mentioned in a few of the Eclipse BP's diary entries.
    • According to SS on official Discord server, it will have regular infantry compartment (i.e. 4 AT troopers or 1 mortar trooper).

  9. Source:

    https://aw.my.games/en/news/general/update-0605-now-available

     

    Quote

    We are happy to announce that the Update 0.60.5 is now available!

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    List of Update 0.60.5 Changes

     

    Module Name Fixes

    Once again, we have fixed a number of module and ammunition names to match their correct real-life counterparts. Many thanks to Spyder, one of our esteemed players, for his contributions.

    General Changes

    • PvP map Waterway (Panama): Fixed a bunch of rocks near a bridge making players stuck at B3
    • PvE mission Scorpion: Fixed a rock making players stuck at I4
    • PvE mission Tsunami: Fixed a power pole making players stuck at D4
    • PvE mission Wages of Sin: Fixed a rock making players stuck at D4
    • Special Operation Death: Fixed a place where players could drive out of the map at F2 (the “gate bypass” exploit)
    • Added a warning for situations where players attempting to buy items in the Battle Path magazine fail to do so because the stock refreshed during the process
    • Further optimized the game’s loading process (third iteration)
    • Re-introduced the incorrectly removed “Russian Heart” decal that will be issued in the near future
    • Fixed an issues where the Afghanistan camouflages did not provide a proper bonus to camouflage rating
    • Fixed an issue where unlocking Battle Path levels and Loot Crates produced visual issues
    • Fixed some small UI issues
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

     


  10. This topic is brought up by Abyss on official AW discord server, as Eclipse BP has overprogression crates that drop premium vehicles that players have not yet earned, including those that are reskins of existing vehicles aka "Reskinniums". As a result we want to compile a list of known vehicles with everyone's input.

     

    Tier 2:

    • T92 ACAV (screenshot) (not obtainable from BP Eclipse crates, but still available directly from dealer)

    Tier 3:

    Tier 4:

    Tier 5:

    Tier 6:

    Tier 7:

    Tier 8:

    Tier 9:

    Tier 10:

    • Object 640 Black Eagle (not known to be obtainable under normal circumstances)
    • SPHINX Monster (screenshot)

     

    -- Will update the list if there are new findings --

    • Upvote 1

  11. Source:

    https://aw.my.games/en/news/general/update-05020-now-available

     

    Quote

    We are happy to announce that the Update 0.50.20 is now available!

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    List of Update 0.50.20 Changes

     

    Module Name Fixes

    We have fixed a number of module and ammunition names to match their correct real-life counterparts. Many thanks to Spyder, one of our esteemed players, for his contributions.

    Graveyard of Empires

    This Afghanistan-themed event will start tomorrow morning. Stay tuned for more information.

    General Changes

    • AbramsX: Changed the positions of both decals
    • AbramsX: Fixed an issue with an incorrect APS charge amount upon respawn
    • Namer: Fixed an issue where the Blossoms of Wealth skin was disabled for the EU/RU region
    • A number of skins have been enabled for the EU/RU region
    • Further optimized the game’s loading process
    • Removed an incorrectly issued player avatar
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

     


  12. Source:

    https://aw.my.games/en/news/general/update-0505-now-available

     

    Quote

    We are happy to announce that the Update 0.50.5 is now available!

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    List of Update 0.50.5 Changes

     

    • Extended the Eclipse Battle Path to September 28
    • Updated the visual gunfire effect for the BMPT vehicle series
    • AbramsX: Updated the vehicle’s armor to its intended values
    • AbramsX: Tank now has a 360 degrees smoke screen as intended
    • AbramsX: Fixed the appearance of the first decal slot
    • AbramsX: Fixed several smaller visual model issues
    • Somewhat optimized the game’s loading process
    • Improved the server’s stability
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

    Some additional notes:

    • AbramsX is now a Sophie Wölfli vehicle; it was previously under Unknown Dealer category.
    • Login bonus is broken again, though this problem was reported to start on the day before maintenance started.

  13. 22 hours ago, Zafir said:

    GET IT WHILE IT'S HOT! :classic_rolleyes:

    There are reports of web shop not working properly, i.e. a popup prompting users to log in when clicking on the "Buy" button, even if the user is logged in. Steam players also encounter purchase problems. Players registered via the Russian portal are not affected by this.

    UPDATE: SS made an announcement tonight that the web shop problem is now fixed, but there is still an ongoing problem on Steam.

     

    19 hours ago, ceejee007 said:

    But do I see it correct?; It does have a huge weak spot on the frontal amour? A Fully green bar in the middle of the frontal amour *the intended frontal amour picture). If that is correct the A.I will skin you alive.

    And it may be hot, but it is also (again for those premiums) very costly. :classic_dry:

    Godspeed.

    It seems to have relatively similar weakspots as high tier Abrams. Some vehicles like Leclerc T4 also have rather wide lower front plate weakspot, but bots don't consistently aim for that spot, so we'll wait and see just how vulnerable or tough it is from matches and other people's feedback after the fix.


  14. Source:
    https://aw.my.games/en/news/general/update-050-now-available

     

    Quote

    We are happy to announce that the Update 0.50 is now available!

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    List of Update 0.50 Changes

     

    AbramsX

    We are introducing some fixes to the AbramsX.

    • Fixed an issue where the aiming reticle would behave strangely when moving the hull
    • Fixed the autocannon module visual model
    • Fixed an issue where camouflage would not apply to the tank’s sides correctly
    • Fixed a missing piece of texture on the turret

    More adjustments will follow. Please note that the armor will be fixed in the upcoming update.

    General Changes

    • In-game report button now works correctly again
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

    A few points:

    • SS: "I wanted to have it called 0.49.1 but it might create chaos in our internal numbering so... it is what it is."
    • The sentence "Please note that the armor will be fixed in the upcoming update." was added a bit later in the patch notes.
    • The current iteration AbramsX has very thick frontal armour against ordinary AP shells at the moment (and it's very resistant to many ATGMs. The intended frontal armour layout is scheduled to come in next week's update. However, the tank is now on sale via lootcrates despite of this problem.

  15. Source:

    https://aw.my.games/en/news/general/update-049-now-available

     

    Quote

    We are happy to announce that the Update 0.49 is now available!

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    List of Update 0.49 Changes

     

    AbramsX

    We are introducing some fixes to the AbramsX. However, it is still not release-ready yet.

    • XM1111 MRM-KE now works the same way as on Griffin 120mm
    • Fixed the unintended driver’s hatch weakspot
    • Fixed the incorrect 500 shell counter in battle
    • Fixed the destroyed model physics

    More adjustments will follow.

    General Changes

    • Gadyuka: Fixed the unintended gun convergence buff
    • M50 Ontos: Fixed an issue that allowed you to fire faster than intended while the Retreat ability is active
    • Base paint Olive Drab (1944-1945) now has the intended color
    • Fixed some small localization issues
    • Added some assets for upcoming events

  16. Source:

    https://aw.my.games/en/news/general/update-048-now-available

     

    Quote

    We are happy to announce that the Update 0.48 is now available!

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    List of Update 0.48 Changes

     

    AbramsX

    We are adding the AbramsX Main Battle Tank to the game. It will soon be available in our Web Shop. For more information, please read the attached article.

    General Changes

    • Otomatic: Fixed an issue where the smoke grenades fired only forward
    • Removed the intro video
    • Fixed some small localization issues
    • Added a few assets for upcoming events

     

    • For unknown reasons, the devs have skipped 0.47 in version number and go from 0.46 to 0.48.
    • AbramsX is added to the game, but there are problems, most notably its frontal armour (among other bugs), so it won't go on sale right away.

    IMG_2760.png

    • Upvote 1

  17. Source:

    https://aw.my.games/en/news/general/development-as90

     

    Quote

    The Centurion AVRE Contract is slowly coming to an end and today, we’d like to unveil the next Contract Mission vehicle, which is the British AS90 Self-Propelled Gun.

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    AS90

     

    As usual, a little bit of history first.

    The AS90 (which stands for “Artillery System for the 1990s”) started as a private venture of VSEL (Vickers Shipbuilding and Engineering Limited) to build a modern self-propelled howitzer based on an older export turret project from 1982 called GBT 155, which could be mounted on a number of platforms. In this case, the GBT 155 was trialed in India on a Vijayanta chassis (itself a Vickers tank) but never accepted in service.

    Contrary to the GBT 155, however, the AS90 was aimed at the domestic market – Britain. In the 1980s, the British Army was looking for its next self-propelled gun to replace the obsolete FV433 Abbot with something with a lot more firepower and the Vickers’ FH70 towed 155mm L/39 gun seemed like a very good candidate for an upgrade in mobility and protection.

    By the time the project begun, Britain was involved in the unsuccessful SP70 project along with Germany and Italy since 1973. After a decade of development, the result was noticeably worse than the American M109 Paladin, which ultimately led to its cancellation in 1984. Vickers knew about the project and its problems as it was the company involved in the design and production of the SP70’s main armament, the FH70 howitzer. They considered mechanizing this excellent gun fundamentally a good idea but with the SP70 national collaboration a mess as usual, they waged on the project dying on the vine. When that happened, they’d be ready.

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    SP70

     

    As its name suggests, the idea for the AS90 was to bring the self-propelled artillery concept into the 21st century. The emphasis was put especially on firepower, crew survivability and systems integration. The goal was also to make the system as easily operable as possible along with the ability to rapidly load, fire, and move away before any retaliatory counter-battery fire could harm it. The final important aspect of this design was the possibility of an upgrade – no gun stays unbeaten forever and the engineers were well-aware of that fact.

    The development ran in one form or another from roughly 1982 to 1985 (the preparatory phase) with the first prototype being ready in 1986.

    On one hand, the AS90 was innovative, but it was also to use well-proven components so that it could be rolled out quickly. The SPG was therefore of classic composition. It had a chassis with a front-mounted engine and a fully traversable turret. The crew consisted of five members (driver, commander, two weapon operators and a loader) protected by welded 17mm thick steel armor – barely enough to withstand heavy machinegun fire. But the emphasis was put on surviving counter-artillery strikes, specifically the 152mm shell fragments.

    Additional protective measures included a NBC protection system, automatic fire suppression system, and turret-mounted smoke grenades.

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    AS90

     

    The 45 ton vehicle was powered by an American Cummins VTA-903T-660 14.8 liter engine V8 diesel engine producing 660hp at 2800 RPM, paired with ZF LSG 2000 automatic transmission. This engine was similar to that used in the Bradley or the MLRS rocket launcher and there were trial runs with it cranked up to 750hp – however, in British service it was detuned to improve its longevity and reliability. Regardless, it made the vehicle quite mobile and agile despite its ground pressure value being worse than that of the Paladin. Its maximum speed was 55 km/h. The average off-road speed was roughly 30-35 km/h.

    The suspension was hydropneumatic and non-adjustable. The vehicle could cross a 0.88m tall wall or a 2.8m trench, or ford a 1.5m deep body of water. The maximum range was roughly 370km while driving at the speed of 45 km/h (which implies hard surfaces).

    And last but not least, there was the firepower. The 155mm L/39 howitzer could fire NATO standard ammunition. The gun came with a fume extractor and a muzzle brake. The loading mechanism it used allowed it to fire:

    • 3 rounds within 10 seconds
    • 6 rounds per minute for 3 minutes
    • 2 rounds per minute after that

    The vehicle could carry 48 shells and charges inside (31 shells in the turret bustle in four modules). The gun could depress to -5 degrees and elevate to +70 degrees. The turret traverse was electric (10 degrees per second) with the power provided not just by the engine, but alternatively by an in-built auxiliary generator, reducing the need for the engine to be constantly running. The turret could also be traversed manually.

    For its time, the AS90 used an advanced fire control system with automatic gun laying, navigation and other bells and whistles. The operators had a day/night telescopic sights at their disposal while the driver could use night driving optics.

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    AS90

     

    The June 1986 prototype was well-liked and underwent extensive military trials that ran until in June 1987. In late 1986, Britain left the SP70 project and started officially looking for its new SPG. The contest ran until June 1989 and the AS90 ended up winning it over the American M109A6 Paladin. A contract was signed for the production of 179 vehicles and the AS90 officially entered service in May 1992 under the name “Gun Equipment, 155 mm L131”. The full production run took place between late 1992 and the spring of 1995. The first British unit was operational in 1993.

    The AS90 development didn’t stop there. In 1994, a prototype appeared featuring a Royal Ordnance 155mm L/52 gun along with a new shell charge system called MCS. Nothing really came of it, the time of the longer gun came later when, in 1997, a new AS90 variant with a 155mm L/52 gun was unveiled. This became known under the name AS90M “Braveheart”.

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    AS90M “Braveheart”

     

    The turret of this system was eventually mated with the South Korean K9 Thunder chassis to produce the AHS Krab variant (which has a French gun), but that is not really an AS90 variant anymore and therefore beyond the scope of this article. The “Braveheart” was not used by Britain due to issues with the new shell charges (co-developed with South African Denel).

    Further export attempts took place in the 1990s as well. In 1993-1994, the AS90 turret appeared on a T-72 chassis and was clearly intended for India. It passed some trials in 1996 but nothing really came of it. Another variant was the Desert AS90 (also known as AS90D) intended for the Middle East. The vehicle had improved cooling, air conditioning and different tracks. In 1996, it was successfully tested in Saudi Arabia and Kuwait but subsequently lost to the Chinese PLZ-45.

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    AS90 in Iraq

     

    In British service, aside from the peacekeeping operations in former Yugoslavia (Operation Cambrai in 2001), the AS90 fought in the Iraq War. During its deployment there, it was re-painted to sand color and some of the vehicles were upgraded to the AS90D standard. They were used during the Battle of Basra. From the mid-2000s, aside from some partial electronics upgrades, the British started scaling the use of AS90 down. By 2008, 134 vehicles out of 179 were in service. Seven years later, in 2015, it was only 117. Currently, they are still use by two units:

    • 1st Regiment Royal Horse Artillery
    • 19th Regiment Royal Artillery

    They are expected to stay in service until 2032. In early 2023, Britain announced it would send 32 vehicles of this type to Ukraine (in British service, they’d be replaced by the truck-mounted Archer artillery). This happened around April 2023 and the first combat footage appeared in May 2023. No losses of this artillery type have been reported so far.

    In Armored Warfare, the AS90 is going to be a direct-fire Tier 8 Premium Self Propelled Gun.

    Following the positive results of the overhauled Akatsiya testing, we will be introducing the AS90 as a direct fire vehicle that will be available in all game modes. We will be taking a lot of your feedback into account. Most importantly, this means increased reload times but higher damage per shot – and yes, the AS90 will hit hard.

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    Click the image to open a larger version

     

    We’ll be introducing the “standard” L/39 howitzer variant firing HE and HEAT shells. We briefly considered adding HESH shells as well but since we do have the Centurion AVRE with its high damage HESH shells on Tier 8 already, it’s better to do something different.

    We’ll be therefore adding the Copperhead HEAT round with terminal guidance. In Armored Warfare terms, it means that the shell will become controllable after a certain distance and will be possible to guide when firing at long ranges. It will not be agile of course – it’s a shell, not an ATGM. But it should make it easier to target vehicles at long distances.

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    Click the image to open a larger version

     

    The AS90 will also come with relatively high mobility and, of course, poor armor (although we’ll probably make it frontally resistant to basic autocannons).

     

     

    • Upvote 1

  18. Source:

    https://aw.my.games/en/news/general/development-object-292

     

    Quote

    Today, we’d like to officially unveil the second of the upcoming progression vehicles, the Soviet Object 292 MBT!

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    Object 292 model

     

    As usual, let’s have a bit of history first. Object 292 was a late Soviet era “supertank” that was intended to fight the next generation of NATO MBTs. It was designed as an improved variant of the T-80 series MBT by the Kirov Plant in Leningrad (St. Petersburg).

    You might be familiar with an overhauled T-80BV MBT with the 152mm 2A73 gun but that was not the “true” Object 292 – much like the Black Eagle “prototype”, it was just a testbed (in this case for the gun). It was developed in 1990 to see whether the 152mm gun could fit into the T-80B turret. It could (with some adjustments) and the vehicle underwent extensive trials in 1991 in Rzhev.

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    Object 292 (T-80B testbed)

     

    The tests have confirmed that the gun represented a major improvement of firepower compared to the standard 125mm 2A46 smoothbore series, including a 50 percent increase of muzzle energy. At the same time, due to its advanced construction, the gun had roughly the same recoil as the 2A46, allowing it to be installed into existing Soviet tanks. The chassis of the vehicle was stable and the vehicle performed well. At the same time, another welded turret was developed and it was this new variant that was to be used on the T-80U chassis and it is this combination we’re introducing.

    This Object 292 variant (also known as “T-80U tank with LP-83 gun” or sometimes “T-80M”) isn’t super-well documented but it did exist in the form of drawing and several models. In this configuration, the tank weighed roughly 46 tons and had a crew of three men.

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    T-80U tank with LP-83 gun

     

    The tank was well-armored, the protection levels of the turret were analogical to the T-80U MBT with the ERA kit being upgradeable from the usual Kontakt-5 to Malakhit (a precursor to the current Relikt system). The tank was to be fitted with two active protection systems:

    • Shtora-1M soft-kill APS (connected to new 3D17 Purga-2 or 3D17M Purga-2M smoke grenades instead of the usual 902B Tucha system)
    • Drozd-2 hard-kill APS

    The status of the tank was monitored by a new control system called Barsuk-2.

    The armament consisted mainly of the abovementioned 152mm 2A73 cannon (factory designation LP-83). The gun would be automatically loaded from a large carousel beneath the turret and a bustle-mounted charge storage (with blow-out panels). The vehicle carried 30 two-piece rounds, 16 of which were ready in the autoloader magazine. The gun fired the following shells:

    • Grifel-1 APFSDS with Tungsten core
    • Grifel-2 APFSDS with Depleted Uranium core
    • Grifel-3 HE-FRAG
    • Zaraysk APFSDS (the name also belongs to the research project of the LP-83 gun, performance unknown)
    • Sprinter ATGM with a tandem HEAT warhead

    The weapon was controlled by the 1A45M FCS featuring the DVE-BS wind sensor, 1G46M optics and either the older Buran-M night sights or the Agava-2T thermal imager. The commander had T01-K04 Agat-M optics at his disposal.

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    Object 292 model

     

    The tank was powered by the GTD-1250 1250hp gas turbine engine (or even the then-developed 1500hp GTD-1500G engine), allowing it to go as fast as 70 km/h.

    In short, it was to be a beast. However, with the breakup of the Soviet Union and the major budget cuts that followed, the vehicle was never really developed into a production variant. Its prototype had stayed abandoned for years until it was moved to the Kubinka tank museum and restored.

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    Click the image to open a larger version

     

    In Armored Warfare, the Object 292 will be a Marat Shishkin Tier 10 Main Battle Tank.

    We had several options as to what to put on Tier 10 of the branch but this vehicle seemed like the most natural choice, especially when we decided not to just go with a T-80B with a different gun but an entirely new turret. We also debated the name but in the end, we felt that Object 292 is the best-known option.

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    Click the image to open a larger version

     

    Gameplay-wise, we’re once again looking at a rather conventional vehicle with the gameplay similar to that of the Tier 7 T-80U MBT. The vehicle will be relatively difficult to destroy due to its compact size, fast, and hard-hitting, although the protection levels will perhaps not be the best of its Tier. After all, it’s a three-decades-old piece of technology. It’ll be best suited for players who like a lot of mobility and firepower without sacrificing too much protection.

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    Click the image to open a larger version

     

    We hope you’ll enjoy it and, as always:

    See you on the battlefield!

     

    Some notes from SS (but nothing's solid for now):

    • No ETA for now other than "beyond 'summer'"
    • T-80UM-1 Bars and Object 292 may get released first, with T-80BVM to follow later
    • Some measures will be taken so that players with excessive reputation can't just dump their resources and skip progression unlock to the next vehicle, e.g. playing a certain number of matches

     

     

    • Upvote 2

  19. Source:

    https://aw.my.games/en/news/general/artillery-overhaul-test-results

     

    Quote

    Following our earlier Artillery Overhaul announcement, you had the opportunity to test an overhauled Akatasiya in the field for the entirety of the last week. We’d like to thank all of you who did so and submitted their opinions via our survey.

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    We have gathered more than a thousand detailed pieces of feedback and have the weekend reading and analyzing them. Today, we’d like to share the results with you.

    The most important thing first – the test was a success with roughly three quarters of players supporting the direct fire overhaul. Specifically:

    • In the EU region, 72.5% of players support the overhaul
    • In the RU region, 74.7% of players support the overhaul

    The more detailed results are also remarkably identical for both regions:

    • Firepower-wise, most of you thought the vehicle was adequate (60%) or underpowered (30%)
    • The HEAT shell was deemed relatively weak (55% adequate, 40% underpowered)
    • The protection level was deemed either adequate (55%) or too low (42%)
    • The mobility was deemed adequate by most (80%)

    In other words, as you can see, almost nobody believes the vehicle was overpowered and a good chunk of you believes it was actually adequate in most aspects, which is a good start. Regarding detailed feedback, the most common points were the following:

    • You expect longer reload time but also higher damage per shot
    • You expect burst damage potential (such as the three-round magazine the Akatsiya has now)
    • You expect additional ammunition types
    • Protection levels need to be increased (but no too much)
    • Smoke shells and WP shells need to be tweaked

    All in all, these results surpass our expectations and, as a result, we’ll be proceeding with the overhaul while taking your feedback into account by, for example:

    • Changing the firepower towards higher damage per shot and longer reload times
    • Improving the HEAT shells
    • Adding new shell types and checking the current ones

    The overhaul will take some time to execute and more tests might be necessary but this is the road we’ll be taking. You may expect the results this summer. The Premium SPGs will stay exactly as they are now, for the time being, but any future SPG vehicles will arrive in the direct fire form.

     

     


  20. Source:

    https://aw.my.games/en/news/general/update-0465-now-available

     

    Quote

    We are happy to announce that the Update 0.46.5 is now available!

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    List of Update 0.46.5 Changes

     

    TOS-1M Fixes

    We are adjusting the TOS-1M 122mm launcher performance the following way:

    • Reduced the accuracy of the launcher by eliminating the launch tube convergence
    • Reduced the rate of fire from 200 to 100 rockets per minute (time between launches increased from 0.3s to 0.6s)
    • Reduced the non-penetrating damage of 122mm rockets from 300 to 150
    • Reduced the penetrating damage of 122mm rockets from 500 to 450

    We will be carefully monitoring your feedback as well as the vehicle’s statistics in the near future.

    Direct Fire Artillery Test

    We are analyzing the reports you submitted during the direct-fire Akatsiya SPG testing and have removed the vehicle from your accounts. Thank you for your feedback!

    General Changes

    • Restored the Contract mission and Battle Path mission cooldowns to their correct values
    • Fixed an issue where players would see all items as “Owned” upon Battle Path shop reroll
    • Removed the incorrectly added and obsolete Rate of Decay intro video
    • K2: Fixed an issue where the active suspension ability was no longer usable upon respawn
    • T-80B: Fixed an issue where the T-80BV skin increased the turret traverse rate
    • The Garage UI now refreshes correctly when selling a vehicle
    • Fixed some small localization issues
    • Added a few assets for upcoming events

     

    Update was initially launched with a bug where every player vehicle's non-commander crew's experience were reset. This forced another maintenance that lasted for approximately 7 more hours before the issue got fixed.

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