[Tank Guide] On Track to the Centurion AX

Commander,

The  X Centurion Action X  tree of vehicles all share similarities in their design and playstyle. But there are still notable differences in how each vehicle operates; between other vehicles in the same tree, and how each vehicle performs in their own Tier.

This guide breaks down how to best play, equip, and crew each vehicle to enhance their strengths and mitigate their weaknesses.

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On Track Details

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and skills, as well as special in-game items.
 
II Cruiser Mk. II
Hull Armor
32/22/12 mm
Turret Armor
30/26/30 mm
Hit Points
360 HP
Top Speed / Reverse Speed
40/15 km/h
Specific Power
11 h.p./t
Concealment of Moving / Stationary Vehicle
14.8 / 11.1 %
View Range
300 m
Main Gun「40mm Pom-Pom」
AP/APCR/HE
Average Damage
45/45/60 HP
Average Penetration
49/71/23 mm
Main Gun Depression / Elevation Angles
−15/20 deg
Dispersion at 100m / Aiming Time
0.45m / 2.4s
Magazine Reload Time / Shell Loading Time / Magazine Size
10.5s / 0.6s / 4 rounds
III Valentine
Hull Armor
60/60/60 mm
Turret Armor
65/65/65 mm
Hit Points
390 HP
Top Speed / Reverse Speed
24/10 km/h
Specific Power
9.4 h.p./t
Concealment of Moving / Stationary Vehicle
17.8 / 13.4 %
View Range
320 m
Main Gun「QF 2-pdr Gun Mk. X」
AP/APCR/HE
Average Damage
50/50/60 HP
Average Penetration
78/121/23 mm
Main Gun Depression / Elevation Angles
−8/17 deg
Dispersion at 100m / Aiming Time
0.38m / 1.7s
Average DPM
1,009 HP
IV Matilda
Hull Armor
75/70/55 mm
Turret Armor
75/75/75 mm
Hit Points
570 HP
Top Speed / Reverse Speed
24/11 km/h
Specific Power
7.5 h.p./t
Concealment of Moving / Stationary Vehicle
15.1 / 11.34 %
View Range
340 m
Main Gun「QF 2-pdr Mk. X-B」
AP/APCR
Average Damage
55/55 HP
Average Penetration
121/145 mm
Main Gun Depression / Elevation Angles
−10/20 deg
Dispersion at 100m / Aiming Time
0.35m / 1.8s
Average DPM
1,639 HP
V Cavalier
Hull Armor
63.5/45.8/31.8 mm
Turret Armor
76.2/63.5/57.2 mm
Hit Points
610 HP
Top Speed / Reverse Speed
46/18 km/h
Specific Power
17.35 h.p./t
Concealment of Moving / Stationary Vehicle
13.9 / 10.4 %
View Range
350 m
Main Gun「QF 6-pdr Gun Mk. V」
AP/APCR/HE
Average Damage
75/75/175 HP
Average Penetration
110/180/30mm
Main Gun Depression / Elevation Angles
−12/20 deg
Dispersion at 100m / Aiming Time
0.37m / 1.82s
Average DPM
1,676 HP
VI Cromwell
Hull Armor
63.5/42.9/31.8 mm
Turret Armor
76.2/63.5/57.2 mm
Hit Points
840 HP
Top Speed / Reverse Speed
64/20 km/h
Specific Power
24.52 h.p./t
Concealment of Moving / Stationary Vehicle
14.4 / 10.8 %
View Range
360 m
Main Gun「75 mm Vickers HV」
AP/APCR/HE
Average Damage
135/135/175 HP
Average Penetration
145/202/38 mm
Main Gun Depression / Elevation Angles
−8/15 deg
Dispersion at 100m / Aiming Time
0.35m / 2.2s
Average DPM
2,166 HP
VII Comet
Hull Armor
76.2/42.9/31.8 mm
Turret Armor
101.6/63.5/57.2 mm
Hit Points
1,150 HP
Top Speed / Reverse Speed
51/18 km/h
Specific Power
21 h.p./t
Concealment of Moving / Stationary Vehicle
14.9 / 11.2 %
View Range
380 m
Main Gun「QQF 77 mm Gun Mk. II」
AP/APCR/HE
Average Damage
140/140/190 HP
Average Penetration
148/202/38 mm
Main Gun Depression / Elevation Angles
-12/20 deg
Dispersion at 100m / Aiming Time
0.33m / 2.2s
Average DPM
2,246 HP
VIII Centurion Mk. I
Hull Armor
76.2/50.8/31.8 mm
Turret Armor
254/88.9/88.9 mm
Hit Points
1,450 HP
Top Speed / Reverse Speed
50/20 km/h
Specific Power
17.65 h.p./t
Concealment of Moving / Stationary Vehicle
11 / 8.3 %
View Range
400 m
Main Gun「QQF 20-pdr Gun Type A Barrel」
AP/APCR/HE
Average Damage
230/230/280 HP
Average Penetration
226/258/42 mm
Main Gun Depression / Elevation Angles
−10/18 deg
Dispersion at 100m / Aiming Time
0.32m / 2.2s
Average DPM
1,919 HP
IX Centurion Mk. 7/1
Hull Armor
120.7/50.8/31.8 mm
Turret Armor
254/88.9/88.9 mm
Hit Points
1,720 HP
Top Speed / Reverse Speed
50/20 km/h
Specific Power
19.24 h.p./t
Concealment of Moving / Stationary Vehicle
11.5 / 2.4 %
View Range
410 m
Main Gun「105mm Royal Ordnance L7A1」
APCR/HESH/HE
Average Damage
390/480/480 HP
Average Penetration
268/210/105 mm
Main Gun Depression / Elevation Angles
−10/18 deg
Dispersion at 100m / Aiming Time
0.31m / 2.2s
Average DPM
2,179 HP
X Centurion Action X
Hull Armor
120.7/50.8/31.8 mm
Turret Armor
254/152.4/95.3 mm
Hit Points
1,950 HP
Top Speed / Reverse Speed
53/20 km/h
Specific Power
19.99 h.p./t
Concealment of Moving / Stationary Vehicle
12.03 / 9.01 %
View Range
410 m
Main Gun「105 mm Gun L7A2」
APCR/HEAT/HE
Average Damage
390/390/480 HP
Average Penetration
268/330/105 mm
Main Gun Depression / Elevation Angles
−10/20 deg
Dispersion at 100m / Aiming Time
0.31m / 2.01s
Average DPM
2,838 HP
   
II
Cruiser Mk. II
III
Valentine
IV
Matilda
V
Cavalier
VI
Cromwell
VII
Comet
VIII
Centurion I
IX
Centurion 7/1
X
Centurion AX

Centurion AX Tree Overview

Each vehicle in the Centurion AX tree have different characteristics, depending on their tier, so it is necessary to adapt your playstyle to each vehicle. The low-tier vehicles are comparatively heavily armored and slow, while mid-tier vehicles have excellent mobility at the expense of armor. Higher-tier vehicles have strong turret armor and outstanding firepower. In addition, high-tier vehicles have high HE penetration. The  IX Centurion Mk. 7/1  can be outfitted with a gun that can use HESH, a premium round with special parameters.

What are the features of each vehicle? What is the recommended way to operate it, and what equipment should be installed? Let's find out in our guide below!

  • Cruiser II
  • Valentine
  • Matilda
  • Cavalier
  • Cromwell
  • Comet
  • Centurion I
  • Centurion 7/1
  • Centurion AX

The  II Cruiser Mk. II  is a versatile and aggressive light tank with good, all-round attributes and stand-out offensive performance and survivability.

There is a choice of two main guns for the Cruiser Mk.II: the QF 2-pdr Mk. IX prototype, which is the basic single-shot gun, and the 40mm Pom-Pom, which is the upgraded gun equipped with an auto-loading system.

We recommend the 40mm Pom-Pom, which sacrifices accuracy and DPM for high alpha damage; it fires two shots with one trigger-pull, so it takes a little getting used to. The initial gun, the QF 2-pdr Mk. IX prototype, is good enough to put up a decent fight, so if you want to speed up your research to the next vehicle, you can skip this upgrade.

It has decent armor for Tier II, and one of the highest HP pools, allowing it to withstand more hits than any other vehicle in its tier. But be aware that unless the penetration of the enemy vehicle is very low, a direct hit will easily penetrate its armor. Also, in exchange for its excellent survivability, its mobility is rather low.

With its excellent attack performance and survivability, it is recommended to use this vehicle aggressively on the front lines. However, be careful not to isolate yourself due to its rather low mobility. Stay with your team to avoid getting surrounded and you should trade well with this tank.

Strengths:

  • High DPM
  • One of the highest HP pools in Tier II
  • Relatively good armor

Weaknesses:

  • Poor mobility

Recommended Setup

The setup was designed to improve attack performance.

Hover the mouse cursor over each image to check detailed information.
Equipment

 

The  III Valentine  is a defensive light tank with thick armor at the expense of mobility.

The hull armor is 60mm all around, with a final turret armor of 65mm, making it one of the toughest tanks in Tier III. If you take a defensive position behind cover, it can easily repel even attacks from higher tiers. However, the Valentine still has a few weak spots. In the front of the vehicle, there is a section of 60mm armor that is easily penetrated by a direct hit. The rear of the vehicle is also a vulnerable spot that is easily penetrated due to the verticle angle of the armor. Because of its low mobility, it is important to watch out for enemy vehicles to prevent them from getting behind you.

To fully unlock the potential of this vehicle, we recommend fully researching and installing all modules except the main gun. I recommend using the QF 2pdr Mk. X, a gun acquired early on with excellent aiming speed and good penetration with a single-shot magazine. It is easy to hit even when not fully sighted, and can overwhelm the opponent with its rate of fire.

The most efficient order of module research and installation is:

  1. Engine "GMC 6004 6-71A"
  2. Suspension "Valentine Mk. VI"
  3. Turret "Valentine Mk. XI"
  4. Radio "WS No. 19 Mk. I"
  5. If you want to use the main gun "QF 6-pdr Gun Mk. V early", research the gun before the radio.

If you are in a hurry to research the next vehicle, research instead:

  1. Suspension "Valentine Mk. VI"
  2. Turret "Valentine Mk. XI"
  3. Matilda.

The Valentine truly shines best if you can take advantage of its high defense. However, that doesn't mean it should always be on the front lines, where it can be easily outflanked. Advance with allies that can cover your rear and work your magic from cover.

Strengths:

  • Great armor values
  • High penetration power
  • Excellent aiming speed
  • Highly accurate

Weaknesses:

  • One of the worst DPM in Tier III
  • Low mobility

Recommended Setup

The setup was designed to improve offensive capability and compensate for its weak mobility.

Hover the mouse cursor over each image to check detailed information.
Equipment

 

The  IV Matilda  is offensive in nature with excellent gun performance and thick armor at the expense of mobility. The Matilda's armor and high HP make it quite beefy. Combined with its final gun, the QF 2-pdr Mk. X-B, which has great penetration one of the highest DPM in Tier IV, the Matilda is capable of overwhelming firepower.

Although it has excellent armor, it is angled poorly, just like the Valentine, leading to fewer riochets. While other Tier IV vehicles have good penetration, the Matilda's high HP and survivability values ensure that you won't feel the effects much.

A choice of gun is the QQF 3-inch Howitzer Mk. I, a howitzer that is great against lightly armored vehicles. The QQF 3-inch Howitzer Mk. I trades aiming speed and penetration for high alpha damage. Depending on your play style, you may prefer this gun in some situations, but it is too limited and inflexible for us to recommend it as your default loadout. The final gun upgrade, the QF 2-pdr Mk. X-B, is a much more versatile option.

To fully unlock the potential of this vehicle, we recommend fully researching and installing all modules. The recommended order of research and installation is as follows:

  1. Engine "2x Leyland E164"
  2. Main gun "QF 2-pdr Mk. X-B"
  3. Suspension "Matilda Mk. IIA"
  4. Main gun "OQF 3-inch Howitzer Mk. I"
  5. Turret "Matilda Mk. IIA*"
  6. Radio "WS No. 19 Mk. II"

Take note that while the "Matilda Mk. IIA*" turret can be installed without researching the third suspension "Matilda Mk. IIA", it will hit maximum load limit, affecting traverse speed and preventing the installation of other modules.

If you are in a hurry to research the next vehicle, you can do so in the following order:

  1. Engine "2x Leyland E164"
  2. Main Gun "QF 2-pdr Mk. X-B"
  3. Cavalier.

The Matilda's armor more than makes up for its low mobility. In addition, its high DPM allows it to overwhelm many enemy vehicles. Play it as an aggressive front line assault, but keep in mind that it has easy weak points, so make good use of cover so that you are not completely exposed.

Strengths:

  • Excellent armor
  • Abundant HP
  • High penetration power
  • Excellent aiming performance
  • Top tier IV DPM

Weaknesses:

  • Low mobility

Recommended Setup

The setup was optimized for offensive power while mitigating its low mobility.

Hover the mouse cursor over each image to check detailed information.
Equipment

 

The  V Cavalier  marks a shift in how the vehicles in this tech tree are played. The armor of the three tanks from this vehicle to the  VII Comet  is unreliable. The Cavalier's maneuverability is an improvement to its predecessors, so much so that you can almost play it like a medium tank.

There are three guns to choose from: the QF 6-pdr Gun Mk. V, a main gun with excellent penetration and aiming speed at the expense of DPM. The 75 mm Gun Mk. V, a main gun with superior DPM at the expense of penetration. The 3.7-inch Howitzer is a howitzer that sacrifices both penetration and aiming speed for high alpha damage that excels against sparsely armored vehicles. Each gun has its distinct profile. In most cases, the 75 mm Gun Mk. V has a good balance, but the low penetration of regular ammunition leaves something to be desired unless you're using plenty of premium ammunition. Otherwise, the QF 6-pdr Gun Mk. V serves well with respectable penetration and aiming speed.

Here's the recommended research order:

  1. Suspension "A27"
  2. Main gun "QF 6-pdr Gun Mk. V"
  3. Engine "Nuffield Liberty Mk. IVA"
  4. Turret "A24 Vauxhall"
  5. Radio "WS NO. 19 MK. II"

You should research suspensions first to increase the Cavalier's maximum load weight to fit the other modules.

Even if you are in a hurry to research the next tier vehicles, we recommend researching and installing the above modules, except for the main gun QF 6-pdr Gun Mk. V, to easily earn your way to the  VI Cromwell .

The Cavalier is a versatile, well-rounded vehicle; best used as a support vehicle, just shy of the front line. However, none of its characteristics stand out. Situational awareness is imperative for this tank, so you can switch between attack and defense when needed.

Strengths:

  • Very fast aiming speed
  • Good gun stabalization
  • Wide range of gun elevation and depression angles
  • An all-round vehicle with a well-balanced performance

Weaknesses:

  • Low DPM
  • Lacks any particular stand-out battlefield role

Recommended Setup

The setup is designed to maximize mobility and offense.

Hover the mouse cursor over each image to check detailed information.
Equipment

 

The  VI Cromwell is an all-purpose support vehicle with outstanding mobility and excellent accuracy.

The Cromwell has a quick acceleration, high top speed, and handles turns easily, allowing it to act alongside light tanks, making it a versatile vehicle that can respond flexibly to changing situations. On the other hand, its armor thickness leaves much to be desired, and almost all of it is poorly angled, so don't rely on ricochets. A direct hit almost always means you're taking damage. However, the side armor is over 30mm, so if you adopt a defensive position like side-scraping, you can hope for a lucky ricochet from small to medium caliber guns. Choose your battles and use terrain to your advantage.

For the main gun, aim to mount the 75 mm Vickers HV. It has a very high DPM with minimal drawbacks. However, the gun dispersion during movement is rather large, so don't expect to be accurate on the move. Make sure to stop and aim before firing.

Until you can research the 75 mm Vickers HV, we recommend using the QF 6-pdr Gun Mk. V or the 3.7-inch Howitzer. The 75 mm Gun Mk. V also has excellent DPM and alpha damage, but it lacks penetration and may not be able to penetrate even medium tanks of the same tier.

The order in which modules should be researched and installed:

  1. Suspension "A27M"
  2. Engine "Rolls-Royce Meteor"
  3. Turret "Cromwell Mk. IV"
  4. Engine "Rolls-Royce Meteor Mk. IVB"
  5. Main gun "75 mm Gun Mk. V" (research only)
  6. "75 mm Vickers HV" (main gun)
  7. Radio "S NO. 19 MK. III"

You should always research suspensions first because the Cromwell starts out at maximum load limit with no leeway for other modules. If you want to use the 3.7-inch Howitzer, install it between steps (4) and (5).

The Cromwell is the strongest of the Tier VI medium tanks and is easy to handle in a variety of situations. The key to its success is taking advantage of its outstanding mobility. Always keep an eye on your surroundings to know when to balance out offense and defense.

Strengths:

  • Very high mobility
  • Excellent DPM
  • Highly accurate
  • One of the highest top speeds in Tier VI
  • Excellent acceleration and turning radius

Weaknesses:

  • Large reticle bloom while moving
  • Weak armor

Recommended Setup

The setup was designed to maximize mobility and offensive capability.

Hover the mouse cursor over each image to check detailed information.
Equipment

 

The  VII Comet  has excellent mobility and offensive capability, making it a versatile support vehicle that can flexibly respond to a variety of situations.

Compared to its predecessor, the Comet has improved spread and accuracy, and its depression angle has been increased to -12 degrees, making it easier to fight from ridgelines. It has one of the highest DPM of any medium tank in its tier, allowing it to deliver high firepower, even if the penetration and alpha damage are a bit low for a Tier VII tank. While it has very respectable maneuverability for a medium tank, it can't compare to the  VI Cromwell .

To fully unlock the potential of this vehicle, we recommend fully researching and installing all modules. The recommended order of research and installation is as follows:

  1. Engine "Rolls-Royce Meteor Mk. IVB"
  2. Suspension "A34A"
  3. Turret "Comet Mk. I"
  4. Main Gun "OQF 77 mm Gun Mk. II"
  5. Radio "WS NO. 22"

The armor is unreliable, just like the Cromwell. It should be used with the understanding that a direct hit would almost certainly result in damage. It can still be used in a support role, just take note of its greatly reduced mobility.

Strengths:

  • Good mobility
  • Excellent DPM
  • High accuracy
  • Excellent gun stabilization
  • -12 degree depression angle
  • Good view range

Weaknesses:

  • Slightly lower alpha damage damage
  • Below average penetration
  • Lacking armor

Recommended Setup

Some changes were made from Cromwell's setup, but largely the same. Prioritize speed and firepower since armor is already lacking.

Hover the mouse cursor over each image to check detailed information.
Equipment

 

Starting with the  VIII Centurion Mk. I , you will notice that the turret armor has become thicker and the "hull-down position" can be used effectively. This is a long-range medium tank with excellent turret armor and accuracy that stays competitive even against Tier VIII vehicles.

The Centurion Mk.I has one of the best penetration and accuracy values of any Tier VIII medium tank, as well as a -10 degree depression angle. Additionally, it has a high HP pool for a medium tank, which allows it to withstand quite a few hits. Although it lacks the nimbleness of its predecessors, it still has average mobility for a medium tank. Another feature is its extremely large view range.

The frontal armor of the turret, however, can be penetrated by high penetration rounds from tank destroyers and top-tier vehicles. In addition, the hull armor is very thin, and the silhouette is large for a heavy tank. The side armor is only 50.8mm thick, so although it is possible to adopt a defensive position by side scraping, how you angle this tank is important to force a ricochet.

Aim to research and install all final modules. The order of recommended research and installation is as follows:

  1. Engine "Rolls-Royce Meteor Mk. IVB"
  2. Main Gun "OQF 17-pdr Gun Mk. VII"
  3. Suspension "Centurion Mk. III"
  4. Turret "Centurion Mk. III"
  5. Main Gun "OQF 20-pdr Gun Type A Barrel"
  6. Engine "Rolls-Royce Meteor Mk. IVC
  7. Radio "SR C42"

The key lies in how well you can maneuver into a "hull-down" position, taking advantage of the strong turret armor and good depression angle. A good grasp of the ridges and obstacles on each map is imperative to establishing and maintaining map control.

Strengths:

  • Excellent turret armor
  • High accuracy
  • Excellent gun depression angles
  • Good penetration
  • Good view range

Weaknesses:

  • Large reticle bloom
  • Concealment is a little low for a medium tank
  • Thin hull armor

Recommended Setup

The basic setup is the same as Comet's, with a setup that enhances mobility and attack potential.

Hover the mouse cursor over each image to check detailed information.
Equipment


 

The  IX Centurion Mk. 7/1 handles almost the same as the  VIII Centurion Mk. I as a fire support vehicle from a hull-down position.

The Centurion Mk. 7/1 is like the Mk. I, with improved HP, maneuverability, and offensive capability in line with other Tier IX vehicles. One of the best features of this vehicle is the 105 mm Royal Ordnance L7A1, a main gun with good penetration and high alpha damage with regular APCR rounds and higher alpha damage with premium HESH rounds. This gun's regular APCR ammunition has a damage of 390, a penetration of 268mm, and a velocity of 1478m/s, making it one of the best guns in Tier IX, with high accuracy to boot! Premium HESH rounds have a reduced penetration of 210mm, but their single-shot damage increases to 480 - the highest in Tier IX. It has the same high gun dispersion during movement as its predecessors, but despite that, it can accurately aim even at medium to long distances.

It should be noted that the turret's armor has not improved at all. In addition, the armor in the upper front of the hull has been greatly increased, but while the front hull can withstand the occasional shell, direct hits still pose a credible threat.

To fully unlock the potential of this vehicle, we recommend fully researching and installing all modules. The recommended order of research and installation is as follows:

  1. Main gun "OQF 20-pdr Gun Type B Barrel"
  2. Engine "Rolls-Royce Meteor Mk. IVC"
  3. Suspension "Centurion Mk. 9"
  4. Turret "Centurion Mk. 9"
  5. Main gun "105 mm Royal Ordnance L7A1"
  6. Engine "Rolls-Royce Griffon"
  7. Radio "SR C42"

The general strategy remains largely unchanged from the Centurion Mk. I. Maneuver into a hull-down position just shy from the front lines and try to support your allies. Although the Mk. 7/1 matches well against Tier VIII tanks, look out for Tier IX vehicles; direct hits on your weak points can be devastating.

Strengths:

  • Relatively good turret armor
  • High accuracy
  • Good gun elevation and depression angles
  • Good penetration with APCR rounds
  • High velocity for APCR rounds
  • Unique premium HESH ammo that increases alpha damage
  • High view range

Weaknesses:

  • Large reticle bloom
  • Concealment is somewhat low for a medium tank
  • Premium ammunition has reduced penetration

Recommended Setup

This loadout maximizes mobility and attack performance.

Hover the mouse cursor over each image to check detailed information.
Equipment


 

The  X Centurion Action X is a great, all-round vehicle, making it a flexible option for any battle situation.

Off the bat, you'll notice the improved HP, maneuverability, and offensive capabilities that are in line with other Tier X vehicles. Premium ammunition now includes high penetration HEAT ammunition, similar to that of standard vehicles, instead of HESH ammunition. This allows it to finally deal with heavily armored vehicles.

The weaknesses haven't changed, though. Armor thickness has increased so minimally that it has effectively remained the same, leaving the side of the turret a juicy spot for your opponents to land a round. This can be heavily mitigated by adopting the standard hull-down position and firing from cover.

It is best to pick a few ridges and hull-down, at least at the start of battle. Close-quarters combat is not your friend in this tank, where it can easily be outflanked. Allies will appreciate the medium- to long-range support you can provide, taking advantage of its high accuracy and shell velocity.

Strengths:

  • Relatively good turret armor
  • High accuracy
  • Good gun elevation and depression angles
  • Good penetration
  • High shell velocity
  • High view range
  • An all-round high-performance vehicle

Weaknesses:

  • Slightly above average gun dispersion
  • Concealment is a little low for a medium tank

Recommended Setup

The basic setup is the same as the Centurion Mk. 7/1; mobility and firepower are your friends.

Hover the mouse cursor over each image to check detailed information.
Equipment


 

Slot Category: Survivability

When you install an equipment of matching type in this slot, the equipment's performance will be boosted.

Slot Category: Mobility

When you install an equipment of matching type in this slot, the equipment's performance will be boosted.

Slot Category: Firepower

When you install an equipment of matching type in this slot, the equipment's performance will be boosted.

Slot Category: Scouting

When you install an equipment of matching type in this slot, the equipment's performance will be boosted.

Improved Ventilator

+5% / +6% to all crew skills.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Gun Rammer

-10% / -11.5% to loading time.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Enhanced Gun Laying Drive

+10% / -11.5% to aiming speed.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Vertical Stabalizer

-20% / -23% to dispersion during vehicle movement and traversal.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Improved Aiming

-5% / -7% to the aiming circle size.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Improved Rotation Mechanism

-10% / -12.5% to dispersion during vehicle movement and traversal, as well as during turret rotation.

+10% / +12.5% to hull and turret traverse speed.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Spall Liner

+50% / +60% to HE-shell and ramming damage.

+50% / +60% to to protection of crew from injuries.

-10% / -15% to stun duration.

-20% / -25% to additional stun duration.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Improved Hardening

Fully restores suspension hit points after repairs.

+8% / +10% to vehicle hit points.

+50% / +65% to suspension durability.

-50% / -65% to hull damage caused by suspension damage during impact.

+15% / +20% to suspension repair speed.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Modified Configuration

Prevents one fuel tank fire, ammo rack explosion, or engine destruction in one battle.

+100% / +150% to ammo rack, fuel tank, and engine durability

-50% / -65% to the damaged ammo rack penalty and damaged engine penalty.

・エンジンの火災発生率:-50% / -65% to the chance of engine fire.

・修理速度:+25% / +35% to repair speed.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Additional Grousers

+15% / +20% to hull traverse speed.

+10% / +15% to maintaining speed.

※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Turbocharger

+7.5% / +10% to engine power.

+4km/h / +5km/h to top forward speed.

+2km/h / +3km/h to reverse speed.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Binocular Telescope

・=+25% / +27.5% to view range of a stationary vehicle (up to 445m)


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Coated Optics

+10% / +11.5% to view range of a stationary vehicle


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Camouflage Net

・Reduces the detection chance of a stationary vehicle:

+5% / +7.5% to heavy tanks and SPGs.

+10% / +12.5% to light and medium tanks.

+15% / +17.5% to tank destroyers.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Low Noise Exhaust System

・Reduces the visibility of a stationary or moving vehicle:

+3% / +4% to heavy tanks and SPGs.

+6% / +8% to light and medium tanks.

+5% / +6% to tank destroyers.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Improved Radio Set

+1.5s / +2s to the duration an enemy vehicle is visible.

-1.5s / -2s to the duration your vehicle is visible to the enemy.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Commander's Vision System

-10% / -12.5% to concealment of moving enemy vehicles.

-15% / -20% to concealment of enemy vehicles behind foliage.


※The first value is the base effect. The second value is the improved effect, achieved when the equipment and slot category matches.

Field Modifications

Module Durability Increase

・Damaged ammo rack penalty and damaged engine penalty:-50%

・Dispersion of the damaged gun:-20%

・Hull traverse speed:-4% 

・Turret traverse speed:-4% 

Light Alloy Mounting Points

・Hull traverse speed:+4% 

・Turret traverse speed:+4% 

・Damaged ammo rack penalty and damaged engine penalty:+50% 

・Dispersion of the damaged gun:+20% 

SUspension Arm Tuning

・Dispersal during movement and hull traversal:-3% 

・Dispersal during hull traversal:-3% 

・Accuracy:-2% 

Improved Sight

・Accuracy:+2% 

・Dispersal during movement and hull traversal:+3% 

・Dispersal during hull traversal:+3% 

Turbo Charger Tuning

・Reverse speed:+2km/h

・Suspension repair speed:+5%

・Concealment:-3%

Anti-reflective Headlights Coating

・Concealment:+3%

・Reverse speed:-2km/h

・Suspension repair speed:-5%

Loading Mechanism Tuning

・装填時間:-3% 

・照準サークルのサイズ:+5% 

試作型照準装置

・照準サークルのサイズ:-5% 

・装填時間:+3%

強化型動力機構

・エンジン出力:+5% 

・照準速度:-5% 

電力式補正装置

・照準速度:+5% 

・エンジン出力:-5% 

燃料噴射用試作ノズル

・最大前進速度:+2km/h 

・視認範囲:-3% 

高精密観測装置

・視認範囲:+3% 

・最大前進速度:-2km/h 

増強型補助転輪

・サスペンションの耐久性:+30% 

・サスペンションの修理速度:-10% 

・車体の旋回速度:-5% 

軽量型補助転輪

・サスペンションの修理速度:+10% 

・車体の旋回速度:+5% 

・サスペンションの耐久性:-30% 

全地盤対応型サスペンション

・全地盤タイプでの速度維持性能:+7% 

・車体の旋回速度:-5% 

・サスペンションの耐久性:-10% 

軽量型サスペンション

・全地盤タイプでの速度維持性能:-7% 

・車体の旋回速度:+5% 

・サスペンションの耐久性:+10% 

視差自動補正装置

・照準サークルのサイズ:-3% 

・照準速度:-5% 

超高強度照準ギア

・照準速度:+5% 

・照準サークルのサイズ:+3% 

試作型緩衝材

・スタン時間:-10% 

・追加スタン時間:-15% 

・視認範囲:-3% 

電子式潜望鏡

・視認範囲:+3% 

・スタン時間:+10% 

・追加スタン時間:+15% 

耐衝撃装甲剤

・爆風や体当たりによるダメージ:-15% 

・スタン時間:-8% 

・搭乗員の保護:+20% 

・車体の旋回速度:-5% 

・最大前進速度:-2km/h 

軽量型装甲剤

・車体の旋回速度:+5% 

・最大前進速度:+2km/h 

・爆風や体当たりによるダメージ:+15% 

・スタン時間:+8% 

・搭乗員の保護:-20% 

取付式緩衝装置

・内部モジュールの耐久性:+30% 

・修理速度:+5% 

・主砲または砲塔の旋回速度:-5% 

・主砲旋回中の散布界:+5% 

軽量型試作砲架

・主砲または砲塔の旋回速度:+5% 

・主砲旋回中の散布界:-5% 

・内部モジュールの耐久性:-30% 

・修理速度:-5% 


Recommended Order of Acquisition for Crew Perks/Skills

The number of crew required for the vehicles in the  X Centurion Action X  tree is shown in the table below; the  II Cruiser Mk. II requires five crew members, but that will eventually be reduced to four as you go up the tree.

Some crew members have multiple roles. Additional roles are shown on the table below.

Crew \ Tier II III IV V VI VII VIII IX X
Commander Ja-za.png Ja-za.png
Gunner
Radio
Ja-za.png
Radio
Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png
Gunner Ja-za.png Ja-protiv.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png
Driver Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png
Radio Operator Ja-za.png Ja-protiv.png Ja-protiv.png Ja-za.png Ja-za.png Ja-za.png Ja-protiv.png Ja-protiv.png Ja-protiv.png
Loader Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png Ja-za.png
Radio
Ja-za.png
Radio
Ja-za.png
Radio

If you use the same crew for every vehicle, you may end up with a surplus of radio operators when you unlock the  X Centurion Action X . With this in mind, we recommend to have each crew member acquire perks/skills according to the table below.

Hover the mouse cursor over each image to display detailed information.
Crew \ Order 1st 2nd 3rd 4th
Commander
Gunner
Driver
Radio Operator
Loader

 

Prioritize the "Sixth Sense" perk for your commander as one of the first perks you pick up, then follow that up with skills for the gunner and driver that enhance firepower. "Snap Shot" and "Smooth Ride" will help mitigate the large gun dispersion suffered by tanks from the Cromwell to the Centurion Action X. The effects of these skills may seem minimal, but they nevertheless improve the performance of most vehicles in this line of tanks. For the rest of the crew, the "Camouflage" skill will help to improve concealment values.

Notice that the perk "Brothers in Arms" is the third skill/perk listed for all crew members. If you have enough gold, we recommend learning the skills in the fourth row first. Since the Brothers in Arms perk will only kick in once you reach 100%, you can use gold to reset the third perk/skill slot, then choose "Brothers in Arms" as the third perk/skill. Then, you can start learning the fourth skill again.

Repair

This Skill accelerates repairs to damaged modules.

Effectiveness increases with skill level.

Camouflage

This Skill reduces vehicle visibility.

Effectiveness increases with skill level.

Firefighting

This Skill enhances firefighting abilities.

Effectiveness increases with skill level.

Brothers in Arms

This Perk improves major qualifications and all Skills for the entire Crew. The Perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, and Strong Coffee.

This Perk comes into effect after it reaches 100% for the entire Crew.

Band of Brothers

This Perk improves major qualifications and all Skills for the entire Crew.

This is a Perk. Perks only take effect once it reaches 100%.

This works even if another crew member has acquired the "Brothers in Arms" Perk.

Sixth Sense

This Perk allows the Commander to identify whether the vehicle is detected by the enemy.

Sixth Sense comes into effect after it reaches 100%.

Recon

This Skill increases Maximum View Range. Recon is more effective if observation devices are damaged, or when combined with Situational Awareness, Coated Optics and Binocular Telescope.

Effectiveness increases with skill level.

Mentor

This Skill provides additional XP to all Crew members except the Commander. 

The amount of Experience increases with Skill level.

Eagle Eye

This Perk allows the Commander to identify critically damaged modules on targeted vehicles.

Eagle Eye comes into effect after it reaches 100%.

Jack of All Trades 

This Skill enables the Commander to master every qualification and replace knocked-out Crew members.

Snap Shot

This Skill improves accuracy during turret rotation. Snap Shot is more effective when combined with Vertical Stabilizer.

The effect increases with Skill level. If two Gunners have the Skill, only the higher rating is effective.

Designated Target

This Perk makes targeted enemy vehicles visible for two more seconds. 

Designated Target comes into effect after it reaches 100%. If two Gunners have the Perk, the effect is not cumulative.

Deadeye 

This Perk increases the chance to critically damage enemy vehicle modules and Crew. 

Deadeye comes into effect after it reaches 100%, and is only effective with AP and APCR shells.

Smooth Ride

This Skill improves accuracy when firing on the move. Smooth Ride does not affect the vehicle when stationary or rotating, and is more effective when combined with Vertical Stabilizer.

Effectiveness increases with skill level.

Off-Road Driving 

This Skill reduces ground resistance when driving on soft and moderately soft terrain. Lower ground resistance increases vehicle maneuverability and acceleration. The Skill is more effective when combined with Additional Grousers.

The effect increases with Skill level.

Clutch Braking

This Skill increases vehicle rotation speed. Clutch Breaking is more effective when combined with Additional Grousers, Lend-Lease Oil, Removed Speed Governor, 100-octane Gasoline, and 105-octane Gasoline.

Effectiveness increases with skill level

Preventative Maintenance

The Perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment. 

The Perk comes into effect after it reaches 100%.

Controlled Impact

This Skill decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle. Controlled Impact is effective only while both vehicles are in motion, except when two allied vehicles collide.

The effect increases with Skill level.

Situational Awareness

This Skill extends View Range. Situational Awareness is more effective when combined with Recon.

The effect increases with Skill level. If two Radio Operators have the Skill, only the higher rating is effective.

Call for Vengeance

This Perk enables a Radio Operator who survived the destruction of his vehicle to report enemy positions for another two seconds. 

Call for Vengeance comes into effect after it reaches 100%. If two Radio Operators have the Perk, the effect is not cumulative.

Signal Boosting

This Skill extends Signal Range. 

The effect increases with Skill level. If two Radio Operators have the Skill, only the higher rating is effective.

Relaying 

This Skill extends Signal Range of allied communications within vehicle's radio coverage. If two Radio Operators have the Skill, only the higher rating is effective.

The effect increases with Skill level.

Safe Stowage

This Perk increases ammo rack durability (the shells do not come into contact with each other).  This Perk is more effective when combined with "Wet" Ammo Rack.

Safe Stowage comes into effect after it reaches 100%. If two Loaders have the Perk, the effect is not cumulative.

Adrenaline Rush

This Perk accelerates gun loading if the vehicle has less than 10% of its hit points left. Adrenaline Rush is more effective when combined with Gun Rammer.

Adrenaline Rush comes into effect after it reaches 100%. If two Loaders have the Perk, the effect is not cumulative.

Intuition

This Perk creates a chance that the proper shell is already loaded when switching between shell types. The gun must be completely loaded before the Perk can be used again. 

Intuition comes into effect after it reaches 100%. If two Loaders have the Perk, the effect is not cumulative.


Interested in the X Centurion Action X  tree after knowing more? Why not take this opportunity to start your tech research? For more information about On Track missions, check out the link below!

Check out the On Track Mission!

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