Crew 2.0: Join the New Sandbox Test!

Greetings, Commanders!

With your help, we tested Crew 2.0 on the Sandbox server several months ago. At the time, we received a huge number of questions and comments. After testing ended, we carefully analyzed all your feedback and the statistics we obtained, with particular attention paid to the most controversial aspects that sparked the hottest discussions.

We now invite you to take part in a new Sandbox test and assess the revised Crew 2.0 concept! The test begins on July 20, and each of you will have an opportunity to try out the new ideas and solutions that emerged from your feedback on the first iteration. Join the test, play, and share your impressions—together, we’ll determine the future of the new crew in World of Tanks!

Sandbox
Crew 2.0 Second Iteration

July 20 at 20:00 UTC+8 through July 26 at 14:00 UTC+8

 

Crew 2.0: What’s Changed?

Let's take a look at the main changes to Crew 2.0 compared to the first test and see how we dealt with the biggest issues of the previous iteration.

  • During the first test, players thought that a detailed comparison would show that actual combat performance of the new crew was worse than that of the old crew. We have added the bonus effects of all old skills to the new system and combined them in such a way that a new crew of a certain progress level will never be worse than the old crew.

Thus, after conversion, players will receive a crew that is in no way worse (and often even better) than its old counterpart in terms of combat performance.

  • When converting a crew, the system will automatically invest points in the skills of the Training Plan that correspond to the old skills.

A quick reminder: After conversion in the previous system, a player had to distribute Skill Points on their own, investing them in various skills of the Training Plan. Now, the system will do this work for you so that you can jump into battle faster. After conversion, you’ll receive a crew that corresponds to the previous one in terms of the total effects. If you have a few free Points after skill distribution in the new system, you can invest them at your discretion and thereby further strengthen your new crew.

Upon conversion, all effects and bonuses of the old crew will be automatically transferred to the new one, and you’ll be able to enter battle. However, if you want to take full advantage of the new system, you’ll be able to edit the Training Plan of each crew or completely reset all Skill Points for free for the first time after conversion. After the reset, you can redistribute the Skill Points again at your discretion. This will allow you to more efficiently distribute Skill Points of crews in the new system and unlock talents.

The structure of the Training Plan itself has not changed, but we have revised the content of some skills to make it as similar as possible to the current system. For example, the new Safety Measures skill now combines the effects of several old skills at once. Thus, a crew with new skills will not lose its combat performance relative to the old one—it will often be more effective.

  • During the previous test, many of you pointed out that there wasn’t a Commander's bonus, so we brought it back under the Mentor skill, which is available to all crews by default.

As before, it will add 1% to the major qualification of all crew members (except the Commander) for every 10% of the vehicle handling and is rounded up.

  • Also, after conversion, each crew, even a newly recruited one and regardless of its level, will have two other skills by default: Sixth Sense and Triangulation (currently known as Sound Detection).

The Sixth Sense perk will continue to work for all crews, and you don’t need to train the Triangulation (Sound Detection) skill, which warns you about incoming fire of enemy SPGs. Triangulation will trigger when an enemy SPG fires and will help determine the direction of incoming shots.

Thus, all new crews will have three basic skills by default: Mentor (current Commander's bonus), Sixth Sense, and Triangulation.

  • When converting crews, the XP of zero perks will be taken into account.

This was one of the most discussed topics of the previous Sandbox iteration, so we took your feedback into account and came up with the following solution: When converting an old crew to a new one, there will be no difference between the trained and zero skills when calculating XP. As a result, you’ll receive an Instructor and crew that are equal in combat performance to their current counterparts.

  • The maximum number of Skill Points within the Main Progression of a crew has been increased from 75 to 80.

As a result, you’ll be able to train eight skills, which will increase the combat performance of the crew. The amount of experience required to achieve the maximum level has not changed and corresponds to five skills in the current system. Crew progression bonuses (discounts on training, Instructor slot, etc.) are now bound to other levels.

In this new system, a crew of one member with one zero skill and four other fully trained skills will receive the maximum level (Level 80) after conversion. A crew of one member with two zero skills and three other fully trained skills will also receive the maximum level upon conversion.

  • When a crew reaches Level 80 (maximum) of the Main Progression, it can’t be further trained using Crew Books.

This step puts all players on equal footing—those who previously could speed up training in the Elite Progression (Professional Expertise) using Crew Books, with those who didn’t have the opportunity. However, you’ll still be able to use Crew Books to train crews within the Main Progression.

Moreover, after a crew reaches the maximum level in the Main Progression, players will be able to further train the crew using Free XP. This is a valuable game resource that requires a lot of work to be earned in battles, and we want you to be able to use it as you see fit.

  • The maximum bonus to vehicle handling from the Elite Progression has been reduced from 21% to 15%.

We made this decision to balance the increase in crew performance throughout its entire training progression.

  • The Instructor concept has been improved upon.

First, note that Instructors have been renamed since the first test:

Previous Name New Name
Instructor Class III Standard Instructor
Instructor Class II Valuable Instructor
Instructor Class I Unique Instructor

After completing the first iteration of testing, players noted that Instructors received a random set of certifications that were not always needed for a particular crew and did not allow you to significantly enhance a single skill. Now, after converting and assigning a Standard or Valuable Instructor to a crew, you’ll be able to select a certification and nation (if it isn’t predetermined), as well as skills of the selected Training Course. You can change your selection as many times as you like until you click Apply.

You’ll be able to select the skill to which the Instructors will give a bonus within one selected branch of crew training. For example, if you choose the Technical Training certification for an Instructor, the bonus skills can be selected only from this Training Course: Concealment, Quick Repair, etc.

Also, Unique Instructors (which were not available in the game during the first test) will be added. Crews created within partnership programs (e.g., Sabaton, The Offspring, characters from The Boys, etc.) will belong to this category. For them, certifications and skills will still be selected automatically with the bonuses that are most demanded for their vehicle.

The system of receiving bonus Skill Points (provided by Instructors within the selected certification) has also changed. Now, Instructors either give additional Points to a certain skill (if it’s not trained to 10 Points) or increase its maximum level (if it’s trained to Level 10 or higher).

In the new system, a Standard Instructor will occupy one slot, and, in addition to the bonus Skill Points provided, they will increase XP earned by the crew by 10%.

A Valuable Instructor will require two slots. They will increase the XP earned by the crew by 40%.

Finally, crews created within partnership programs will be considered as a single entity: the Unique Instructor. It will occupy 4 slots and increase the XP earned by the crew by 100%.

  • The mechanics of how directives affect the skills of the Training Plan has been changed.

As with Instructors, directives will also provide additional Skill Points depending on Skill Level. If your current Skill Level is lower than 10, the directive will add +5 Points; if it is equal to or higher than 10, you will increase the maximum skill value by +1.

List of Crew Skills for which directives will be available:

  1. Artillery Observer Guide: improves the Fire Adjustment skill
  2. Gunner Guide: improves the Vulnerability Expert skill
  3. Natural Cover: improves the Concealment skill
  4. Safety Measures Guide: improves the Safety Measures skill
  5. Steady Hand: improves the Smooth Ride skill
  6. Combat Course: improves the Clutch Braking skill
  7. Survival Basics: improves the Pain Threshold skill

The maximum Skill Level that can be reached with the Instructor and directive bonuses will be 15 Points. All additional Points that your crew receives provide the same skill increase.

  • The amount of XP that a new crew loses for being retrained to another vehicle for free or for credits has been decreased.

Compared to the first test, the cost of retraining a crew for gold and credits remains the same. However, we took your feedback into account, so when retraining a crew for credits or for free, the crew will lose less XP:

  • When retraining a crew for free, it loses 200% of the XP needed for training from the beginning of the current Skill Level to the beginning of the next one (or 300% of the XP if the vehicle type is changed). In this case, the skills of the Training Plan are reset for free.
  • When retraining a crew for 500,000 credits, it loses 150% of the XP needed for training from the beginning of the current Skill Level to the beginning of the next one (or 200% of the XP if the vehicle type is changed). In this case, the skills of the Training Plan are reset for free.
  • When retraining a crew for 750 gold, it is trained to operate a new vehicle without losing XP. You can also reset skills of the Training Plan for free, if you want.

Example: a Level 60 crew is retrained to another vehicle for credits without changing the vehicle type. According to the revised Main Progression, the amount of XP required to train a crew from Level 60 to 61 is 112,032. Therefore, the crew will lose 168,048 XP for such an operation.

Join the test and share your feedback on the suggested improvements! Now let's take a quick look at the other mechanics of Crew 2.0 that haven't changed. We’ll also talk about the new features that await you in the second test. Let's start with the feature that players are most interested in: the conversion of old crews into new ones.

Crew Conversion: Taking the Changes Into Account

  • Conversion for each particular vehicle will be performed manually by the player. This will allow you to decide how to use such a valuable resource as Crew XP.
  • All crew members who have not yet been recruited will be waiting in your Garage to be converted and assigned to the vehicles of your choice.
  • When converting an old crew into a new one, its Skill Points will be automatically redistributed in a way to replicate (to the maximum extent) the effects of the previous crew—or even slightly improve them.
  • You will be able to retrain old crew members to any qualification of any vehicle of the same nation under standard conditions: for free, for credits, and for gold. When retraining a crew for free or for credits, it will lose less XP of the major qualification than it did during the first test. After retraining, this crew can be converted into a new one.
  • When converting crews, the XP of zero perks will be taken into account.
  • Immediately after logging into the game, Standard and Valuable Instructors will be automatically credited to your account. Unique Instructors are credited when the leader of a group crew (for example, the Offspring band) is converted and a new unique crew is created. For Standard and Valuable Instructors, players will be able to select a nation and certification, which provides a bonus to the skills selected within it.
  • In the new system, directives will be automatically converted into new ones at a one-for-one rate. However, the total number of directives for crews will be reduced to seven types. Directives will provide additional Skill Points depending on Skill Level. Bonus Points of the directives and Instructors are not counted when unlocking talents.
  • All crew members in the Barracks whose experience is not enough to train at least one skill will be automatically converted to Crew Books of the corresponding nation, which can be used to improve new crews during their Main Progression.
  • The total amount of experience for Crew Books will depend on the total experience of all crew members in the Barracks who have fewer than one skill. Calculations for each nation will be made separately, and rounding will be done in the players’ favor.
  • Personal Training Manuals on accounts of players will be converted to a Universal Training Manual.
  • All crew members with enough experience to train at least one skill will remain in the Barracks. They can be sent to whichever vehicle you want and converted into a new crew. Bunks in the Barracks will be converted to Retraining Orders at the following rate: 16 bunks for 1 Retraining Order.
  • Each vehicle slot in the Garage will automatically come with a Dormitory for the crew of this vehicle. If necessary, additional Dormitories can be purchased.

Commander: Face of the Crew

In battle, the vehicle will still be controlled by all crew members who belong to the particular crew. In the new system, all crew members who keep their personalities will be visually represented by a single Commander. You can change the Commander's name and surname, as well as their appearance.

Crew Skill System

Each crew will have their own Training Plan that contains five Training Courses:

  • Tactical Training
  • Gunnery Training
  • Technical Training
  • Operational Training
  • Driver Training

Each course will comprise five skills and two talents. As you earn experience in battles, the crew will increase their Skill Level and receive one Skill Point for this each time. Players will be able to invest it in any of the skills within the Training Plan for free. A maximum of 10 Skill Points can be invested in each skill. Any skill begins to work once you have trained it (i.e., invested at least one Point into the skill).

The maximum Main Progression level that a crew can reach is 80. As the Skill Level and the number of invested Points increase, the battle performance of the crew's vehicle will improve. However, a crew can earn a maximum of 80 Skill Points.

Instructors and directives can add bonus Points to the skill being trained depending on its Skill Level.

Interactive image. To find out the level of the crew after its conversion, enter the current number of skills/perks and the major qualification level for each crew member, and then click CONVERT CREW.
Commander
-
+
Number of fully trained skills/perks
-
+
Level of the current skill/perk
-
+
Major qualification level
DRIVER
-
+
Number of fully trained skills/perks
-
+
Level of the current skill/perk
-
+
Major qualification level
GUNNER
-
+
Number of fully trained skills/perks
-
+
Level of the current skill/perk
-
+
Major qualification level
LOADER
-
+
Number of fully trained skills/perks
-
+
Level of the current skill/perk
-
+
Major qualification level
Convert Crew
Crew level
Skill points
Rank: "Mladshiy Serzhant"
Discount on retraining
New specializations: 1

Upon reaching Level 80, Skill Points are no longer received, and the Elite Progression (Professional Expertise) will be unlocked for the Commander. With each new level of Professional Expertise, the crew will receive a small increase to vehicle handling. Its maximum value is 15%.

Talents

Upon investing 30 Points in a specific Training Course, you will be able to choose one of the two talents available within that course. These are special skills that trigger when a certain situation occurs in battle. Unlike skills, talents become available immediately after being unlocked, and no further investment of Skill Points is required. Skill Points from instructors and directives do not count towards unlocking talents!

If necessary, you can reset all Skill Points or redistribute a part of them again without losing XP that has already been earned by this crew. To do this, players will need to use a Retraining Order or pay a certain number of credits. This will allow you to experiment more freely with various combinations of skills and talents, adjusting the crew to suit your playstyle and selected vehicle.

All numerical values of skill bonuses in the Training Plan are not final and are being tested and adjusted. We will continue to evaluate their optimal values, considering the relationship with other game mechanics. We pay close attention to the ongoing balancing process, and will adjust individual values in the future if necessary.

Interactive image. Distribute Skill Points in the table to see the resulting bonuses to technical characteristics. You can also choose up to three Instructors to increase the level of certain skills.

 

Yevgeniy Semashko
Commander
Learning skills. Available Skill Points: 80
Reset
Resulting Bonuses
Permanent
Situational
Aiming time: 0%
View range: 0%
Signal range: 0%
Vehicle handling: 0%0%
Target visibility when it is no longer spotted: 0 s
Signal range of allied communications: 0%
Consumable cooldown: 0%
Chance of causing damage to modules or injuring crew members of enemy vehicles: 0%
Detection of critically damaged modules on targeted vehicles: 0 s
Dispersion on turret or gun traverse: 0%
Dispersion during movement on hull and turret traverse: 0%
Upper limit of damage dispersion: 0%
Lower limit of damage dispersion: 0%0%
Upper limit of penetration dispersion: 0%
Lower limit of penetration dispersion: 0%0%
Reload time: 0%
Cooldown time of First Aid Kits: 0 s
Concealment: 0%
Base concealment of the vehicle: 0%
Repair speed of damaged modules: 0%
Dispersion of the damaged gun: 0%
Chance of crew member injury: 0%
Negative effect of crew injury: 0%
Time that enemy continues being spotted after your vehicle is destroyed: 0 s
Chance of engine fire: 0%
Time to extinguish fire: 0%
Number of hit points of internal modules: 0%
Negative effect of internal modules that received critical damage: 0%
Negative stun effect: 0%
Gun dispersion: 0%
Hull traverse speed and turning speed of wheels: 0%0%
Effectiveness of maintaining speed when crossing soft and moderately soft terrains: 0%
Concealment of enemy vehicles, either moving or behind foliage: 0%
Gun dispersion during movement and on hull traverse: 0%
Speed of changing shell type: 0%
Duration of crew stunning in your vehicle: 0%
Damage caused by ramming: 0%
Damage received upon ramming: 0%
Damage to suspension received upon ramming: 0%
Damage received upon impact: 0%
Damage received from HE shells: 0%
Engine power: 0%
Cooldown time of Repair Kits: 0 s
Time your vehicle remains spotted: 0 s
Effect of your vehicle's concealment behind foliage and after firing: 0%
Tactical Training
Coherence
If at least one allied vehicle of the same type is located within 75 m of you, the level of vehicle handling is increased by 0.25% for each Skill Point spent.
0/10
+0
+
Coherence
Situational Awareness
The view range is increased by 0.5% per Skill Point spent. The signal range is increased by 2% per Skill Point spent.
0/10
+0
+
Situational Awareness
Brothers in Arms
Vehicle handling is increased by 0.5% per Skill Point spent. The effect stops if at least one crew member is stunned or injured.
0/10
+0
+
Brothers in Arms
Fire Adjustment
When you cause damage to a target within your view range, the target remains spotted for an additional 0.2 s per Skill Point spent, after which the effect is reset. The signal range of allied communications within the vehicle's radio coverage is extended by 2% per Skill Point spent.
0/10
+0
+
Fire Adjustment
Covert Surveillance
Upon your first or repeated spotting of the enemy vehicle, the concealment of your vehicle is increased by 1% per Skill Point spent. The effect lasts for 10 s. The timer is reset each time a new enemy is spotted.
0/10
+0
+
Covert Surveillance
0/30
 
Fighting Spirit
If the amount of damage you have caused exceeds your initial durability, the level of vehicle handling is increased by 2.5%. The effect stacks up to three times (+7.5%).
 
Fighting Spirit
OR
 
Team Spirit
If the amount of damage caused with your assistance exceeds your initial durability, the level of vehicle handling is increased by 2.5%. The effect stacks up to three times (+7.5%).
 
Team Spirit
Gunnery Training
Vulnerability Expert
The chance of damaging enemy modules and crew members is increased by 3% per Skill Point spent. Effect: Allows for determining critically damaged modules on vehicles that remain in the reticle for 0.15 s per Skill Point spent.
0/10
+0
+
Vulnerability Expert
Position Preparation
Gun dispersion of a stationary vehicle is decreased by 0.5% per Skill Point spent. The effect becomes active 3 s after the vehicle stops and is reset when you start moving.
0/10
+0
+
Position Preparation
Close Combat
If at least one enemy vehicle is located within 50 m of you, the level of vehicle handling is increased by 0.25% per Skill Point spent.
0/10
+0
+
Close Combat
Concentration
Damage and penetration dispersion is decreased to +/– 20% (instead of the standard +/– 25%).
0/10
+0
+
Concentration
Adrenaline Rush
Gun reload time is decreased by 0.8% per Skill Point spent when your vehicle's durability is reduced to 20% or less (including mounted equipment).
0/10
+0
+
Adrenaline Rush
0/30
 
Rapid Fire
When you cause damage to an enemy vehicle by shooting, the aiming time and gun dispersion during movement, as well as on hull and turret traverse, are decreased by 10% for 5 s.
 
Rapid Fire
OR
 
Clean Shot
The minimum potential damage and minimum potential penetration value are increased by 10% in 5 s after your gun reloads. The effect lasts until you fire a shot.
 
Clean Shot
Technical Training
Field Repairs
The repair speed of damaged modules is increased by 10% per Skill Point spent. The dispersion of a damaged gun is decreased by 5% per Skill Point spent. The effect is not active if your vehicle is on fire.
0/10
+0
+
Field Repairs
Concealment
The base concealment is increased by 10% per Skill Point spent. The effect is not active if your vehicle is on fire.
0/10
+0
+
Concealment
Intuition
Switching between shell types in a loaded gun (or a magazine) is accelerated by 6% per Skill Point spent. The minimum time to change a shell type is 1 s. It is 2.5 s for magazines.
0/10
+0
+
Intuition
Rationing
Consumable cooldown time is decreased by 2% per Skill Point spent.
0/10
+0
+
Rationing
Safety Measures
The durability of internal modules is increased by 2% per Skill Point spent. If an internal module receives critical damage, the negative effect is decreased by 5% per Skill Point spent. The chance of engine fire is reduced by 3%, and firefighting abilities are enhanced by 8% per Skill Point spent.
0/10
+0
+
Safety Measures
0/30
 
Thrill of the Hunt
For each enemy vehicle you cause damage to by shooting, gun dispersion and aiming time are decreased by 2%. The effect stacks up to five times until the end of the battle (−10%).
 
Thrill of the Hunt
OR
 
Return Fire
Upon blocking each enemy shell with armor, gun dispersion is decreased by 15% until you fire a shot.
 
Return Fire
Driver Training
Quick Start
In the first 5 s after you start moving, the engine power of your vehicle is increased by 0.5% per Skill Point spent.
0/10
+0
+
Quick Start
Smooth Ride
Gun dispersion on turret or gun traverse is decreased by 0.75% per Skill Point spent. Gun dispersion during movement or on hull traverse is decreased by 0.4% per Skill Point spent.
0/10
+0
+
Smooth Ride
Clutch Braking
The hull traverse speed and turning speed of wheels are increased by 0.5% per Skill Point spent. The effectiveness of maintaining speed when crossing soft and moderately soft terrains is increased by 0.5% per Skill Point spent.
0/10
+0
+
Clutch Braking
Ramming Tactics
The damage you cause by ramming is increased by 2%. The damage you receive upon ramming is decreased by 1% per Skill Point spent. In addition, the damage to suspension received from ramming is decreased by 6% per Skill Point spent.
0/10
+0
+
Ramming Tactics
Need for Speed
Gun reload time is reduced by 0.5% per Skill Point when moving at a speed higher than 40 km/h.
0/10
+0
+
Need for Speed
0/30
 
Operational Intelligence
In 5 s after you start moving, the concealment of enemy vehicles, either moving or behind foliage, is reduced by 10%. The effect lasts until you stop.
 
Operational Intelligence
OR
 
Torque
The engine power, hull traverse speed, and turning speed of wheels are increased by 10%. The effect lasts until you reach a speed of 40 km/h.
 
Torque
Operational Training
Terrain Knowledge
The time your vehicle remains spotted after leaving the enemy's view range is reduced by 0.3 s per Skill Point spent.
0/10
+0
+
Terrain Knowledge
Stealth
The effect of your vehicle's concealment behind foliage and after firing are increased by 1% per Skill Point spent. The effect is not active if your vehicle is on fire.
0/10
+0
+
Stealth
Pain Threshold
The chance of crew member injury is decreased by 2.5%, and the negative effects from injuries are decreased by 5% per Skill Point spent. Effect: An enemy remains spotted for an additional 0.3 s per Skill Point spent after your vehicle is destroyed.
0/10
+0
+
Pain Threshold
Old Guard
The negative stun effect is decreased by 2.5% per Skill Point spent.
0/10
+0
+
Old Guard
Resilience
The duration of crew stunning and damage received from HE shells are reduced by 0.75%, and the damage received from ramming or impact is decreased by 1.5% per Skill Point spent.
0/10
+0
+
Resilience
0/30
 
Applied Medicine
The level of vehicle handling is increased by 7.5% for 30 s when you use a First Aid Kit. The First Aid Kit cooldown time is increased by 45 s. You can use a First Aid Kit even if crew members are not injured.
 
Applied Medicine
OR
 
Applied Mechanics
Gun reload time is decreased by 7.5% for 20 s when you use a Repair Kit. The Repair Kit cooldown time is increased by 45 s. You can use a Repair Kit even if vehicle modules are not damaged.
 
Applied Mechanics

Instructors

All special crew members (e.g., Snow Maidens or Battle Pass heroes, etc.) will become new characters: Instructors. They will provide additional Skill Points (on top of the 10-point limit) to the crew and increase the XP earned after each battle. Instructors will be displayed in the Garage with a special icon next to the crew image.

Up to four Instructors can be assigned to a crew. This functionality gets unlocked gradually, as the crew achieves Level 20, 35, 50, and 65. The more Instructors assigned to a crew, the more XP it will earn after battles.

Instructors are divided into three classes, depending on their value:

  • If a special crew member had one zero perk, a Standard Instructor will be credited for them to the player.
  • Valuable Instructors will be credited for all special crew members that had two zero perks.
  • Crews created within partnership programs will become Unique Instructors.

Rewards for Participation in the Test

During the test period, you will have access to special missions on the Sandbox server. For their completion, you’ll receive useful rewards in the main game client.

Day 1 Missions

  • Play 2 Battles in MTs
  • Play 2 Battles in HTs
  • Play 2 Battles in LTs
  • Play 2 Battles in TDs
  • Play 2 Battles in SPGs
  • Complete 4 Missions out of 5
Play 2 Battles in MTs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Once per account
  • Available only for Tier VI–X medium tanks
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in HTs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Once per account
  • Available only for Tier VI–X heavy tanks
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in LTs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Once per account
  • Available only for Tier VI–X light tanks
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in TDs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Once per account
  • Available only for Tier VI–X tank destroyers
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in SPGs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Once per account
  • Available only for Tier VI–X SPGs
  • Random Battles

Rewards:

  • Tokens x5
Complete 4 Missions out of 5

Conditions:

  • Complete 4 missions out of 5 from Day 1

Restrictions:

  • Once per account
  • Random Battles

Rewards:

  • Tokens x20

Day 2 Missions

  • Play 2 Battles in MTs
  • Play 2 Battles in HTs
  • Play 2 Battles in LTs
  • Play 2 Battles in TDs
  • Play 2 Battles in SPGs
  • Complete 4 Missions out of 5
Play 2 Battles in MTs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Complete 4 Missions out of 5 from Day 1
  • Once per account
  • Available only for Tier VI–X medium tanks
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in HTs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Complete 4 Missions out of 5 from Day 1
  • Once per account
  • Available only for Tier VI–X heavy tanks
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in LTs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Complete 4 Missions out of 5 from Day 1
  • Once per account
  • Available only for Tier VI–X light tanks
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in TDs

Conditions:

  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Complete 4 Missions out of 5 from Day 1
  • Once per account
  • Available only for Tier VI–X tank destroyers
  • Random Battles

Rewards:

  • Tokens x5
Play 2 Battles in SPGs

Conditions:

  • Complete 4 Missions out of 5 from Day 1
  • Play 2 battles
  • Be among the top 12 players on your team by experience earned

Restrictions:

  • Once per account
  • Available only for Tier VI–X SPGs
  • Random Battles

Rewards:

  • Tokens x5
Complete 4 Missions out of 5

Conditions:

  • Complete 4 missions out of 5 from Day 2

Restrictions:

  • Complete 4 Missions out of 5 from Day 1
  • Once per account
  • Random Battles

Rewards:

  • Tokens x20

How to Participate

  • Download the Sandbox launcher.
  • Install the Sandbox client by launching the downloaded file. If you're running the Game Center for the first time, you'll have to authorize and restart the downloaded installation file.
  • Wait until the Sandbox client is downloaded and installed.
  • Open the World of Tanks tab, select World of Tanks Sandbox, and click Play.

Elements of the new crew system in the test, including any numerical values, are not final and may be changed following the results of the test.

The cut-off (game progress, achievements, etc.) was made on July 4 2021, except for the in-game currency values, which are test values only.

Join the Test and Share Your Feedback

All of the improvements mentioned above are a new working concept that needs to be checked and thoroughly tested by players. We really need to collect as much feedback, opinions, and impressions as possible, and we hope you take an active part in the test and make your contribution to the new crew system and how it will be implemented in the game.

Join the test and share your feedback, Commanders! Together we can make World of Tanks even better!

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