A somewhat “simple”, somewhat “in-depth” guide to the new commander system in 0.22
Contents
Brief Overview
Each commander starts at rank 1, with a default skill already chosen. These skills sometimes rank up alongside the commander. Sabrina, for example, starts off with bonus module damage, and each rank she acquires, increases that bonus module damage. Some start off with a conditional skill, like Ioannis, which activates after spotting an enemy, or fulfilling a condition.
You start off with Philipp and Sabrina, with the ability to unlock Ioannis (LAV-300), Freja (M113 ACAV), Rashid (BMD-1P), Viktor (M48A3/T-55/Type 69), and Juan Carlos (FV4201 Chieftain Mk. 2) through the upgrades screen of the vehicles listed in parenthesis.
You can use them in any vehicle you want. There is no restriction to a certain vehicle or certain vehicle class. If you want a camo-centered commander for your MBT, you can do that. If you want extra view range in your TD, you can do that, and you can move them around as freely as you want.
You rank up by earning commander exp for whatever commander you’ve chosen to use in the tank you’re playing.
Each rank gives you a single skill point.
However you can only select skills next to the ones you already have.
Some start off with a big square in the middle, some with a small square in a predetermined location.
Commander Progression & Chain of Command
There are 15 Ranks.
Each commander starts off at Rank 1, and can be advanced all the way to Rank 10 without any issues.
Ranks 11 through 15 are a different story, this is where the “Chain of Command” comes into play.
In order to promote a commander to Rank 11, you must still have a commander at Rank 10. In order to achieve Rank 11 (First Lieutenant), you must have 2 commanders at Rank 10 (Lieutenant). This is the “Chain of Command” or “Rule of 2”. Each Rank from Rank 10 (First Lieutenant) to Rank 15 (Colonel), must always be occupied.
You can, however, have multiple Rank 12’s, if you still have a Rank 10 and a Rank 11. Each Rank can have mutiple commanders, to achieve the next, however, requires one at least in each Rank to forever sit at said rank.
Sample Chain of Command
Rank 10 – Sabrina (Stealthy Module/Crew Killer)
Camo in the bottom left, Crew damage in the top right.
Rank 11 – Philipp (Defense)
Repair speed, some ammo rack HP, wheel/tread HP, turret traverse, hull traverse, 1.1% reload buff + module damage.
Rank 12 – Viktor (Ultimate Module/Crew Killer)
Heavy module/crew damage.
Rank 13 – Juan Carlos (CQC Brawl Winner)
5.32% reload buff 50 meters next to enemy at Rank 13. + Accuracy & View Range/Mobility
Rank 14 – Rashid (ATGM’s)
ATGM buffs + Camo Buffs/Module Damage
Rank 15 – Ioannis (Active Camo Scout)
View Range + Camo + some module/crew damage.
Extra Trees
Rank 10 – Philipp (Reload)
2.2% Flat Reload Buff, no conditions, at Rank 10 + Repairs/Ammo Rack HP/Module Damage.
Rank 10 – Max/Fyodor (Crew Buffs)[Rep Boost]
Crew Stats, Ammo Swap, Turret Traverse + Aim Speed.
Rank 10 – Max/Fyodor (“MBT” Grind)[Rep Boost]
Ammo Swap, Crew Stats, Repair Speed, Reduced Ram Damage.
Rank 10 – Max/Fyodor (“Speedy Missile AFV”)[Rep Boost]
Max Speed, Reduced ATGM Noise, Aim Speed, Reduced Engine Fire.
Rank 10 – Freja (“Light Tank”)
Mobility + Track HP + Module/Crew Damage.
Rank 10 – Freja (Arty)
Aim Speed Buffs + Reload Buffs.
Rank 10 – Freja (Accuracy)
Peak Accuracy Buffs(above 50% HP) + Crew Stats
Rank 10 – Rashid (Camo/APS/Mobility/Smoke Buffs)
Basically what’s in the parenthesis.
Alternative Chain of Command
Rank 10 – Sabrina (Stealthy Module/Crew Killer)
Camo + Module/Crew Damage.
Rank 11 – Rashid (ATGM’s)
ATGM Reload + Module Damage.
Rank 12 – Viktor (Module/Crew Killer)
Max Module/Crew Damage. + Increased Reload after getting shot(penetration or not supposedly).
Rank 13 – Juan Carlos (Brawl Winner)
5.32% Reload within 50 meters + view range/mobility.
Rank 14 – Ioannis (Scout)
Camo + View Range + Module Damage.
Rank 15 – Erin (Max Camo Scout)
Max Camo + Some Mobility/View Range.
Alternate Rank 10 – Philipp (Reload)
2.2% Reload Buff (no conditions)
Final Thoughts
I personally enjoyed going through the trees, trying to figure out which skills would be the best, which would be situational, which might not be too great, and which would ultimately make the biggest difference when it came down to having to choose a commander to stay at 13, and another to stay at 14.
There’s a good tree for just about every commander if you want to get a specific one all the way to Colonel, if the sample chain of command above seems like it might not suit your desired playestyle. A good example would be an arty commander near the top, versus most of mine, which are mostly tied to the other classes, since I don’t really play artillery myself.
Be the first to comment