Armored Warfare – Vehicle Comparison Guide

Vehicle Comparison


This guide will provide basic information for newer players as well as a ‘relatively accurate’ spreadsheet detailing the statistics of tanks/vehicles in the game and allowing you to compare them to other tanks/vehicles of their tier and class. Some of these information can be found in the Armored Warfare wiki, however some of the stats in that wiki are not up-to-date and as such this guide aims to provide the information you need to decide on which vehicles to purchase.

At the moment, the spreadsheet is a work-in-progress and only includes non-premium vehicles of tier 8-10, as well as only featuring ap ammunition in the calculations as it is the most reliable ammunition, whereas heat and he are alot more unpredictable and varied when calculating DPM due to many factors. Should there be a request for it I will consider adding in vehicles of the lower tiers.

Basics of Armored Warfare

Apart from the basic controls of moving, aiming and shooting which everyone should know, here are some other basic controls:

  • Double tap ‘R’ for your vehicle to automatically accelerate. Single tap ‘R’ for a slow speed.
  • ‘C’ to reload. (Only needed for vehicles with salvos, such as autoloaders). To auto-reverse, ‘F’.
  • Hold ‘Ctrl’ to be able to move your mouse freely, used during a battle to allow you to check out the ammunition you have and ping the map.
  • Double tap the number of the ammunition (for example ‘2’) to quickly swap to that ammo type, although keep in mind this will cause your tank to reload that new round in. Single tap for your tank to only change once you have expanded the current round.

Tank Classes

There are 5 classes of vehicles in Armored Warfare, with MBTs being the most prevalent class.

Main Battle Tanks

Brawlers of the team, with high frontal armour and good firepower against all threats. Their weaknesses are lower maneuverability as compared to other classes and low camoflage rating.

Light Tanks

Light Tanks can take more punishment than the other classes (excluding MBTs), however they often do not have the armor for a prolonged firefight. They fare best using their high mobility to flank enemy positions, and get side or rear shots on enemy tanks.

Armored Fighting Vehicles

AFVs where they lack in armor make up for it with high camouflage ratings and autocannons which can rip apart lightly armored targets in seconds, making them among the best damage dealers in the game. Most of them also come with ATGMs to combat more heavily armored targets, and infantry support to help deal damage.

Tank Destroyers

Where MBTs are the brawlers, tank destroyers are the carries/glass cannons. They generally have high stealth and powerful, accurate cannons with low reload times, giving them extremely high DPM, equivalent to AFVs, with the added benefit of having higher penetration over autocannons. Like AFVs however they usually have next to no armour, with the exception of the Terminator class of TDs which trade stealth for armour and utilize autocannons.

Self-Propelled Guns

SPGs, also known as Artillery are a vehicle class designed for long range, indirect fire support.


There are 3 main types of Ammunition in the game: Armour Piercing (AP), High Explosive Anti-Tank (HEAT) and High Explosive (HE).

Armour Piercing (AP) – denoted by blue markings

Sub-classes include: APBC, APCR, AP-I, APDS, APFSDS, HVAP, HVAPDS.


  • Highest velocity.
  • Can penetrate steeper angles than other ammunition types.
  • Few countermeasures against it.


  • Lower damage than HEAT against lightly armored targets.
  • No area of effect.
  • Penetration value drops at long range.
  • Deals little crew/module damage.

High Explosive Anti-Tank (HEAT) – denoted by red markings

Sub-classes include: ATGM, ATGM-TH, HEAT-FS, HEAT-MP.


  • Highest potential damage of any shell type.
  • Does not lose penetration over distance.
  • Usually highest penetration of all ammo types available to the specific vehicle.
  • More crew / module damage than AP rounds.


  • Lower shell velocity than AP.
  • Multiple countermeasures against HEAT ammunition, especially at higher tiers (such as composite armor which becomes very prevalent).
  • ATGMs can be destroyed or diverted by APS (Active Protection System) found commonly on high tier MBTs and some other vehicles.

High Explosive (HE) – denoted by orange / green markings

Sub-classes include: HE-F, HE-I, PELE, HEP, HESH, ATGM-TB (Thermobaric). The latter 4 ammo types have much higher penetration than standard HE rounds found on most vehicles, and are thus usually more likely to penetrate the vehicle and do full or more damage, at the cost of slightly less crew / module damage.


  • High damage if penetration does occur.
  • Can damage even without penetration, albeit at a reduced amount.
  • Splash damage.
  • Can easily destroy Explosive Reactive Armour found on certain tanks.


  • Lowest shell velocity.
  • Low penetration values as compared to AP and HEAT.
  • Lacks in damage output as compared to other shells due to low penetration.

As a general rule of thumb, use HEAT first, and if you can’t penetrate use AP. If AP can’t penetrate either, use HE or try to flank the target.

Tank Spreadsheet

Now to the main section of the guide, the tank and vehicle comparison spreadsheet.

Either view it on the google spreadsheet or download it as an excel file (link).

Some things to note:

  • ROF = 60 / Reload time.
  • DPM = Average damage X ROF.
  • In most vehicles this DPM is further multipled by 112.5, due to a module that provides such a feature. This calculation is then used as the final DPM.
  • Total health is also higher than stated in game for stock tanks due to a spall liner module adding 250-150 hp.
  • Boosts from retrofits are not included.
  • The XM1A3 with quickdraw has a ‘?’ on the DPM value as I do not know how to calculate that DPM.


HEAT and HE ammunition types are not factored into this spreadsheet as the game does not make it easy to calculate the average damage of HEAT and HE, (it’s not as simple as AP where I can add up the range and then divide by 2), as such I only use AP statistics in my calculations.

As a result vehicles which do not fire any form of AP ammunition are not included in the spreadsheet, due to being hard to compare with. My apologies if this inconveniences you.

Premium vehicles and vehicles of tier 1-7 are also not included in the spreadsheet, but can be included in the future if there is a request for it.

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