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Crewman

Operates the vehicle as Driver, Gunner, or Periscope. Follows Tank Commander instructions and keeps the tank moving, firing, and loading the right ammunition for every target.

Unit
Armour
Faction
Both
Difficulty
Intermediate
Role
Armour Crew

Role Overview

A Crewman’s role is the operation of a vehicle. They can choose the seat of either Driver, Gunner, or Periscope. If a seat is unoccupied, the Crewman can switch between them. It is, however, more efficient to have all roles and seats occupied. It’s vital to follow the Tank Commander’s instructions. While sitting in the Periscope seat, the Tank Commander will have the greatest visibility.

Usually it’s safest to stay inside your tank where small arms fire can’t penetrate. That said, there may be occasions where venturing outside may be beneficial — such as when under attack from enemy handheld anti-tank weapons. You might be able to surprise them.

As loader/gunner, make sure you load the right ammunition. High Explosive won’t be effective against other hard targets such as tanks — use Armour Piercing rounds instead.

Though the tank will drive over small obstacles, be careful when venturing off the beaten track. Refer to the map often.

The Three Crew Seats

Driver — controls the tank’s movement. Responsible for positioning the hull, navigating terrain, and following the Tank Commander’s routing calls. Keep the front armour facing the enemy. Announce terrain issues and AT threats you spot to the Tank Commander.

Gunner — operates the main gun. Takes target calls from the Tank Commander and fires when instructed. Responsible for loading the correct shell type for each engagement. Announce reload status so the Tank Commander knows when the gun is ready.

Periscope — observation position that gives the Tank Commander their greatest visibility. When the Tank Commander occupies this seat, they can see more of the battlefield — which is why it’s more efficient to have a dedicated Crewman in each of the other two seats rather than leaving one empty while the TC spots.

Ammunition Selection

As loader/gunner, loading the correct ammunition type is one of your most critical responsibilities:

High Explosive (HE) — effective against infantry and light unarmoured targets. Will not reliably penetrate tank armour — do not use against enemy vehicles.

Armour Piercing (AP) — designed to defeat armoured targets. Use against enemy tanks and armoured vehicles. Switch to AP as soon as an enemy armoured target is identified.

Loading the wrong round against an armoured target wastes a shot and gives the enemy time to respond. Know what you’re engaging before you fire.

Staying Inside vs. Bailing Out

Small arms fire cannot penetrate tank armour — staying inside is almost always safer than exposing yourself. However there are situations where leaving the tank is the correct call:

Enemy handheld AT weapons at close range — if enemy infantry with handheld AT weapons are at close range, you may be able to exit the tank and deal with them before they fire. The element of surprise on foot can eliminate a threat that would otherwise destroy the vehicle.

In all other situations, remain inside. A Crewman on foot is a soft target; a Crewman inside the tank is protected.

Terrain and Navigation

The tank will drive over small obstacles but is not invincible off-road. Refer to the map frequently when driving off the beaten track — ditches, steep slopes, and terrain features can immobilise the vehicle. An immobilised tank is a stationary target.

Stick to known vehicle routes when possible and communicate route choices to the Tank Commander before committing to them.

Strengths

  • High survivability inside armour — immune to small arms fire
  • Flexible seat switching if crew positions are unfilled
  • Massive firepower when the correct ammunition is loaded
  • Mobile and adaptable to multiple battlefield situations

Weaknesses

  • Effectiveness depends entirely on crew coordination and Tank Commander leadership
  • Wrong ammunition selection wastes shots and time
  • Off-road terrain can immobilise the tank
  • Venturing outside exposes you to all infantry threats

Best Playstyle

Pick your seat, learn it, and follow the Tank Commander’s instructions. The Driver focuses on hull positioning and safe routing. The Gunner focuses on target acquisition, correct ammunition, and clean shots. Both communicate constantly with the Tank Commander — announce what you see, what you’re loading, and any issues that affect the crew’s ability to fight.

Stay in the tank unless there is a compelling reason not to. Your value as a Crewman is inside the vehicle.

Teamwork Tips

  • Announce reload status after every shot — “reloaded, ready” or “reloading, ten seconds”
  • Drivers: keep the front armour facing the enemy at all times unless instructed otherwise
  • Switch ammunition type the moment the Tank Commander calls an armoured target
  • Communicate any terrain issues to the Tank Commander before they become a crisis
  • If a seat is unoccupied, switch to cover it — but tell the Tank Commander you’re doing so

Advanced Tactics

  • AP pre-load in armour country: if you’re advancing through an area with known enemy armour, keep AP loaded as the default — HE can be switched in when needed
  • Bail and flank on AT infantry: if handheld AT infantry are confirmed at close range and the tank has time, a crewman exiting to deal with them from an unexpected angle can save the vehicle
  • Terrain reading: experienced drivers learn which terrain features are passable and which will trap the tank — develop map awareness for vehicle routes on each map
  • Announce before you switch seats: if you’re moving from Gunner to Driver because the Driver position is empty, call it out — the Tank Commander needs to know which seat is live at any given moment
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