HLL Armour Crew Guide
Introduction & Role Overview
An armour crew can consist of up to 3 players:
- Tank Commander
- Crewman
- Crewman
Whilst it is possible to operate solo, the tank is far more effective on the battlefield when fully crewed.
If you open a new tank squad – you will have to assume the role of Tank Commander.
If you join an existing tank squad you could join as commander or crewman depending on what roles are already filled.

Tanks have 3 seats which can each be filled by either the tank commander or a crewman.
- Driver
- Gunner
- Spotter/Periscope
If you don’t have a full crew then you (or one of you) will have to switch between roles.
Note: An armour crew is also required to operate the new wheeled recon vehicles.

Tank Commander
As a tank commander in a fully crewed tank you will likely man the spotter seat most of the time. This seat provides a 360 degree view around the tank via the periscope with the ability to zoom your view to better spot targets.
This allows you to be effective when you direct your crew and provide valuable information to both your driver and gunner, who have less visibility than you. You will decide where your tank goes, what targets to prioritise and when to engage the enemy.
The tank commander also has access to the Command voice channel, which means that you can communicate threats to the commander and other allied squads and also receive requests for armour support from them.
Be sure to communicate with other armoured units on your team so you can all be an effective presence on the battlefield.
Tank Commander Loadout
American
- M1A1 Thompson
- Colt M1911 Pistol
- Bandages
- Westinghouse M3 6×30 Binoculars
German
- MP40
- Walther P38 Pistol
- Bandages
- Dientsglas 6×30 Binoculars
Tank Defending
As the tank commander’s loadout is superior to that of a crewman, you should be prepared to jump out of your tank if the opportunity arises to attack enemy Engineers and other infantry that may be harassing you up close. Taking this approach also means both the driver and gunner can remain active, keeping the tank both mobile and dangerous.
This can be risky, but it could keep your tank and its crew alive, or prevent the tank rolling over a sneaky AT mine.
Tank Crewman
As a tank crewman you’ll be spending the majority of your time on the front in a tank. In a fully crewed tank you will be following the instructions of your tank commander to either move the tank where he asks, or fire at targets he points out.
This means that the Crewman role can find itself in two very different scenarios, driving or shooting. Being experienced in both is highly advised, if you lose a member of your unit in battle you could end up having to both drive and gun.
Tank Crewman Loadout
American
- Colt M1911
- Bandages
German
- Walther P38
- Bandages
Tank Driver
The Crewman that sits in the driving seat of a tank is responsible for the movement of the tank. Generally, you’ll listen to your Tank Commander’s orders on where to go, as well as obstacles to avoid. In the heat of battle though, you’ll have to rely on both your wits and skill to both survive and thrive in battle.

Know what you can do, know your limits and watch out for tank traps and mines.
Driving Controls:
- Turn on Engine – Hold E
- Shift Gears up LFT SHFT
- Shift Gears down LFT CTRL
- Gear sequence : R – P – 1 – 2 – 3 – 4
- Accelerate W – Forward and reverse
- Brake – S
- Hull Mounted MG Fire – LMB
- Track MG with mouse – No reticule – use tracers to aim.
When stationary and wishing to keep a low profile, return to Park and tap ‘E’ to turn off your engine. You’ll lose the ability to quickly escape, but the lack of an engine rumble can let you get the drop on enemy infantry at close range.
The driver also gets access to a Hull Machine Gun. You can aim this with your mouse and fire with the LMB. This doesn’t have targeting, so you’ll need to use your tracers to track where your shots are landing, although there is a small window to the right showing where, within your view, you are currently aiming.
Tank Gunner
The gunner operates tank’s main gun, loading and firing, as well as a coaxial machine gun. Infantry, tanks and other vehicles are your targets.

Where you strike enemy tanks is important, from damaging specific parts to focusing on a kill shot, landing your shots in the right places is of key importance.

Turret Controls:
- Fire Main Gun – LMB
- Fire Coaxial MG – RMB
- Gun elevation up – W
- Gun Elevation Down – S
- Turn Turret left – A
- Turn Turret Right – D
- Select Shell Type 1– 1
- Select Shell Type 2- 2
- Select Shell Type 3- 3
- Reload – R
- Zoom Optic – Mouse Wheel
Follow these rules to maximise your success:
- Load the right round for the job. AP rounds for vehicles and HE for infantry!
- Aim to hit enemy tanks at a flat angle, this will stop shells from ricocheting off the side.
- Know when to take your first shot, as it will give away your position.
- Know your weak points! Damaged tracks inhibit mobility, damaged turrets severely limit aiming and a penetration to the side or back will destroy the tank.
Tank Spotter
The spotter is able to view 360 degrees around the tank with extra zoom levels and can call out targets and hazards to the crew.
When you initially take the observer seat, you are looking out of the front of the tank with a restricted view similar to that of the driver, you can only look straight out of this view.

Periscope Controls:
Use your mouse wheel to move to the periscope and then to zoom in and out as required and use your mouse to rotate the periscope to give a speedy 360 degree view around the tank.


Recon Vehicles
Update 6 introduced the new wheeled recon vehicles. These can only be operated by an armour crew but provide 2 additional seats for passengers. The crew seating is similar to the tanks except they have automatic gearboxes so you don’t need to worry about gear changes.
The periscope has a camera which can provide recon information (similar to the recon plane – red dots are enemy infantry – red diamonds are enemy vehicles) within a dome based on where it is pointing. This camera has to be reloaded before each use and takes quite a while to reload to avoid an overuse advantage. Use ‘R’ to reload and left mouse button to ‘photograph’ the area around where you are aiming.

Tank Damage
When your tank takes damage, it can be one of or all of the three systems on the tank:

Turret: The turret is where the cannon is located, on the screen there is a map of the tank showing the direction the turret is currently positioned. When this system is damaged the turret will not move nearly as fast as a fully operational tank. Keep that turret position in mind if it is damaged and try to compensate the tanks position for any callouts.
Tracks: The tracks are what moves the tank, if these get damaged it isn’t the end of the world but if they get destroyed you will be a sitting duck stuck in first, park, or reverse gear. Watch out shots against your tracks, your gearing can change throwing the tank into a different direction and gearing.
Hull: the hull is the overall armour of the tank, this system covers all sides of the tank and gives a small understanding of the beating it can take.
Tank Combat Tips
Here’;s a few tips for effective use of armour on the battlefield
• Scout Ahead
Beware enemy mines or ambushes. AT mines are normally found in high vehicle traffic areas. Keep this in mind when pushing down roads or choke points at high speed.
• Watch your 6
If you are driving or gunning as a tank commander, leave your periscope facing behind the tank. This will allow you to quickly check if the enemy are sneaking up behind you.
• Tank Positioning
A tank’s armour is thickest in the front and weakest on the back, the sides offer some protection but the front armour is the best. Having your tank positioning properly when facing other tanks can cause a deflection of the opponents shot, not damaging your systems and allowing you to fight back.
• It’s Good to Talk
Maintain communication with your crew, inform your driver on where you’d like to go, tell your gunner ahead of time what you’d like them to prioritise and inform your crew of threats, obstacles and troop movements as soon as possible.
• Helping Out
Listen out for allies requesting armour assistance via comms. Tanks can quickly change the tide of a battle.
• Ask for Help
If your tank is damaged and far from HQ, use either Officer or proximity voice channel to request a repair station be built. You can also ask a friendly Engineer or Anti-Tank guy to come and repair your tank.
• Stay Low
When possible, try to keep the main body of your tank behind cover or terrain, with the turret and as little of the hull as possible showing. This greatly reduces the risk of taking critical damage.
• The Right Gear
Higher gears give you more speed, lower gears give greater turning mobility. Being in first gear will allow you to climb and navigate obstacles that can’t be passed on higher gears. Lower gears also allow tighter turning.
• Bullet Buzz
Use the hull machine gun and coaxial machine gun to suppress enemy infantry. This is particularly useful whilst a Gunner reloads.
• Infantry Shield
Tanks make a great shield for infantry pushing forward under fire. Help out your local infantry by providing cover as you all push forward.