World of Tanks details five new Tier XI tanks for Update 2.4: Overdrive
28/08/2026 - 08:10
Wargaming has presented five new Tier XI vehicles coming to World of Tanks with Update 2.4: Overdrive. The additions extend established branches from Czechoslovakia, Sweden, Italy, China and Japan, with every vehicle receiving a dedicated mechanic intended to develop the identity of its Tier X predecessor.
The new arrivals are the Czechoslovakian Vz. 63P heavy tank, Swedish BV-111 medium tank, Italian CAV mod. 71 medium tank, Chinese WZ-219 light tank and Japanese Ho-Ri Shugo tank destroyer. Their mechanics respectively modify ammunition after a shot, introduce an alternative high-damage firing mode, accelerate the autoreloader, improve directional reconnaissance and add an independent rocket launcher.
Despite the promotional video concentrating on five vehicles, Update 2.4 actually introduces six Tier XI tanks. The sixth is the Pz.Kpfw. Neu, positioned at the end of an entirely new German heavy-tank branch and covered separately by Wargaming.
Five nations and four vehicle classes receive new endgame options
The five highlighted tanks represent four different battlefield classes. The Vz. 63P is a heavy tank, the BV-111 and CAV mod. 71 are medium tanks, the WZ-219 is a light tank and the Ho-Ri Shugo is a tank destroyer.
Rather than creating disconnected Tier XI branches, Wargaming has built each vehicle around the characteristics of an existing Tier X machine. Players familiar with the Vz. 55, UDES 15/16, Progetto M40 mod. 65, WZ-132-1 or Ho-Ri 3 should therefore recognize the foundations of their respective successors.
Their special systems are not simple passive statistical bonuses. Each mechanic introduces a tactical decision involving timing, positioning, ammunition management or exposure. Using the ability at the wrong moment can reduce mobility, waste a limited charge or reveal the player to an enemy.
That philosophy reflects the broader purpose of Tier XI. Wargaming is using the additional level to expand the mechanical complexity of established branches rather than merely giving their vehicles more armor, penetration and hit points.
Vz. 63P: a two-shot autoloader that learns from the first shell
The Vz. 63P follows the gameplay lineage of the Vz. 55 and retains a two-shell autoloader. Its new Adjustable Fuze Setter changes the second shell according to the result of the first.
If the opening round penetrates the armor of a visible enemy, the second shell receives increased average damage. If the first shot fails to penetrate, the system instead increases the penetration of the second round.
The mechanic gives the Vz. 63P two different ways to complete an engagement. A successful first hit creates an opportunity to deliver a more damaging follow-up, rewarding players who identify vulnerable armor and fully commit to the burst. A failed penetration is not entirely wasted because the second shell becomes better equipped to overcome the target’s protection.
It does not remove the consequences of poor aim. The first shot can still fail to deal damage, while increased penetration on the second shell does not guarantee success against a badly selected armor plate. The player must still evaluate angle, distance, shell type and the possibility of returning fire.
The requirement for the first target to be visible also prevents the mechanic from becoming a universal bonus activated through blind firing. Information from allies, personal spotting and correct target selection remain part of the process.
Among the five new tanks, the Vz. 63P has the easiest mechanic to understand, but potentially one of the highest immediate combat impacts. Its complete two-shell sequence can change depending on whether the first shot succeeds, making every opening round a branching decision rather than the beginning of a predetermined burst.
BV-111: trading mobility and reload speed for heavier individual shots
The Swedish BV-111 is researched after the UDES 15/16 and introduces the External Ammunition Feed mode. Activating it increases the tank’s damage per shot, but extends its reload time and reduces mobility.
This creates two operational configurations. In its standard mode, the BV-111 retains greater flexibility and can relocate or respond more quickly. External Ammunition Feed converts it into a slower platform capable of delivering more punishing individual hits.
The system appears designed for deliberate transitions rather than constant switching during direct exchanges. Wargaming lists separate activation and deactivation parameters, meaning that players must anticipate when the more powerful ammunition will be useful.
A concealed firing position, defensive ridge or predictable enemy approach should provide better conditions for the high-damage mode. Remaining in that configuration while a flank collapses could leave the BV-111 unable to reposition quickly enough.
The mechanic therefore complements the methodical nature of the Swedish medium branch without locking the vehicle permanently into one style. Players can prioritize mobility during the opening phase, switch to stronger ammunition when a firing position has been secured and return to the standard configuration before relocating.
The central balance question will be whether the increased alpha damage compensates adequately for the loss of rate of fire and mobility. If the damage gain is too efficient, the mode may become the default choice. If its penalties are too severe, it risks being reserved for narrow ambush situations. Its real effectiveness will depend on the final values used on the live server.
CAV mod. 71: an autoreloader with an emergency recovery system
The Italian CAV mod. 71 continues from the Progetto M40 mod. 65 and retains a four-shell autoreloader. Its Forced Loading Mechanism allows the player to reduce the loading time of a shell to a short fixed duration.
Using the system consumes charges, which recover over time. It therefore provides controlled exceptions to the normal autoreloader cycle rather than permanently accelerating the entire magazine.
This directly addresses the most important weakness of Italian autoreloaders: firing deeply into the magazine can leave the player with a long recovery period and a significant reduction in sustained damage. The CAV mod. 71 can spend a charge to obtain a shell sooner when another shot is urgently required.
That does not eliminate ammunition management. Charges are another limited resource, and consuming them unnecessarily may leave the mechanic unavailable during a more important confrontation. A player who empties the magazine and repeatedly depends on forced loading could exhaust both the shells and the mechanism intended to compensate for their absence.
The system should be particularly valuable when one additional shot can finish an opponent, interrupt a capture or prevent an enemy push. It can also allow the CAV mod. 71 to recover from an aggressive magazine dump more safely than the Progetto 65.
Its skill ceiling comes from managing two overlapping economies: the four-shell autoreloader and the stored forced-loading charges. Strong players will need to know not only when to fire, but when a normal reload is acceptable and when spending a charge changes the outcome of the engagement.
WZ-219: active reconnaissance with mutual exposure
The WZ-219 follows the WZ-132-1 and becomes the second Tier XI light tank in World of Tanks. Its Infrared Search and Track system is the most unconventional mechanic among the five additions because it modifies the spotting relationship between the user and the target.
When activated, IRST scans a sector in front of the vehicle. The search area gradually becomes narrower, but the WZ-219’s effective view range within that sector increases while enemy concealment is reduced.
If the system detects a target, the enemy and the WZ-219 initially receive each other’s interface icons. As the scan intensifies, the process can progress into full mutual spotting.
This means IRST is not a consequence-free method of exposing concealed opponents. It can help the WZ-219 defeat camouflage and foliage, but continued use may also reveal the scout operating the system. Wargaming explicitly states that deactivating IRST before full spotting occurs is a valid tactic.
That creates a reconnaissance duel based on partial information. The WZ-219 can briefly identify that an enemy is present, cancel the scan and reposition before the interaction develops into complete visibility. Alternatively, it can accept the risk and continue scanning to expose a strategically important target.
The narrowing sector also demands accurate orientation. IRST will be most effective when the player already has a reasonable idea of where the opposing vehicle is located. It is less suitable as a universal panoramic spotting bonus.
Of all five mechanics, this is the one most likely to influence behavior beyond the vehicle using it. Bush-dependent tank destroyers, passive scouts and concealed support vehicles must account for an opponent capable of reducing their camouflage through an active directional system.
Its strength will depend heavily on duration, cooldown, scan width, view-range improvement and the amount of concealment removed. It must be powerful enough to justify exposing a light tank, but not so efficient that it invalidates camouflage-based play.
Ho-Ri Shugo: a tank destroyer with its own coaxial rocket launcher
The Ho-Ri Shugo succeeds the Ho-Ri 3 and carries a slowly recharging Coaxial Rocket Launcher mounted in the gun mantlet. Activating the system switches to the auxiliary weapon, allowing the player to fire an unguided high-explosive rocket.
Wargaming says the rocket can be aimed like a conventional shell. It remains unguided, so the player must account for its velocity, accuracy and the target’s movement rather than expecting missile-style tracking.
The launcher operates independently from the Ho-Ri Shugo’s main cannon and gives the tank destroyer an additional attack between normal firing opportunities. Its practical uses may include damaging lightly armored targets, finishing enemies on low health or creating pressure while the primary gun is unavailable.
Those applications remain tactical possibilities rather than guarantees. High-explosive performance depends on impact location, armor thickness and the rocket’s final characteristics. The long recharge also prevents it from functioning as a continuous secondary gun.
The mechanic has clear burst-damage potential. A Ho-Ri Shugo that coordinates its cannon and rocket may be able to deliver two different attacks within a short engagement. Opponents will need to remember that the tank destroyer may retain an auxiliary shot after firing its main weapon.
The rocket system is also the most visibly experimental of the five designs. It pushes World of Tanks further toward specialized late-game mechanics while maintaining conventional aiming rather than introducing fully guided weapons.
Update 2.4 contains a sixth Tier XI vehicle
The five tanks presented together are only part of Update 2.4’s Tier XI expansion. Wargaming is also adding a new German heavy-tank branch consisting of four vehicles and culminating in the Pz.Kpfw. Neu at Tier XI.
That branch uses the Shell Calibration System. It allows its vehicles to adjust ammunition parameters according to the selected target, continuing the update’s broader focus on adaptive firepower.
Consequently, the correct total for Update 2.4 is six new Tier XI vehicles: the five multinational branch extensions and the German Pz.Kpfw. Neu. The promotional wording focuses on five because the German line has received a separate presentation.
This distinction matters for players planning their progression. Update 2.4 does not merely add five tanks to existing branches; it also creates a new German route through Tiers VIII, IX and X before reaching its own Tier XI endpoint.
Unlocking all five will require a major investment
Wargaming’s published Tier XI progression model requires 325,000 experience on the preceding Tier X vehicle and 7,400,000 credits to purchase its Tier XI successor.
Assuming those standard costs remain unchanged for the five additions, unlocking all of them would require 1,625,000 vehicle experience and 37,000,000 credits. That total does not include equipment, ammunition, consumables, crew-related expenditure or progression through the Tier XI upgrade system.
The relevant Tier X vehicles are the Vz. 55, UDES 15/16, Progetto M40 mod. 65, WZ-132-1 and Ho-Ri 3. Players targeting a particular successor can prepare by accumulating experience on that vehicle and reserving sufficient credits.
Purchasing the tank is not the end of its progression. Tier XI vehicles use an exclusive modular upgrade structure containing smaller statistical nodes and larger upgrades capable of strengthening their defining mechanic. Reaching the vehicle’s full configuration therefore demands additional play after the initial research and purchase.
The five tanks are standard researchable branch vehicles rather than announced Premium or event rewards. Their cost is substantial, but their acquisition follows the existing Tech Tree progression model.
Tier XI is becoming a layer of tactical specialization
When Tier XI was introduced in Update 2.0, its defining promise was not simply higher combat statistics. The tier was designed to give familiar vehicle lines an additional layer of mechanical identity.
These five additions reinforce that approach. The Vz. 63P adapts its second shell to the success or failure of the first. The BV-111 changes between mobility and alpha damage. The CAV mod. 71 converts stored charges into emergency reload speed. The WZ-219 exchanges personal safety for stronger reconnaissance. The Ho-Ri Shugo supplements its cannon with a slowly recharging rocket.
Every mechanic contains an advantage and an explicit limitation. That is essential for counterplay. A Tier XI vehicle that only received stronger firepower would risk replacing its predecessor without adding meaningful decisions. These systems instead ask players to manage timing and accept trade-offs.
The WZ-219 may have the greatest effect on the wider metagame because IRST interacts directly with camouflage and spotting. The CAV mod. 71 and Vz. 63P appear more focused on burst management, while the BV-111 and Ho-Ri Shugo introduce alternative ways of controlling individual engagements.
Final balance will determine whether these mechanics create genuine variety or simply establish mandatory power spikes at the top of their branches. The designs are distinct, but their cooldowns, penalties and improved shell values will decide how much counterplay remains.
Five very different reasons to continue established branches
Wargaming has avoided giving all five vehicles variations of the same activated ability. Each one extends a recognizable branch while targeting a different combat problem.
Vz. 55 players receive a more adaptive two-shot sequence. UDES 15/16 users gain control over the balance between mobility and damage. Progetto 65 players receive a limited tool for correcting or accelerating magazine recovery. WZ-132-1 users gain an aggressive scouting system, while Ho-Ri 3 players receive a secondary weapon capable of supplementing the main cannon.
That variety is the strongest element of the announcement. The tanks are not differentiated purely through appearance or national identity; each has a mechanical reason to exist beyond Tier X.
Update 2.4 will nevertheless place additional economic and tactical pressure on World of Tanks’ endgame. Five more established branches now continue beyond what was previously their final vehicle, while the new German line introduces a sixth Tier XI destination.
For experienced players, the central question is no longer whether Tier XI is a temporary experiment. With six more vehicles and another complete branch arriving in Overdrive, Wargaming is clearly turning it into a permanent and increasingly complex part of World of Tanks.
