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Take, for instance, the map Glacier - you have WW2 era warships trapped in ice, forced into unusual positions in a manner that indicates more that they were carried there rather than if they had run aground or sunk - this is particularly obvious with the aircraft carrier that has broken on the map. Those ships have been around for an insanely long time to be in that sort of positioning.

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Take, for instance, the map Glacier - you have WW2 [=WW2=] era warships trapped in ice, forced into unusual positions in a manner that indicates more that they were carried there rather than if they had run aground or sunk - this is particularly obvious with the aircraft carrier that has broken on the map. Those ships have been around for an insanely long time to be in that sort of positioning.
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Any vehicle that is destroyed in World of Tanks is restored, good as new, at the end of a match. The Machine Gods the reward the bravest and the most skilled with rewards: credits, medals, banners of merit. Crews are understood more as a concept than a reality, thus why 'crew skills' magically enhance the stats of a tank wholesale but there are no actual visible crews, unlike ''VideoGame/WarThunder''.

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Any vehicle that is destroyed in World of Tanks is restored, good as new, at the end of a match. The Machine Gods the reward the bravest and the most skilled tanks with rewards: credits, medals, and banners of merit. Crews are understood more as a concept than a reality, thus why 'crew skills' magically enhance the stats of a tank wholesale but there are no actual visible crews, unlike ''VideoGame/WarThunder''.
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Unusually short-ranged combat doesn't matter--the Machine Gods demand spectacle.

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Unusually short-ranged close combat doesn't matter--the Machine Gods demand spectacle.
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There is some degree of technological redevelopment, as indicated by knocked-out World War 1 era tanks appearing in strange places, like the Fisherman's Bay map themed mostly after the British Isles. Whatever is causing the stasis is also causing things such as visual and radio interference - hence why artillery is a short ranged on-map weapon as opposed to a long range off map strike most of the time and why radio ranges are measured in hundreds of meters instead of kilometers.

to:

There is some degree of technological redevelopment, as indicated by knocked-out World War 1 era tanks appearing in strange places, like the Fisherman's Bay map themed mostly after the British Isles. Whatever is causing the stasis is also causing things such as visual and radio interference - hence why artillery is a short ranged on-map weapon as opposed to a long range off map strike most of the time and why radio ranges are measured in hundreds of meters instead of kilometers.kilometers.

[[WMG:World of Tanks is a form of Valhalla...]]
...for the ''tanks''. [[SentientVehicle Granted sentience by the Machine Gods]], vehicles whose only purpose was waging war get to be useful once more in the armored war machine afterlife. The Machine Gods bid [[BloodKnight those with a love of battle]] to go forth and prove themselves.

Unlikely team composition doesn't matter--there are no national stakes in the afterlife.
Imaginary map layout doesn't matter--they are fighting in the memories of locations.
Non-historic camouflage doesn't matter--to the vehicles, it's basically war paint.
Unusually short-ranged combat doesn't matter--the Machine Gods demand spectacle.

Any vehicle that is destroyed in World of Tanks is restored, good as new, at the end of a match. The Machine Gods the reward the bravest and the most skilled with rewards: credits, medals, banners of merit. Crews are understood more as a concept than a reality, thus why 'crew skills' magically enhance the stats of a tank wholesale but there are no actual visible crews, unlike ''VideoGame/WarThunder''.

The Machine Gods maintain an 'in game economy' in the form of repair and ammunition costs to keep things interesting in the form of stakes. Tech tree vehicle unlocks 'awaken' the spirits of other vehicles (or perhaps the concept of the vehicles if they are more imaginary) to take up the fight. Module unlocks represent memories of real life history for each tank. Premium vehicles are 'unattached' ghosts who require sacrifices to be awakened. Consumables are boon tokens granted by the Machine Gods to even the odds of an unlucky hit, sacrificed each time the Machine Gods are invoked to repair a track or heal crew.
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take place in a post-apocalyptic future. Nothing earth-shattering, but bad enough to dissolve the world's political and military powers and set technology back decades. Now, factions that control resources and territories vie for control, but not with proper militaries. Rather, they hire mercenaries - the players - who supply and maintain their own equipment, based on schematics and blueprints for WWI to Cold War era vehicles. This explains why one might be fighting from one side of the map in one battle, and from the opposite side in the next. These fighters have no real allegiance; they're only in it for the money. Naturally, these factions can afford to pay their mercenaries better if they succeed in taking control of a territory...

to:

take place in a post-apocalyptic future. Nothing earth-shattering, but bad enough to dissolve the world's political and military powers and set technology back decades. Now, factions that control resources and territories vie for control, but not with proper militaries. Rather, they hire mercenaries - the players - who supply and maintain their own equipment, based on schematics and blueprints for WWI to Cold War era vehicles. This explains why one might be fighting from one side of the map in one battle, and from the opposite side in the next. These fighters have no real allegiance; they're only in it for the money. Naturally, these factions can afford to pay their mercenaries better if they succeed in taking control of a territory...territory...
[[WMG:World of Tank's setting has been caught in a [[ModernStasis Mid-20th]] [[MedievalStasis century Stasis]].]]
Take, for instance, the map Glacier - you have WW2 era warships trapped in ice, forced into unusual positions in a manner that indicates more that they were carried there rather than if they had run aground or sunk - this is particularly obvious with the aircraft carrier that has broken on the map. Those ships have been around for an insanely long time to be in that sort of positioning.

There is some degree of technological redevelopment, as indicated by knocked-out World War 1 era tanks appearing in strange places, like the Fisherman's Bay map themed mostly after the British Isles. Whatever is causing the stasis is also causing things such as visual and radio interference - hence why artillery is a short ranged on-map weapon as opposed to a long range off map strike most of the time and why radio ranges are measured in hundreds of meters instead of kilometers.
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It explains many of the stranger and surreal parts of the game. It explains why Panzers and T-34s are willing to fight on the same team, why there can be multiple models of experimental tanks that never left the drawing board, and multi-tank platoons involving tanks like the Maus and TOG II. The tier system can be compared to be like the Formula racing series, where the lower tiers are like Formula 2 and Formula 3, and the higher tiers are like F1, since they are expensive to participate in and the stakes are generally higher. Matchmaking is the game officials deciding which tank team fights who.

to:

It explains many of the stranger and surreal parts of the game. It explains why Panzers and T-34s are willing to fight on the same team, why there can be multiple models of experimental tanks that never left the drawing board, and multi-tank platoons involving tanks like the Maus and TOG II. The tier system can be compared to be like the Formula racing series, where the lower tiers are like Formula 2 and Formula 3, and the higher tiers are like F1, since they are expensive to participate in and the stakes are generally higher. Matchmaking is the game officials deciding which tank team fights who.who.
[[WMG:Alternatively, this game - along with counterparts ''Warplanes'' and ''Warships''...]]
take place in a post-apocalyptic future. Nothing earth-shattering, but bad enough to dissolve the world's political and military powers and set technology back decades. Now, factions that control resources and territories vie for control, but not with proper militaries. Rather, they hire mercenaries - the players - who supply and maintain their own equipment, based on schematics and blueprints for WWI to Cold War era vehicles. This explains why one might be fighting from one side of the map in one battle, and from the opposite side in the next. These fighters have no real allegiance; they're only in it for the money. Naturally, these factions can afford to pay their mercenaries better if they succeed in taking control of a territory...
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[[WMG:World of Tanks is actually a gory and ruthless motorsport ]]
It explains many of the stranger and surreal parts of the game. It explains why Panzers and T-34s are willing to fight on the same team, why there can be multiple models of experimental tanks that never left the drawing board, and multi-tank platoons involving tanks like the Maus and TOG II. The tier system can be compared to be like the Formula racing series, where the lower tiers are like Formula 2 and Formula 3, and the higher tiers are like F1, since they are expensive to participate in and the stakes are generally higher. Matchmaking is the game officials deciding which tank team fights who.

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