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8: Crew Training

How Crew Training Works

13Disciple | 24-Nov-19
Data for this article was provided by the Wargaming wikipedia crew page
​
I made the graphs in this article using This Excel Spreadsheet

How Crew Training Works

The training for each crew member is increased by gaining experience in battle. Each crew member earns the same amount of experience that their vehicle does in battle. This XP is applied to each crew member's major qualification until it reaches 100%. Then its applied to their first skill or perk and then the second etc... If you turn on “accelerated crew training” the XP the tank earns in battle that is normally applied to the tank is instead applied to the single crew member with the least amount of experience effectively doubling that single crew member’s XP earned for that battle.
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Your tank's characteristics will show red to indicate they are below 100%
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Your tank's characteristics will show white to indicate they are at 100% or better.
Below is the personal file for a single crew member. You can see the details of the crew member here.
1. Major Qualification is what this crew member is trained in - Loader
2. Current Training level - 97% (of their major qualification)
3. Major Qualification Modifiers, which includes commanders, consumables, and equipment - 107%
4. Battles fought, and Average Experience - 47 battles and 508 exp
5. Experience required and estimated battles to raise to next percent of training - 2008 exp and 3 battles
(In 2008 experience this crew member will be at 98% of his major qualification)
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Personal File

Training Required for Major Qualification and Perks/Skills

The first thing a crew member is trained in is their major qualification. Until a crew reaches 100% of their major qualification the tank will perform below its base statistics. There are 5 major qualifications: Commander, Gunner, Driver, Radio Operator, and Loader. When tanks have fewer than 5 crew members one member can be assigned 2 (or more) major qualifications, such as a commander also being the radio operator. The reverse also exists with multiple members assigned to the same qualification, such as the Maus having 2 Loaders.
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The XP requirements for each consecutive training level is double the XP requirements of the previous level.
Training Level
XP Required for 100%
Total XP Required
Major Qualification
105,030
105,030
1st Skill/Perk
210,060
315,090
2nd Skill/Perk
420,120
735,210
3rd Skill/Perk
840,240
1,575,450
4th Skill/Perk
1,680,480
3,255,930
Note that a crew never starts below 50% of their major qualification. The retraining option “Rapid Courses” will retrain a crew for a vehicle at 50%. The 9758 XP otherwise required to increase the Training Level from 0 to 50% are therefore free.
​

Considering the XP you must earn to go from a tier 1 tank to a tier 10 tank is between 631K and 830K that means a vast majority of your crews will be working on their 3rd skill assuming you retrain for every tank using gold. If you use credits to retrain your crew then they will lose 10% or 44,153* XP from their major qualification if they are moved from to the same vehicle type (ie medium to medium). If you transfer them from one type to another (ie medium tank to heavy tank) then they will lose 20% or 68,857* XP from their major qualification.

*XP loss based on a crew that was trained at 100% (or more) of their major qualification before moving.
Crews will obtain 
75%, or 90% of their former training Level, 
which ever is greater, when moving to the same class.
Crews will obtain 75%, or 80% of their former training level, whichever is greater, when moving to a new class.


The journey from 0 to 100% is not linear. The required XP to increase training by 1% can be determined by this formula
XP for % training to increase by 1 = 2^Y x 25 x 100^(current skill %/100)
Y is equal to
​
  • 1 when training for major qualification
  • ​2 when training for first skill or perk
  • 3 when training for second skill or perk
    Etc…
​

Below are 2 visual representations of the exponential XP requirement to increase 1% from 0 to 100% for each skill, as well the total XP required for each skill/Perk.
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There are unique crew members that have a 0-skill Brothers in Arms perk. Because each consecutive skill/perk requires 2 times the XP of the previous skill/perk; a 0-skill crew HALVES the XP required to grind your perks. Among 0-skill perks are female crew members earned through campaigns that also have this 0-skill perk as well as their first perk trained to 100%. Additionally WG sells premium tank bundles that come with 0-skill crew members. To get more details head on over to my value guide for 0-skill Crew Members.
World of Tanks has begun to offer a free 0-skill commander for every month that you redeem your Twitch Prime account. Have Amazon Prime? Link your twitch account, and ​get these free commanders!
Training Level
XP Required Standrad Crew
XP Required 0-Skill Crew
Total XP Standard Crew
Total XP 0-Skill Crew
Major Qualification
105,030
105,030
105,030
105,030
1st Skill/Perk
210,060
​315,090
105,030
2nd Skill/Perk
420,120
210,060
​735,210
315,090
3rd Skill/Perk
840,240
420,120
​1,575,450
735,210
4th Skill/Perk
1,680,480
840,240
​3,255,930
1,575,450
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Where to Allocate Your 0-Skill Crew

Where should you put your zero skill crew? Ultimately it's up to you where you assign your crew. You can keep them together and have a full crew that earns perks quickly, or you can break them up, and assign them to tanks where one crew member is assigned 2 major qualifications. This will help that crew member earn an extra perk compared to the standard members in the rest of the tank helping to offset his extra qualifications. In tanks that have more than 1 crew member serving as 2 major qualifications such as the T-100 LT where the commander is also the radio operator, and also the loader! That’s a lot of perks to be assigned to 1 crew member. In that same tank the gunner is also a loader, so the commander and gunner share loader perks/skills.

Another observation that may impact your placement of these special crew members, is that Wargaming currently does not sell 0-skill crews for all nations. The nations that do have a 0-skill crew available for purchase (at time of writing) are listed below.

  • China
  • Japan
  • ​France
  • Italy
  • Czech​

Ultimately it will be up to you which tanks you put them in, but I would not rush such a decision. Since females have a 0-skill BiA, and their first skill is fully trained (but not for 0 cost) they already start with 315,090 XP! I would recommend saving them for Clan Wars meta tanks - that have very small crews such as the Bat-Châtillon 25t which has the same crew load out as the T-100 LT described earlier.

[L2P] Fundamental Game Mechanics
7: Stun Mechanics
9: Crew Skills
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  • Home
  • L2P Guide
    • Fundamental Game Mechanics >
      • 1: Newcomer's Guide
      • 2: Shooting Mechanics
      • 3: Penetration Mechanics
      • 4: Hull Damage Mechanics
      • 5: Module Damage Mechanics
      • 6: Vision Mechanics
      • 7: Stun Mechanics
      • 8: Crew Training
    • Micro Position and Micro Play >
      • 1: Trade Efficiently (Vehicle to Vehicle)
      • 2: Crab Paradigm (Survivability Onion)
      • 3: Bush Sniping
      • 9: Learn Armor Profiles
    • Macro Position and Macro Play >
      • 1: Trade Efficiently (Vehicle to Objective)
      • 5: Manage SPG HP Loss
    • L2P Improving Consistency >
      • 1: Record Matches Identify Mistakes
  • Coach's Corner
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  • Value Guides
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    • 21 / 22 Loot Box Guide
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    • 19 / 20 Loot Box Guide
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    • 17 / 18 Loot Box Guide
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  • About