As I’m sure vehicle specs can seem overwhelming to some, especially those new to the game, this list has been created to help BFV players make informed decisions of which vehicle specs to select, without having to sink large amounts of time into each vehicle to determine for themselves.
Recommendations made based of game data and copious amounts of in-game time spent. Thanks to Masinski for his initial help in creating this guide.
Note: Despite 6.2’s changes, I will not be updating this post. Not only due the limited (if at all) affect on the recommendations made here, but I also feel as though they will be reverted/edited with the next update.
L = Left
M = Middle
R = Right
K = Left or Middle
Z = Middle or Right
O = Left or Right
X = Any
_ = Unused
The order of letters denotes the level each letter refers to, from top to bottom.
Last updated 02/02/2020
- Panzer 38t
- Flakpanzer IV
- Panzer IV
- Sturmgeschutz IV
- Tiger I
- BF-109 G2
- BF-109 G6
- Stuka B-1
- Stuka B-2
- JU-88 A
- JU-88 C
- Staghound T17E1
- Valentine Mk VIII
- Valentine Archer
- Valentine AA Mk I
- Churchill Mk VII
- Spitfire Mk VA
- Spitfire Mk VB
- Blenheim Mk IF
- Blenheim Mk I
- Mosquito Mk II
- Mosquito FB Mk VI
- Corsair F4U-1A
- Corsair F4U-1C
- Type 97
- Zero A6M2
- Zero A6M5
a. Recommended go-to vehicles
b. Reflection on the Vehicle Meta
Arrows next to text will return you to the Index.
German Faction ↥
Panzer 38t (LMRM) ↥
Being mentioned here first, the Pineapple Wrench is almost always on the avoid list, especially for a fast-mover like the 38t which needs to rely on mobility. The extra health regained for a 1.25x repair speed just isn’t a good enough trade off, and is usually more of a determent than it is helpful. The LMRM path gives a RoF boost, spotting scope, AP rounds, and Zimmerit, the first three of which are amazing specs overall, and is certainly the most superior spec path. While LXLL is often taken as an anti-infantry loadout by players, it is actually quite impotent versus armor and infantry, and is not recommended.
Flakpanzer IV (LLLM) ↥
After numerous nerfs, the self-propelled anti-aircraft guns for both British and German factions have seen better days, relegated to picking off infantry after several shots, and zoning full health aircraft, while only killing weakened/oblivious aircraft. With accurate shots, the Flak 43 L89 is the best option available currently as the burst damage chunks aircraft and infantry alike. If accurate fire is not possible, it is acceptable to use a LMRR/LMRM spec path, but damage against all targets will take a significant hit overall. All said, if looking to kill pesky opposing aircraft quickly and with minimal resistance, it’s better to use:
- Another aircraft
- Tank shells
Despite getting an additional passenger seat post-launch, the Flakpanzer is still not a good anti-infantry tool. This in combination with an inability to damage armor and doing lackluster damage to aircraft should put it on the “avoid” list for all players looking to spawn in a piece of armor.
Panzer IV (RRRM) ↥
Simply put, the Panzer IV one of the best vehicles in the game. The splash on the stubby 75mm cannon is generous. While not as potent as the Pak 40 L/3 upgrade against armor, it can still hold its own at close-mid range. Flares are extremely helpful and with 5 of them, it is possible to constantly saturate an objective with flares until it is captured. 2D/3D spotting of enemies also means aiming is simplified, especially with splash damage. Canister Shell works great for killing opponents instantly without wasting primary rounds, or where an opponent may not receive splash damage. S-Mines can also work for hyper-aggressive fun, though using them effectively means getting into sticky situations. If tempted to go with the left route, take a Tiger.
Sturmgeschutz IV (LMLL) ↥
The Sturmgeschütz IV is an awkward child caught between the Panzer IV and the Tiger, and unfortunately because of this it does nothing particularly well. Using the StuG IV cannot be recommended unless the tanker has a very competent squadmate in the telescopic MG seat. With this in mind, the provided path of LMLL should be taken and used in defensive, close-range situations, where the main cannon should not need to be adjusted greatly, and incoming damage can easily be taken at favorable angles without fear of part breakage. The low-profile and telescopic MG are incredibly good assets to have…if it didn’t come without a turret and coaxial machine gun.
Tiger I (RXRR) ↥
If in need of anti-armor on the German side, the Tiger is the best bet. The RXRR path is taken not because it is amazing, but because the LLL_ specs are slightly worse. Smoke Launcher helps with disorienting enemy shots should a ranged engagement get too sketchy. Reinforced Turret Ring helps avoid turret disabling, as the Tiger’s turret traversal is already slow by default without being disabled. APCR rounds deal heavy damage to opposing targets provided the angle of impact is good. Generally, the Tiger should be played a bit defensively, as its reload speeds and movement speeds are lackluster. Given this, Increased Ammo Capacity is generally more useful than Improved Traverse Rotation, however on certain, more claustrophobic maps, an increased turret traversal speed could be more beneficial, especially if ammo dumps are closer. This same situation could also make the S-Mine Launcher more beneficial, but this can be avoided with good positioning and situational awareness.
To observe the left side briefly, it offers Zimmerit, Field Repair, and Pineapple Wrench. Pineapple Wrench offers nothing of use to the Tiger, as the Tiger needs to regain mobility or health as soon as possible to be effective. Zimmerit sounds good in practice, but on a tank as slow as the Tiger, renders itself almost ineffective. Field Repair may seem helpful since it fixes part disables, but the default emergency repair gives a greater percentage of health back and can be used at any time, something very beneficial for a tank with so much health like the Tiger.
BF-109 G2 (XXRR) ↥
The BF-109 G2 is perhaps the most versatile and effective fighter plane in the game. This can be attributed to it getting a maneuverability spec and an easy-to-use explosive spec plus retaining the default quick repair, all in the same spec path. Automatic Leading Edge insures at minimum even-footing in fighter vs. fighter engagements, while the WFR-GR 21s allow for perfectly accurate infantry/stationary AA deletion, heavy damage to opposing aircraft, and decent damage to opposing armor. Add on Radar Package for dogfighting awareness, and air control is as easy as it’s ever been. The 2x 7.92mm/2x 20mm sidegrade rewards the accurate pilot, but if the flexibility of the 4x 7.92mm is preferable, then LMRR is completely understandable, though it is punished with the Pineapple Wrench. Unfortunately the 2x 50kg Bombs and Spotting camera would be great specs picks in a vacuum, but the WFR-GR 21s are very versatile and Automatic Leading Edge is an unfortunate must-pick due to the unpredictability of other players.
BF-109 G6 (LMRX) ↥
With the Minengeschoß nerf soon after the release of the game, the G6 lost some of its potency. However because the G6 can access both Minengeschoß and the WFR-GR 21, it is still holds its niche as a ground-pounder fairly well. LMRR hits both of those specs, while also avoiding Field Repair to maintain the default quick repair. If better air v. air performance is desired, LMRM can be selected instead for Automatic Leading Edge, but taking out stationary AAs will become harder (though not impossible). This path also retains the default Spotting Flares, which are incredibly useful for helping your team and identifying ground targets to strafe with Minengeschoß.
Stuka B-1 (LMRR) ↥
Essentially a JU-88 A-lite. What is traded in carrying capacity, is gained in a smaller hitbox. This path grants four 50 kg bombs, and two 250 kg bombs. While the 1000 kg bomb is enticing, the upgraded passenger machine gun melts tailing aircraft, and the default 250 kg bombs are generally enough explosives to kill most targets. The right side specs attempt to be a sort of air combat specialization, however the choice between Level 4 middle and right hinders that ability greatly. Generally the Stuka B-1 is an inferior choice, but does have a small (bordering useless) niche.
Stuka B-2 (RRRR) ↥
The B-2 fills no role particularly well and is currently overshadowed by other German aircraft, so this is the best configuration for the B-2 despite all the changes to the 37mm cannons to let it claim its only niche. Expect to only effectively damage opposing aircraft and light vehicles, but then only doing so with accurate shots. If feeling frisky, use the Mine Drop to booby trap an enemy airstrip.
JU-88 A (RRRR) ↥
The JU-88 A is hands-down the best bomber in the game. This spec path enables the JU88 A to delete anything on the map, and still have bombs to spare. Additionally, the upgraded passenger machine gun allows for a generous chance against tailing aircraft. While Wing Repair may seem like a good alternative to the painfully slow Pineapple Wrench, taking Wing Repair removes the default 35hp quick repair, which severely hinders the JU-88 A’s longevity in dangerous situations. All other specs, while they may seem enticing, do not allow the JU-88 A to be as effective, and are better left to other aircraft. Just drop bombs from orbit, restock, and repeat.
JU-88 C (LLLL) ↥
After several patches, the JU-88 C’s mobility has been nerfed, but the JU-88C’s camera spec has been fixed, giving the 75mm spec tree increased viability. Perhaps the biggest trade-off is the loss of the under-mounted MG, which really helps in deterring enemy aircraft while also killing ground targets. A good pilot can certainly make strong use of the 75mm spec path, but for most players the JU-88A is much easier and more effective to use against ground targets. Even after the nerfs, the LMRR path is still viable in a heavy fighter role and can be used to great effectiveness in air-to-air combat.
British Faction ↥
Staghound T17E1 (RMLM) ↥
After the 20mm Autocannon nerf, the Staghound will never live up to the sheer carnage the Valentine can produce. However, the Staghound still excels when a tanker utilizes the mobility of the Staghound and the velocity of its 37mm gun, the latter of which allows for easy hits on opposing armor and direct one-hit kills on infantry and aircraft. Spotting upgrades for tanks should be taken as often as possible, and Spotting Scope is an unlimited usage insta-spot miracle. If one wishes to be do more damage with less team utility, LXLM also works, taking trading the spotting scope for a RoF boost. LLLL can also be viable in an anti-armor flanking role, but results may vary.
Valentine Mk VIII (RMRM) ↥
With a RMRX spec path, this tank is one of the most versatile vehicles in the game. The 6 Pounder makes the Valentine a huge threat to both infantry and armor with its outstanding damage, healthy rate of fire, and generous reserve ammo. AP rounds can be nice if anti-armor is really desired, but the 6pdr does the job well-enough, and the Mine clearing Line Charges have incredible use on crowded objectives (and against opposing armor if given the opportunity). The left side of the spec tree is avoided because it cannot grant the 6 Pounder, and is instead stuck with the default 2 Pounder, which is noticeably weaker.
Side note: Mine clearing Line Charges will stretch depending on the angle of the tank, so get on an incline and shoot upwards to lob world-eating, exploding snakes into dugouts and objectives
Valentine Archer (RMXM) ↥
Remember when the Valentine Mark VIII was one of the best anti-armor vehicles? This one is the best anti-tank vehicle, as the Archer will delete any tank from across the map in only a few shells. It is uncertain why they included a spotting scope on a tank with an incredible velocity, massive splash, ROF bonus, and an upgradable ammo pool… For once, this tank is actively rendered less effective with APCR rounds on average compared to its usual cannon. APCR benefits more from a vehicle that can position itself more readily; on the Tiger, this works because you have a turret. 38t and Staghound? Same deal. Here? Not quite. For the third spec both left and right are viable, and mostly depend on a desire to more easily reposition (left) or a desire to repair damage more easily (right). AT mines are useless, and honestly, why is a sniping tank even given the option of using them? Spotting scope all the way
Valentine AA Mk I (LMLL) ↥
Like the Flakpanzer IV, it’s better to use the single cannon instead of the 3x Oerlikon 20 mm cannons to retain burst damage. By avoiding Field Repair for turret traversal and taking Maintenance Drills, the Valentine AA Mk I keeps its default quick repair, while also having faster repair cycles. Since Oerlikons are being avoided, track skirts are being taken. Case Rounds, despite their nerf, are still decent at taking out infantry, especially where it is not possible to hit soft targets with the splash of flak. The spotting flares have a niche and provide decent team support, but can be very finicky to use without practice. However it should be restated that if looking to kill pesky opposing aircraft quickly and with minimal resistance, it’s better to use:
- Another aircraft
- Tank shells, specifically the Staghound 37mm HE with LJ Adapter spec
Churchill Mk VII (RMLX) ↥
The Churchill Mk VII is a versatile platform, though not as versatile as the Valentine Mk VIII. While able to pull a similar spec tree, it’s lack of mobility makes it a worse choice for skirmishing. And if going for anti-armor, use the Archer. The Churchill’s niche comes in the form of the 95mm Howitzer, which turns the Churchill into a budget Sturmtiger if one can learn the drop, doing heavy damage to infantry and armor alike. The last spec should be taken on what the majority opposition is going to be and its proximity. While Improved Loading Mechanism provides an always good RoF boost, the handiness of Maintenance Drill cannot be understated on a vehicle with a key selling-point of having more health. That said, a sound case for both specs can be made, and either can be used effectively.
Churchill Gun Carrier (RMRM) ↥
Before the Archer, there was a use for the CGC. Now, it fulfills the same awkward middle-child spot the StuG does. With the velocity and splash buffs to tank cannons, the CGC is a very respectable long-range tank, but the Archer is superior in mobility, damage, and rate of fire in exchange for barely any lost velocity. The left tree will rarely find use, since the CGC rushing a point is suicidal. 8 more shells will always be better than a smoke launcher, though the smoke launcher is not a terrible pick. HESH rounds are way more consistent than AP.
Spitfire Mk VA (LLLX) ↥
Unlike the BF-109s, neither Spitfire can do everything at once, as even the best spec tree paths shoehorn them into general roles with obvious downsides. Once the terror of the skies, the 8-gun Spitfire Mk VA destroyed everything it touched with ease. After a few hits from the nerf hammer, the 8x .303 guns can still melt opposing aircraft, but require accuracy and good timing to avoid being punished by their rapid overheat. LLLX is still the most versatile loadout, but requires better piloting than before to ensure maximum efficiency, and may be punished by opposing fighters that are not dealt with swiftly. Alternatively, a RRRX tree is very viable for air-to-air engagements, providing more sustained (but still very lethal) damage on targets, although it sacrifices bombs making avoiding AA a necessity. This path can also elect the middle option in the fourth slot, retaining the default spot flares - great for providing team support and racking up points.
Spitfire Mk VB (RRRR) ↥
With a path of RRRR, the Spitfire Mk VB achieves the closest British competition to the BF-109 G2 in versatility. However where the G2 gets nose-mounted guns, the default repair, and air radar, the VB gets wing-mounted guns and nitrous with absolutely no kind of quick rep, making it much less durable and much more demanding on pilot perfection. The RP-3s, while incredibly destructive on ground targets due to having 6 more rockets in total, lack the airburst capability of the WFR-GR 21s, demanding even more accuracy with the slow-firing machine guns when engaging opposing aircraft. Alternatively, if a guaranteed chance of survival versus other fighters is desired, a LLLM spec path can be taken, though like the VA, explosive to ground damage is lost and AAs become a serious issue.
Blenheim Mk IF (RRRM) ↥
Once the poor-man’s JU-88 A, the IF was been granted four 500lb bombs by default post-launch. However, the Blenheim’s launch bug enabling the default emergency repair to both restore health and repair parts has finally been fixed. That aside, the 2x .303 nosegunner position is incredibly good at mopping up ground targets and keeping opposing aircraft away, and is much more beneficial than the 2x 1000 lb Bombs. None of the left side specs are chosen as they attempt to turn the Blenheim into am makeshift bomber, something it’s not meant to be. It’s still not as good as the JU-88 A at saturating an area with bombs, but is still a good bomber nonetheless.
Blenheim Mk I (RMLL) ↥
While not as generous to the Blenheim Mk I, past updates have changed the Mk I. Like the IF, the combined default emergency/quick repair bug has been fixed. However, the Mk I did recieve a .50 cal nose gun with explosive rounds, which is incredibly effective versus infantry and aircraft, providing a nice niche. RMLL also provides access to the extremely potent 2x .303 nosegunner position, great for killing infantry and aircraft alike. LLLL is good for getting insane amounts of points via spotting, but the loss of the nosegunner position is incredibly noticeable, and will result in a palpable loss in effectiveness. All other specs hurt longevity or are niche at best.
Mosquito Mk II (RMRX) ↥
With this spec tree path, the Mosquito Mk II essentially becomes a more larger, more durable Spitfire Mk VB that trades Nitrous for a default repair and increased altitude. The 4x nose-mounted .303 machine guns also make strafing infantry easier than in the VB. This plane can be viable in this role, but unlike the VB it will be completely outmaneuvered by opposing fighters with maneuverability upgrades. The 4x Hispanos, while high in DPS, are also high in spread, require close proximity to guarantee consistent hits, and are therefore not worth it when the RP-3 rockets or 4x 250lb bombs can be taken instead to damage armor and splash infantry.
Mosquito FB Mk VI (LLLL or RRRX) ↥
Upon its release, the Mosquito Mk FB I was as oppressive to ground targets as the way the launch Spitfire Mk VA was to air targets. The 6 pounder cannon and 4000 lb bomb were capable of deleting any ground target with ease, but these days have passed and the 6 pounder cannon and 4000 lb bomb saw their damaged nerfed heavily. While a 6 pounder path with RRRX is still viable, a LLLL path now has increased viability. When commencing a gun run, the 4x nose-mounted .303 machine guns and RP-3 rockets give overwhelming precision damage, and the 500 lb bombs can be dropped as the gun run competes to finish off any wounded targets. In the end, this spec decision comes down to a pilots desire to run the flashier specs, or the more consistent damage specs, but neither is particularly poor.