Recommended Specs for BFV Vehicles and Discussion on Vehicle Meta


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 are made based of game data, copious amounts of in-game time spent, and made in my own mindset of “I don’t want to change my d*mn vehicle specs every time I load a different map, so these are the best (most well-rounded) specs.”

Considering BFV support is over, it is unlikely this guide will be updated further. It should be relevant as-is for the foreseeable future.

Thanks to Masinski for his initial help in creating this guide.

Abbreviations used:

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 06/26/2021


  1. German Faction
    a. Armor
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Panzer 38t
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Flakpanzer IV
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Panzer IV
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Sturmgeschutz IV
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Tiger I
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Sd.Kfz. 234 Puma
    b. Aircraft
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- BF-109 G2
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- BF-109 G6
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Stuka B-1
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Stuka B-2
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- JU-88 A
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- JU-88 C
  2. British Faction
    a. Armor
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Staghound T17E1
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Valentine Mk VIII
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Valentine Archer
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Valentine AA Mk I
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Churchill Mk VII
    b. Aircraft
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Spitfire Mk VA
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Spitfire Mk VB
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Blenheim Mk IF
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Blenheim Mk I
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Mosquito Mk II
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Mosquito FB Mk VI
  3. American Faction
    a. Armor
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Sherman
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- LVT
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- M8 Greyhound
    b. Aircraft
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Corsair F4U-1A
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Corsair F4U-1C
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- P51D
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- P51K
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- A-20 Bomber
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- P-70 Night Fighter
  4. Japanese Faction
    a. Armor
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Type 97
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Ka-Mi
    b. Aircraft
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Zero A6M2
    ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎ ‏‏‎- Zero A6M5
  5. Conclusions
    a. Recommended go-to vehicles
    b. Reflection on the Vehicle Meta [May 2019]
    c. 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 LXLX is often taken as an anti-infantry loadout by players, it is actually quite impotent versus armor and infantry, and is not recommended. If wanting to retain the default cannon while avoiding the 20mm cannon, a LL__ speccing is semi-viable, though losing out on 3rd and 4th level specs is unfortunate.

Flakpanzer IV (LLLM)

With accurate shots, the Flak 43 L89 spec path is the best option available currently to the Flakpanzer IV. The burst damage chunks aircraft and is much more threatening than the default 4x 20mm guns.

However, considering the numerous nerfs flak rounds have received to grounded targets and despite getting an additional passenger seat post-launch, it is better to not waste a team’s armor slot on a self-propelled anti-aircraft gun, whether it be for anti-air or anti-infantry. If looking to engage aircraft more effectively, Fligerfausts deal with aircraft much more effectively without spawning in a piece of armor.

Panzer IV (RRRM)

The Panzer IV is the only German vehicle in the game that gets to use Flare Launchers in a viable loadout, and it does so incredibly well. The splash on the default stubby 75mm cannon is generous, and while not as potent as the Pak 40 L/3 upgrade against armor, it can still hold its own at close range. It’s splash damage paired with flares is extremely effective, and with 5 of them it is possible to constantly saturate an objective with flares until it is captured. 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.

An LLLX spec path is acceptable for larger maps, but puts the Panzer IV in a weird middle-ground between the Tiger I and the Sd.Kfz. 234 Puma. It’s not bad, but the two aforementioned armor pieces can better pull off heavier hitting cannons in their own ways.

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.

Sd.Kfz. 234 Puma (OOMRZR)

For reference:

K = Left or Middle
Z = Middle or Right
O = Left or Right

This is what happens when someone at DICE thought the Panzer 38t was too slow, too weak, and too small. The 50mm cannon is the go-to here. It can lethally splash infy and can complete toe to toe with opposing armor, especially with AP rounds. The default 20mm cannon is terrible, at times even versus infantry, and should be disposed of as soon as possible. While the 75mm cannon seems enticing, as of Update 7.0 it is statistically worse than the 75mm on the Panzer IV in every way and should be avoided.

The first two specs on both the left and right sides are user’s choice, and are all very good in their own rights. Engine upgrade would be nice, but missing the 50mm cannon is not an option, as is also the case with Improved Traverse Rotation versus AP rounds. Level 5 is again user’s choice - Reinforced Engine is good for the aggressive drive to keep the default smoke discharger, while Smoke Launcher is good for the positional driver. Pineapple Wrench is a no-no and like always should be avoided unless absolutely necessary.


BF-109 G2 (MMRM)

For reference:

K = Left or Middle
Z = Middle or Right
O = Left or Right

What was perhaps the most versatile and effective fighter plane in the game has been overhauled, and it’s having a bit of an identity crisis. In all honesty there’s no “good” way to run this aircraft now, or even a reason to run it at all with the existence of the revamped BF-109 G6. A full-on dogfighter spec path of ZZMZ can be taken, but that leaves the G2 impotent versus ground targets. Speaking of ground targets, trying to use loadouts with Minengeschoß or bombs is suicidal, as with Update 7.0 fighters have become weaker to all flak sources, meaning trying to get in-range of targets has potential to be immediately lethal. Rockets (which the G2 now lacks) are far more favorable now for a multitude of reasons. Spotting Flares could bee seen as a redeeming point of the G2, but as of Update 7.0 flares dropped from planes are now Doppel-Schuss flares instead of Flare Gun flares, making their usefulness and effectiveness substantially worse.

Pre 7.0 Recommendations

The BF-109 G2 (XXRR) 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 (RMRM)

For reference:

K = Left or Middle
Z = Middle or Right
O = Left or Right

Despite being the only vehicle to receive a slight nerf after 7.0 in the shape of a spec swap (default WFRs for default Butterfly Bombs), the G6 is still the better of the two German fighters. 4x HMG with decreased overheat, a spawn beacon to help the team, and Nitrous (which functions like the Manual Supercharger from the Pacific planes). Plus there’s no loss of the Emergency Repair for any of this. While Automatic Leading Edge is nice, WFRs allow for constant damage on all targets at a safe range than the G2’s bombs and is generally the better option. Nitrous can supplant Automatic Leading Edge in a pinch, but will lose out in extended aerial engagements versus opposing fighters who have elected more air-to-air options. Such is life with the BFV vehicle spec system.

As an aside, the 30mm cannon is a solid alternative pick, but losing the upgrade on the Primary HMGs and losing Nitrous doesn’t seem worth it unless enemy aircraft is a complete non-issue.

Old 7.0 Recommendations

When one legend falls, another will rise. 4x HMG with decreased overheat, Automatic Leading Edge, a spawn beacon to help the team, and it comes default with WFR-GR 21s rockets and Nitrous (which functions like the Manual Supercharger from the Pacific planes). Plus there’s no loss of the Emergency Repair for any of this. WFRs allow for constant amazing damage on all targets, while Nitrous + Automatic Leading Edge ensures the best possible position for any dogfight. Just when a BF-109 couldn’t possibly get better, DICE found a way.

As an aside, the 30mm cannon is a solid alternative pick, but losing the upgrade on the Primary HMGs and losing Nitrous doesn’t seem worth it unless enemy aircraft is a complete non-issue.

Pre 7.0 Recommendations

With the Minengeschoß nerf soon after the release of the game, the G6 (LMRX) 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 Emergency 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 at killing ground targets, and is better left to other aircraft. Just drop bombs from orbit, restock, and repeat.

JU-88 C (LLLL)

A LLLL spec path lets JU-88 C claim its only niche, though it is a powerful one if flown correctly. Perhaps the biggest trade-off of this spec path is the loss of the under-mounted MG, which really helps in deterring enemy aircraft. 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. An alternative XMRR path is plausible in a heavy fighter role and could be used to great effectiveness in air-to-air combat, but without a full, competent crew, pilots are better off taking a BF-109 G6 for greater overall effectiveness.


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 to get good positions on enemy armor and infantry. Spotting upgrades for tanks should be taken as often as possible to support the team, however if one wishes to be do more damage with less team utility, LXLM also works, taking trading the spotting scope for a RoF boost.

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 substantially 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)

Since its release, the Valentine Archer has been putting the Churchill Mk VI and Churchill Gun Carrier to shame with its higher mobility and better spec tree. A RMXM spec path picks the best of the specs the Archer has to offer, and while none of the Archer’s specs (aside from the Deploy AT Mines spec) are particularly bad, this tree emphasizes its role as a ranged DPS monster. While APCR is not a bad spec choice, it benefits more from a vehicle that can position itself more easily - the Archer is not that kind of vehicle. Additionally do remember that the front of the tank is actually its rear, so damage should be avoided if at all possible unless the idea of the spawn screen seems really enticing.

Valentine AA Mk I (LMLL)

Like the Flakpanzer IV, it’s better to use the default single cannon instead of the 3x Oerlikon 20 mm cannons to retain the solid 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 in 2019, 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 like stated in the Flakpanzer section, if looking to kill pesky opposing aircraft quickly and with minimal resistance it’s better to use a Fligerfaust - leave the armor slot for actual armor.

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. A sound case for both first specs can be made; Improved Loading Mechanism provides an always good RoF boost, but he handiness of Maintenance Drill cannot be understated on a vehicle with a key selling-point of having more health. That said, either can be used effectively. The last spec should be taken on what the majority opposition is going to be and its proximity.

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 to use Snake Launchers is suicidal, and if played correctly taking part damage on the CGC shouldn’t matter. 8 more shells will most likely always be better than a smoke launcher given the CGC’s speed, though the smoke launcher is not a terrible pick. HESH rounds are typically more consistent than AP, though neither is terrible.


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 (XXRM)

Once the poor-man’s JU-88 A, the IF has been granted four 500lb bombs by default post-launch. The 2x .303 nosegunner position is good at mopping up ground targets and keeping opposing aircraft away, and is much more beneficial than the 2x 1000 lb Bombs. It’s still not as good as the JU-88 A at saturating an area with bombs, but it is a decent bomber nonetheless. While the Blenheim did have bug enabling the default emergency repair to both restore health and repair parts, this was fixed. However, a stealth change to Field Repair has made LMRR a viable path, and may be better than RRRM since flight time between resupplies is reduced.

Blenheim Mk I (XMLL)

Not as generous to the Blenheim Mk I, past updates have also changed the Mk I. Like the IF, the combined default emergency/quick repair bug has been fixed, but the Mk I did receive a .50 cal nose gun with explosive rounds. While effective versus infantry and aircraft providing a nice niche, the Mk I just doesn’t have the specs to make it worth using. LMLL is a half-baked heavy fighter and the best that the Mk I can cobble together. Perhaps if DICE smiles upon the Mk I one last time, the Paradrop spec might be incorporated into the spec tree in a useful way, but currently no aspect of this plane is worth using over something else.

Mosquito Mk II (RMRX)

With this spec tree path, the Mosquito Mk II essentially becomes a 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. The last spec between RP-3 Rockets and the twin .50s/bombs is user preference, though RP-3s are much easier and safer to hit targets with, plus they have a quicker resupply time.

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.


American Faction


Sherman (RRRRRR)

The RRRRRR spec path provides the heaviest-hitting cannon for the Sherman to deal with heavier opposing tanks that might get spawned, as well as providing an additional ammo type and an increased rate of fire to help with that cause. While other spec choices like the flamethrower or howitzer are fun, they are unfortunately limited in their overall effectiveness, and should be ignored.


The recommended RMMRRM is the most versatile spec path currently, able to deal decent damage to armor with AP Rounds, and hit infantry hard with the 37mm cannon/coaxial MG combo. The 75mm and 105mm guns are nice, but the slower RoF hurts overall damage output against infantry, and the damage output versus armor isn’t as consistent as 37mm AP rounds provided the proper angles are hit. Using LMMMRM might seem nice against aircraft, but just use a Fliegerfaust instead to deal with enemy aircraft and save the armor slot.

M8 Greyhound (LMMLMR)

The LVT of the European Theater, except it goes way faster. Like the LVT though, the primary HMGs and 75mm are skipped, while AP Rounds are taken. Jury Rigging could be swapped for Increased Ammo Capacity on Level 6, but Jury Rigging is more likely the most consistently useful option.


Corsair F4U-1A (RMMLMM)

Since it’s release with Chapter 6 and my initial recommendations, Fliegerfausts have been buffed, SAA has been buffed, the 4x 20mm HE cannons have been nerfed, plane-dropped flares have been nerfed, and standard bomb damage has been nerfed slightly.

At least the F4U-1A got it’s cosmetic downgrade spec removed.

Suffice it to say the F4U-1A has been hit pretty hard by all this, and isn’t recommended when the Corsair F4U-1C exists with rockets, supercharger, and 6x HMGs. If still wanting to run the F4U-1A, the recommended spec path of RMMLMM lets the pilot get in, drop a big bomb, and out quick, while also being able to be potent in a dogfight.

Pre 7.0 Recommendations

If anyone wanted to break the spirit of every earthbound player on the map, the Corsair F4U-1A (LLMMRM) (also the Zero A6M2) is the plane for them. Although not as brainless as a JU-88 A, the 4x 20mm HE Cannons can coat an area in an explosive maelstrom while strafing, and allow for multiple strafes before going to resupply. The Incendiary bomb can be used to further an infantry player’s pain if the HE cannons weren’t enough, or the 2x 500lb or 1000lb bomb can knock out any piece of armor if placed accurately enough. Furthermore, flares can be popped in orbit over a desired area to ensure 3D spots for easy strafes and team assistance. The LLMMRM path grants all of these things, save the incendiary bombs, as the 2x 500lb bombs are used for killing armor, but they can be used if one’s team has a good grasp on armor already. This path also elects Improved Control Surfaces in the last slot, as if it is an option, it must be chosen to ensure at minimum equal footing with other aircraft. If considering LMXXXX or RXXXXX for dogfighting, use the Corsair F4U-1C instead.

Corsair F4U-1C (RRMZRZ)

For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

Since it’s release with Chapter 6 and my initial recommendations, rockets now reign king as the best explosive via plane for numerous reasons. Combine that with indirect nerfs to the F4U-1A, and the F4U-1C is preforming very solidly. RRMMRR dominates air and ground with constant rockets, spotting for ease of use, and good DPS with the main guns. Level 4 spec is players choice, and although Finned Barrels is preferable at Level 6, sometimes dogfights demand full investment into handling for an even fight.

Spawn Beacon would be worth considering if it didn’t replace Emergency Rep, and Glide Bomb would be better if it was a bit more consistent to use.

Pre 7.0 Recommendations

For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

Despite being a slightly worse Zero A6M5 thanks to a lack of nose-mounted central guns, the Corsair F4U-1C (OOMOZM) has several options available to it, and might have had more with a bit more thought behind the spec placement. LLMXZM gives good ground target effectiveness, as the 2x 20mm HE Cannons are much more accurate than their 4x counterparts compensating for the decrease in guns, and the 8x 3.5 Inch FFARs are very versatile. If one can get the hang of the Glider Bomb, it can also be very effective. OZMXZM (and RRMXZM in particular) makes the F4U-1C an great dogfighter, only second to the A6M5 If an opposing Zero needs to be shut down, this is the best spec path to follow. The Spawn Beacon spec, although very interesting, replaces the Emergency Repair, making it hard to justify, and the Deploy Supplies spec, although very helpful for the team, is not as good as its alternatives. Improved Control Surfaces is again in the last slot, as again it must be chosen to ensure at minimum equal footing with other aircraft.


For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

Improved Control Surfaces. Rockets. Spawn Beacon. Spotting Scope. Armored Fuselage. 6x HMG or 4x HMG/2x 20mm. The P51D is a versatile and effective, able to engage any target in the skies while providing effective support for the ground battle. The choice between 8x 3.5in FFARs or 2x 5in FFARs is preference.

Many of the other options on its spec tree like 2x 20mm HE, M8 Rockets, Finned Barrels, or Manual Supercharger are great choices on their own, but are limited by what they replace or by what they prevent from being selected.


For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

While a bit higher risk due to the current potency of AA versus fighters, the P51K has a very unique spec tree, allowing it to opt for a wide variety of payloads and even allowing it to select Dive Breaks.

The provided spec path allows for great damage on air targets with great dogfighting ability, while also allowing the P51K to absolutely devastate infantry with an abundance of bombs, provided they’re well-placed. The Spawn Beacon can be opted for over the 4x Parafrag Bombs. If damage versus armor is desired KMMKZM is certainly viable, though the P51K’s niche of absolutely destroying infantry zergs is being missed out on.

4x 20mm HE cannons are not recommended due to their terrible accuracy and overheat, plus the increased risk they place the aircraft in compared to the safety of bombing.

A-20 Bomber (RMMRRR)

Closest thing the American faction will get to a dedicated bomber, and the most effective way of running this aircraft. The 4x 20mm HE cannons are especially interesting considering their effective spread is minimized by all being mounted in the nose, but the low ammo count, replacement of the 4x LMGs, and added risk via direct approach makes them not worthwhile while there’s better options available. RMMLLL is a decent alternative, however Parafrag Bombs can be a bit finicky to use, and the 2x 1000 lb bombs prevents good bomb spread over an area. Certainly not a bad spec path and it can be used very effectively, however the recommended path of RMMRRR is probably more effective overall.

P-70 Night Fighter (RRMLLM)

For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

DICE introduced M8 Rockets. DICE introduced a plane that gets 12 of them. 12 M8 Rockets kill anything twice over. Manual Supercharger gets back to resupply quicker and helps maneuver if needed. Finned Barrels keeps the default Emergency Repair. RRMRRR could also be run for the 2x Glide Bombs, but given their longer resupply and increased difficulty in use, they’re just not worth it. RRMMRR might seem worthwhile for better dogfighting and a spawn beacon, but at that point it’s better to run the P51D with OMMMRR.

The AP Rounds cannon seems like a solid alternative pick, but losing the upgrade on the Primary HMGs and the Manual Supercharger doesn’t seem worth it. Furthermore the AP Roudns won’t kill anything 12 M8 Rockets won’t already. Additionally, while the rear-facing guns seem nice, its hard to decide whether they’re worth losing the default Emergency Repair or not.

Japanese Faction


Type 97 (RRRRRR)

The Type 97 is a tank that on the surface appears to have a lot of spec options, but in practice is seriously limited. Like the Sherman, the RRRRRR spec path provides the heaviest-hitting cannon for the Type 97 to deal with the abundance of Sherman tanks that might get spawned on Pacific maps, as well as providing an additional ammo and an increased rate of fire to help with that cause. A LMRRRR spec path could be viable, but trading Improved Zoom Scope and Engine Upgrade for a Spotting Scope upgrade and a Field Repair downgrade is debatable. A technical driver could also elect to use LLMKKL and quick-swap seats to fire both cannons, however this may be more trouble than its worth as burst damage is lower or an uncommunicative teammate may fill the second seat.


Like the LVT, the recommended Ka-Mi spec tree follows similar specs, although it trades a moderately useful Smoke Discharger spec for an incredibly useful Engine Upgrade spec. Otherwise everything stated in the LVT section applies here. Something of note however, is that because the Ka-Mi gets an Engine Upgrade spec and a Coaxial Flamethrower spec (as opposed to the LVT’s Hull Mounted Flamethrower for the passenger), a RRMLMM spec path is theoretically viable, wherein the driver rushes into dangerous areas burning everything in sight (including enemy armor) and expending as many shells as possible before exiting the area.


Zero A6M2 (RMMLMM)

Essentially a better Corsair F4U-1A thanks to nose-mounted central guns, nearly everything stated in the F4U-1A section applies here as well.

Pre 7.0 Recommendations

Essentially a better Corsair F4U-1A thanks to nose-mounted central guns and getting a straight upgrade over the cosmetic nonsense spec the F4U-1A gets on 3M, everything stated in the F4U-1A section applies here as well. Have fun destroying ground and air targets with the LLMMRM spec path.

Zero A6M5 (RRMZRZ)

For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

Essentially a better Corsair F4U-1C thanks to nose-mounted central guns, everything stated in the F4U-1C section applies here as well.

Spawn Beacon would be worth considering if it didn’t replace Emergency Rep, and the top-mounted 20mm HE gun sounds cool, but has very limited application in comparison to rockets.

Pre 7.0 Recommendations

For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right

Similar to the Corsair F4U-1C, a LLMZRM spec path can be used to assist with ground targets, or a OZMXZM (and RRMZZM in particular) spec path can be used for dogfighting. Additionally thanks to nose-mounted central guns, the zero is much easier to land shots on target with the main guns. That said everything stated in the F4U-1C section applies here as well. Have fun destroying air targets.



Recommended go-to vehicles for use in most situations

‏‏‎(using recommended spec trees)
  • BF-109 G6 (RMMM)
  • JU-88 A (RRRR)
  • Panzer IV (RRRM)
  • Sd.Kfz. 234 Puma (OOMRZR)
  • Blenheim Mk IF (RRRM)
  • Spitfire Mk VB (RRRR)
  • Valentine Mk VIII (RMRM)
  • They’re all good in their own ways, except for the LVT and Corsair F4U-1A
  • Type 97 (RRRRRR)
  • Zero A6M5 (RRMZRZ)

Other vehicles may be good in more specific circumstances, but these vehicles will fair well and can almost always contribute regardless of map or gamemode


Reserved for additional factions


Reflection on the Vehicle Meta (5/15/19)

If the recommendations directly above do not make it apparent, Battlefield V's vehicle balance needs some revisiting. There are two reasons for these selections:
  • Inability to predict opposing vehicles and their effectiveness
  • Poor balancing among vehicles

A lack of predictability

Because BFV imported BF1’s vehicle deploy system, but then upped the potency of the vehicles, it has the highest potential for vehicle domination in the franchise, barring perhaps BF3 with its 3D spotting and infinite ammo. What seems like a positive change to allow players to have a more customized and dynamic Battlefield experience, instead typically results in frustration for a team when their pilots/tankers keep spawning the wrong vehicles for the situation, resulting in a loss. But why is this?

BFV vehicle engagements lack predictability, which in turn hurts counter-play.

When choosing a vehicle to spawn at the start of a match, it is unknown what the enemy team will spawn. When spotting an enemy vehicle, it is impossible to know what specs it have until it engages something. Unfortunately this is a problem with customization in vehicles, and while this has been present in previous titles, the amount of variation has never been so high. However, there is one major fix that can help remedy this problem:

  • Remove specs that increase mobility or increase part TTK

Aside from Track Skirts, none of the vehicle upgrades have any easily visible indicator that they have been equipped. This can become a great source of confusion when players expect a vehicle to behave a certain way, but does not. Additionally this may force players to chose perks out of necessity to compete in one particular aspect for survival, instead of choosing another spec that may benefit the team more. Removing specs that increase mobility or increase part TTK allows for more predictability when engaging targets, while also allowing players to more freely choose options without feeling the need to min-max due to the obligation that a particular spec must be picked to avoid immediate death at the hands of another player with said spec. In short, leaving in these specs gives a detrimental false sense of meaningful customization.

However, given this current amount variation, this is why the six vehicles above are recommended. In the current state of the game, these vehicles are guaranteed to help their team in some way, regardless of what vehicles the enemy team spawns, or what situation the driver may find themselves in. That then begs the question, how can these issues be curved further? There are three major overhaul fixes for this, in addition to the fix mentioned above:

  • make every vehicle have a narrow, yet relevant niche (most difficult, least effective)
  • make every vehicle slightly more generalized (slightly difficult, fair compromise)
  • limit vehicle spawns on a map-by-map basis (least difficult, most effective)
Make every vehicle have a narrow, yet relevant niche

The first fix is difficult not because of the brainstorming that would be required to do so, but because it is closest to what is already occurring in game. In its current state, certain BFV vehicles do have niches, some more pronounced than others. However, these niches are typically so underwhelming (or overwhelming) that they do not produce healthy, effective use of the vehicle. See the Churchill Gun Carrier or Stuka B-1 for examples of underwhelming wastes of vehicle slots, and the JU-88 A as an example of an overwhelmingly brainless map-nuking device. Creating vehicles designed for specific niches would allow for greater vehicle diversity and personal favorites, while also increasing predictability when encountering an opponent using the vehicle. However, at least in the current state of the game, this would rely on players knowing when to or desiring to use certain vehicles at the appropriate times, both of which are highly unlikely in a standard public match environment. To prevent this, players would have to be taught somehow when to use which vehicle, and then retain the desire to use certain vehicles only when deemed necessary. Because this ideal circumstance is so astronomically unlikely given the general BFV playerbase, the problem comes full-circle, and games will continue to be loss due to poor player decisions.

Make every vehicle slightly more generalized

This would require some some finagling with the vehicle spec trees, but has the best chance of being applied to the game as it is currently. It represents a mindset that could be applied to vehicles across the board, wherein their usefulness to the team could be amplified by toning down polarizing spec trees away from one particular kind of target (like the Spitfire VB or Staghound left vs right), and instead allowing team support to be the primary focus, with target specialization as a secondary focus.
This means:

  • Reducing polarization present within a large majority of the spec trees by…
    • ensuring every aircraft can assist the ground battle in some way (spotting or explosives)
    • ensuring armor can contribute to every ground target at least mildly in some way
  • Preventing specs from replacing team support specs like flares/spotting scopes/spotting camera/supplies, and ensuring team support specs to not replace other appealing specs
  • Preventing idiot-trap spec paths like this, this, this, or this

The end-goal is to have every plane and tank support its team’s ground effort in some way, whether that means providing spots or eliminating targets. However no vehicle should be entirely ineffective at anything.

Limit vehicle spawns on a map-by-map basis

Everyone has experienced a match where an AA has harassed infantry on a map with no aircraft. Everyone has suffered through a round where a bomber has relentlessly pummeled their team because there was no friendly aircraft or AA to keep it in check. Limiting vehicle spawns on a map-by-map basis so that only vehicles that are suited for the map can spawn (pre-BF1 style), is the simplest and most preferable option. However due to DICE’s design trends it is unfortunately the most unlikely to happen, as player agency has recently become over-centralized to promote customization and microtransactions. If players can’t spawn the vehicle they want after purchasing a new skin for it, then they may think they aren’t getting proper value from their additional, unrequired purchase - damn the consequences. However, if this were to happen match quality would instantly skyrocket, both because vehicles would be suiting the maps they were on, and because players could know the opposing vehicle ahead of time, and attempt counterplay. The latter benefit is perhaps the biggest benefit, and one that BFV suffers most from currently.

Personally, I believe a combination of both limited vehicle spawns and more generalized vehicles would be ideally best for the game, as both map-balance and vehicle spec trees still need some love, but either of these options could be viable as long as they are executed correctly. At minimum, I would recommend that vehicle spawns be restricted for gamemodes outside of Conquest though, since modes like Breakthrough and Rush have a much greater demand for correct vehicle choice to achieve victory.


Reflection on the Vehicle Meta (06/20/20)

Coming soon


Nice guide overall, I agree with most specs.

Here’s my 2c about tanks :

-38t : the best anti infantry tank in the game. It’s main strenght is the autocannon despite its nerf. High rof, splash damage and high ammo count. This setup allows you to keep firing with no downtime, switching between autocannon and MG to prevent heating, heavy pressure vs infantry. This tank has enough mobility to ignore enemy tanks. Take S mine as an emergy anti infantry kit. Just don’t play it on Panzerstorm.

-Panzer 4 : overall good tank, it’s not really strong at destroying tanks and it’s good vs infantry, mostly because of flares. It has better acceleration than a Tiger, but otherwise it’s a weaker version of a Tiger.

-Stug : If you play with a gunner, well it’s better using a Tiger. It’s only worth using it if you keep switching to the gunner seat which is the best of all tanks, but otherwise its cannon and his poor firing angle make it a trash tier tank.

-Tiger : the king of all tanks. High armor, wider shooting angle for the gunner and the highest damage vs tanks. It’s lacks some splash damage vs infantry, but it’s enough for any good tankers. Low acceleration. If you are a good tanker or playing with a gunner, I highly recommend taking the HEAT shell. The pineapple wrench is a bad perk (still useful when repairing at a resupply station as it gives more armor), but you should mostly repair with your blowtorch anyway or at a resupply station. HEAT shell deals up to 77 damage to light tank, 66 vs medium tanks and 45 damage vs heavy tank. It will always 3 shots a tank (unless someone repairs it) because of maximum armor lost despite the instant repair. You can’t lose a tank duel with this one or even 1vs2 if you have cover. The swapping time shouldn’t be a problem if you are aware of the situation.

-JU 88 : just one note about the spec. But Pineapply wrench is really useful for bombers as it allows to fully repair when hitting the resupply station, also it’s easier to repair a plane than a tank. Don’t even bother repairing a plane in a dogfight, with or without this perk.

-Staghound : It lacks mobility because of wheels (tracks > wheels) and bad acceleration despite its high speed. It was only useful before as it was the best anti tank and anti infantry tank in the game but since the nerf, it’s not really worth using it. It’s still the best british tank vs infantry, with either autocannon or 37mm (which doesn’t one shot planes). It has extremly accurate and high velocity cannon/MG.

-Valentine MK 8 : A good overall tank, better than panzer 4. It’s not that strong vs infantry, but it has a small size and decent speed to be tanky. It’s really good vs others tanks even if it lacks good burst, it mostly relies on raw dps so watch out for covers. Nothing much to say.

-Valentine archer : the reason british tanks arent that trash compared to german side. Just obliterate enemy team while camping at spawn. Lame and not really that strong at close range.

-Churchill : It used to be good with the howitzer spec, but howitzer shells were nerfed (almost no one were using them so why?). All shells were buffed in velocity except howitzer. As a BF1 howitzer LT main, I’m used to it, but it can bounce and poor range (unlike BF1 version). Most planes will be out of reach. Expect to lose tank duels vs good players, even with a god tier aim, it lacks range and mobility and even if it’s fun to see high damage (less damage than Tiger’s HEAT), it has a low dps. It has really strong splash damage vs infantry but it’s very weak vs buildings, it will require often 2 to 3 shells to destroy 1 building. It’s good on rotterdam/narvik thanks to splash damage because people don’t run much between objectives.

-AA tank : good mix between survivability and anti infantry. A better option than staghound on most CQB maps (devastation/rotterdam)

On german side, Tiger is clearly the winner. Unless if you want a high infantry setup (38t), I don’t see any reason using anything else than the Tiger. Panzer 4 lacks something good. The flares and the splash damage increase aren’t worth the loss of survivability, anti tank damage and better gunner seat.

On british side, it’s more balanced. Valentine MK 8 is the best all rounder tank as it has good anti tank options and Churchill is kinda terrible. Archer is the strongest but imo is boring to play, you can’t play aggressively so you won’t be able to get as many kills as with a MK8. AA tank is a really good option vs infantry, either playing safe or aggressively. Even if Staghound was my favorite tank, I don’t think it’s in a good spot because of those wheels, for long range fight, you will sooner or later get focused by another tank.


This is just simply not the case. Unless you’re facing infantry which have absolutely no cover, autocannon will always be inferior to a standard HE shell on the basis of burst damage. At best, autocannon has a 150ms TTK (excluding bullet travel time), but requires at least one shot to directly impact the infantry player. If you do not manage to land any direct impact hits, which is easy to do given a base spread of .2, then your TTK jumps to 600ms (again excluding bullet travel time). This is 600ms provided you miss none of your shots. This is 600ms that the enemy infantry can seek cover or break LoS, ensuring you cannot confirm the kill. Alternatively, the 37mm cannon on the 38t provides an instant direct impact OHKO for a TTK of zero, or an instant max 80 splash damage that can be easily followed up with 1-2 rounds from the coax gun for a TTK of about 300ms (excluding bullet travel time). In both of these scenarios, autocannon is worse against infantry. Especially infantry you cannot splash briefly or smart infantry that do not expose themselves for an entire 600ms. These are the infantry that may then hit you with one AT launcher of their choice, deal ~25 damage, and usually damage a part due to light tank frailty, drawing you close to (if not immediately to) your demise. Add in the fact that autocannon has no effect on opposing armor, plus has spread and overheat, and you’ve got a horrendously bad spec choice overall. The 38t is best left to flanking enemy armor pieces with 37mm AP rounds, specifically on maps like Panzerstorm that allow the 38t to maneuver around enemies and avoid direct engagements. Leave the infantry farming to armor that can easily mop up solider with generous OHKO cannon splash while also being able to take more than 3 hits.

Every tank in the game (so far) is weaker version of a Tiger I, save Churchills and the Sturmtiger - that wasn’t the point of the write-up. The Panzer IV is a tank that can do everything well, just not the best at certain things. However, it is more than capable of holding its own in armor engagements as the default 75mm stubby cannon HE rounds do only 30 points less of impact damage compared to the Tiger I’s 88mm HE rounds, while maintaining the same splash damage and a higher rate of fire. Very good at dealing with infantry thanks to the generous splash on its 75mm cannon, good mobility, turret traversal, and durable armor, it is the most versatile tank in the game, tied only with the Valentine Mk VII.

I assume you meant “If you play with a gunner, it’s better [than] using a Tiger.”

Every tank is better with a gunner, the StuG IV just has a better gunner FoV. Is this, a better top speed, and a slightly lower profile worth trading turret traversal, a coaxial gun, shallow turret angles, and more armor? No, probably not. Like stated in the write-up, you shouldn’t use the StuG if you don’t have a coordinated gunner with you. But if you’re playing with a gunner, you may as well use another tank and be much more effective overall.

King of all tanks, yes that I can agree on. Lacking splash damage on infantry? No, not at all… The Tiger I’s 88mm cannon firing the default HE rounds has a 5m splash, with a 2m inner blast radius of 112 damage. This is the best tank around for spiting one infantry in particular, better than than the 75mm stubbies of the Panzer IV and StuG IV which have smaller inner blast radii. Its downside is it’s slower RoF, making the Panzer IV the better infantry killer overall.

Concerning HEAT rounds, while they do provide slightly more damage overall on vehicle targets thanks to their extra blast damage over APCR rounds, these rounds also travel at about 65% the speed of APCR rounds. This then requires you to close the distance with a target to more consistently land shots, but in doing so you give up the Tiger I’s greatest asset of easy, potent ranged damage. While this may seem acceptable, in doing so you’re more likely to encounter more targets like infantry at close range, who are now able to more easily damage you. And because taking HEAT rounds as prevented the selection of the Increased Ammo Capacity spec, you now have to deal with wasting your anemic primary HE round ammo pool on these targets, limiting your time to engage targets before having to resupply, provided you are able to escape with the Tiger I’s poor mobility before being overwhelmed. APCR is far superior overall, allowing the Tiger I to fulfill its primary roles - ranged support and anti-armor.

I’m really not sure what you mean by this, as the in-game description is quite clear regarding the Pineapple Wrench’s effects, granting 150% health regain for 125% repair duration. Longer repair, more health regained. It has no effect on the amount of health regained from resupply points for aircraft, as one fly-through will remove the perma damage taken and allow a pilot to potentially repair all of their plane’s health back. There is no need to linger at the resupply point like armor.

Like the 38t, the Staghound is now better left to flanking targets, not attempting to farm infantry directly - especially with the advent of AT rifles. Also as stated previously, autocannon is still trash. Additionally, the Staghound’s 37mm is more than capable of OHKOing planes, as long as AP rounds are not used, as they lack the blast damage needed to completely kill the aircraft, and in all honestly, the Staghound with the LJ adapter firing HE rounds is un-ironically perhaps the best anti-air vehicle in the game right now, sporting the highest velocity while maintaining the potential to kill from full health. The Valentine Mk VII, CGC, and StuG IV firing AP rounds come close, but the prior is about 50m/s slower, and the latter two have restricted aiming abilities.

The Valentine MK VII with the 6 pound gun has a 3m splash, with a 1.3m inner blast radius of 112 damage. Combined with a velocity of 550m/s (faster than the Tiger I’s default 88mm HE rounds) and a competitive rate of fire, it is more than capable of deleting many infantry at various ranges in a single shot, using only splash. Throw in Mine Clearing Line Charges, an increase to RoF, an increased ammo pool, and you’ve got one of the most destructive anti-infantry tanks in the game. It is very good versus infantry - no autocannon needed.

It has already been established above that if infantry have any cover or a way to break LoS, cannons with long TTKs and spread are poor anti-infantry devices. All AA cannons are culprits of this. On maps like Devastation or Rotterdam like you suggest, you will be peeked to death by AT launchers with no way to retaliate due to poor TTK and splash, so AA tanks are especially bad here against mildly competent infantry. Use burst damage, use the medium tanks, stop propagating the “AA is OP versus infy” meme that was killed off in nerfs several patches ago. Better than a Staghound is a low bar.

Tiger is clearly the winner if you’re going for anti-armor and desire to be overwhelmed by a few infantry when positioning isn’t perfect. For actual team support, the Panzer IV exists (due to the reasons stated above) and does everything from well to amazingly.

That’s all that had to be said.

Unrelated, I updated guide after a few recent patch tweaks, though recommendations have not changed noticeably. Reflection on the Vehicle Meta is still relevant.


Hello @Incarnate, would it be possible to update this very good and useful guide to the latest patch, 5.2.2?


Yes, I will update this for 5.2.2 (and beyond). However I am out of the country until mid-January, so I have minimal time with the vehicle tweaks that occurred since I left in December. When I return I’ll sink some time into BFV to update this post as best as I can. Sorry for the wait.


Vehicle specs updated for 5.2. Thank you @jackusctb and everyone else for their patience. I will update my conclusions and reflections post some time soon (:tm:)


So I gave LLMMMR a shot the other day, but personally I’d still have to recommend sticking to the RRRRRR path. I really did enjoy the large amount of ammo, as well as the increased survivability of the tank, but I don’t think either of those are really worth losing the 75mm Type 5 cannon. The universal applicability of the 75mm Type 5 means anything you look at will die, and you don’t have to be particularly picky about where you hit them. While the 57mm default cannon with AP rounds can match the damage output, it relies much more on good angles, which isn’t always easy to do, especially against funky targets like LVTs (of which there are tons of if you play Breakthrough). Furthermore in skipping RRXXXX you lose the engine upgrade spec, which is perhaps one of the best upgrades out there for any tank that has the option. Being able to move faster in a game with slow tanks, and being able to reposition in any game quickly, is incredibly valuable.

I don’t think LLMMMR is bad, in fact I think it’s quite good, but you really have to know what targets you’re up against, how many you’re up against, and what map/gamemode you’re on, to make the most of the ammo that’s given to you.


DPS calcs are worthless.

Besides from the fact that these damage numbers are incredibly vague (no angle specified, no part specified), Battlefield tank engagements (especially in BFV) are rarely linear engagements that boiled down to TTK/DPS/FTK times, as there are far too many factors that can influence or change the engagement. Fights between competent tankers should be drawn-out slug-fests where optimal or even near-optimal damage will never be received/achieved. Because of this, it is always best to do the most damage at the first instances of the engagement, so that one may have the largest upper hand possible for the duration of the fight. The firing tank’s positioning, the impact angle of the first shot, and timing of the first shot, should all be considered before taking that first shot - this is what separates a great tanker from a good tanker. However, it is also obviously affected by the basic attributes of the round being fired.

Knowing this, it should be understandable that burst damage is then preferable over sustained damage, and more burst damage is always better than less. Not only is it more helpful in the first instances of an engagement, but it also requires less repeated consistency on behalf of the user’s shot placement, while also reducing the amount of total exposure to make those constant shots, freeing up a driver to do other things like re-position, break LoS, or repair.

So, even if we were to take your numbers at face value (which I am going to have to assume are based on 90° front hits), I would gladly take a seemingly meager 6.5% DPS increase over everything else you listed, because if I’ve played everything else correctly, I will actually only need 3-4 shots at most to kill my Sherman target at an actually competent angle/location. In those 3-4 shots the increased damage will matter immediately, whereas the RPM loss won’t become more apparent until later in the fight (if somehow it hasn’t already ended, but even in that case either tank can just break the engagement off completely at any time).

Again, I’ve never said that alternatives to RRRRRR are bad, they’re just inferior for a tanker that can manage themselves and their resources well. Add onto that the almost complete unpredictability of BFV’s vehicle engagements, and I’ll take the 75mm Type 5 every time.

I did not previously comment on the optical zoom because I feel like that’s a personal preference thing, and in honesty it’s actually something I personally like, even when playing on objectives. Even then having the extra zoom to make hitting critical spots on tanks easier is very nice.


Added 7.0 recommendations. New Reflection on the Vehicle Meta and another additional section coming as I have time.


Since this thread is not getting more updates, I would like to post my corrections.

tank meta:

Conquest: Light tank is the best in most cases, except panzerstorm. You excel at killing infantry, you can avoid tank infested place. Speed is important for point capture.

Breakthrough defense: heavy tanks. resupply is less of an issue there, and if you keep enemy tank away infantry would rarely lose the point.

In general, heavy tank is for anti tank, but light tank is best vs infantry (fast reload + low shell drop)


Panzer 38t: best anti infantry, best on conquest, load 37mm + AP

• Special case: if unopposed by tanks in breakthrough, run flare, auto cannon, s mine. 

Flare will spot clustered infantry helping the push. auto cannon switch with MG let you shoot uninterrupted by heat vs swarms of infantry close by. If you see cluster of infantry, you can sneak behind them and do s-mine ambush.

Although you can argue cannon is so much better at longer range, you are better pushing closer to point in breakthrough. In addition you get more ammo with autocannon.

Alternatively you can try spotting scope, smoke, and s-mine over flare in breakthrough. Use smoke to cover your advance, and drive into enemy with a s-mine blast. Risky, but can really pay off if works.

Panzer 4: stubby is best anti infantry in building, best on breakthrough offense. Flare for infantry support, case round for extra ammo.

Tiger: load AP set up. Best for defense in breakthrough and anti tank. Lack of ammo hurts HEAT set up, unless you are defensing near supply depot like in Provence breakthrough.

Flank panzer: 37mm + flaming onion. Flaming onion’s large blast radius let you snipe infantry, because you certainly cannot get too close to point. Against plane is a bit lame, make sure you burst fire in 3 round, until plane is close. It overheat too quickly.

Puma: 50mm gun, but increase rof over spotting scope. Rof important for anti-infantry and win duel vs Sherman.


Staghound: possibly best tank in game. Load AP, supply box, increase rof, little john, you can snipe infantry all day.

• Rocket can be picked over AP for breakthrough, great for flanking and take out clustered infantry. It is also great for hit and run vs heavy tanks, allow you to flank. It also has surprisingly good air burst AA function, which very few knows. However I prefer AP because the wheeled platform turn and accelerate too slowly, therefore not suitable for rushing close quarter. That and half the time you will get stuck on a rock when driving recklessly.

Valentine: great generalist tank, with AP it is excellent in anti tank despite being a medium tank, decent anti infantry, lots of ammo. Pick AP over snake launcher, its dps vs tank is as good as heavy!

Churchill: good defense tank, hold its own vs Tiger at closer range. I would pick APC over HESH route. APC offer better long range accuracy, higher dps, and can use as adhoc anti-infantry round when out of ammo. While HESH does have bigger splash, its inaccuracy and low rate of fire actually make it worse vs infantry. In addition higher rate of fire spec should be taken to win duel vs other heavy tanks.

Churchill GC: the anti-Tiger one trick. Best AP in game. Don’t use HESH.

Val AA: 40mm + case round, best AA in game by far, acceptable anti infantry.


M8: AP all day, maybe extra ammo for offense, as you are far from supply.

• Alternatively pick quicker repair, it can save life time to time
• Extra ammo though give more AP, greatly enhance anti-vehicle, and you will need it vs Tigers.

Sherman: HE smoke path. It has extra blast vs infantry. It also cover team nicely in breakthrough.

• Alternatively 76mm HEAT path is all rounder for anti-vehicle, but LVT AP is better suited. 
• Flamethrower has a niche on iwo jima breakthrough cave section.

LVT: AP + smoke dispenser set up. Seriously, that smoke can both save life and cover infantry, last long and wide.

• AA variant is viable in fighter infested and wide open map like Iwo Jima, but against good pilot you may as well give up.


Chi-ha: Engine, AP + extra ammo, smoke dispenser. AP’s range advantage negate damage difference of 75mm option. Smaller profile make you harder to hide behind hill on defense. Faster reload and ridiculous amount of ammo let you defeat infantry with ease.

• 75mm is decent vs armor, but far worse vs infantry and not as good vs tank from far away. You carry few ammo.

Kami: engine, AP, spotting scope, trade turret rotation with smoke dispenser. On paper probably the best Japanese tank, but it suffer from bad gun depression, and pacific maps are full of hills. It is also troublesome when infantry get close, but you are super fast, and speed is important in conquest!

• Technically AA MG also work as well as LVT, but Japan usually is swarmed with stock LVT, make it a poor choice.

Best tank of each faction:


  1. Panzer 38t: fast, flexible, deadly vs infantry. Dodge rocket frequently

  2. Tiger: Best anti vehicle option. If you are not driving 38t you should be driving Tiger.


  1. Churchill crocodile: The best tank in the game by a long shot. It has very flat shooting, high splash, extremely high damage, and decent reload on top of that. It will eat Tiger for lunch and have plenty of ammo to terrorize anything across the map. Did I also mention it also the toughest tank?

  2. Staghound: Counter part to panzer 38t. It sacrifice the agility and perk for higher top speed and better firepower. It is picked for the same reason as 38t, in addition to shredding infantry across the map and being surprisingly good at shoot down planes.

  3. Valentine: small profile, lots of ammo, hits hard, the best medium tank in game. However compared to Staghound, only anti armor niche shines. If you really want to kill that Tiger tank and neither Valentine and Staghound will do, pick Churchill GC.


  1. Chi ha: with AP load out it strikes a good balance between anti infantry and anti tank, while being reasonably quick. The smaller turret let it take advantage of hilly terrain in the Pacific. It is oddly fast for a medium tank, combined with the fact Ka-mi has poor gun depression makes me choose it over Kami.

  2. Kami: with AP loadout it is a close second. Better vs infantry, much faster, run on watter. Best in water heavy sections like Wake Island.


  1. M8: picked for similar reason as other light tank. This one can bring more ammo letting you wreck havok on infantry, and pack enough AP to kill 2 tanks!

  2. LVT: while not an exceptional tank, it is picked because Sherman just plain suck. Its strength is similar to other light tanks, but is slower and can go on water. Unlike Kami it is much slower, but with better gun depression.

  3. Sherman: After the HEAT nerf in recent patch, the TTK barely makes a difference vs AP load outs. Besides the niche loadouts, it should be avoided due to large hit profile, slow traveling shell vs Japan, and mediocre vs infantry.


I feel saying “corrections” is a bit harsh, especially since a lot of what you’ve written misses the original intent of what I’ve written - a general guide for overall vehicle viability which is widely applicable to a variety of situations, whether that situation be opposing assets or various maps. Of course certain vehicles or vehicle loadouts are going to be better in certain situations compared to others, but it is not enjoyable to constantly respec your vehicles or force-respawn for a more situationally-applicable vehicle. That is what this guide attempts to avoid with its vehicle recommendations, and why I never really dive into map/gamemode-specific loadouts.

Nonetheless I’ll point out some things that stood out to me while reading through.

Light tanks are good on CQ, but medium tanks can definitely be good as well thanks to decent speed and durability. Panzerstorm is very viable as a light tank though, as its one of few maps that actually provides the space light tanks need to sneak behind enemy lines and cap flags or achieve rear hits on enemy armor. Taking head-on engagements with a light tank, like on any map, is typically futile. Panzerstorm is also one of few maps where the heavy tanks are actually decent, thanks to its more linear layout and long, open sightlines, even on CQ.

Would typically agree with heavy tanks being better on BT defense, but again its really dependent on team support and resupply location. 9/10 times I’d recommend losing a bit of armor to keep a greater ability to reposition defensively with the more independent medium tank.

Like I mentioned in my reply to Aldweenz above, the autocannon is an inferior pick in most situations, and this post was made before the buff that gave the 37mm and the 2pdr cannon 1HK splash ranges. Now that post is even more true, as giving up lethal splash damage for underwhelming sustained anti-infy fire (which you already get with the coax gun) is a straight downgrade. Taking autocannon should also necessitate taking AP rounds so the P38t isn’t completely worthless against opposing armor. Furthermore and contrary to popular community belief, light tanks running S-Mines and autocannon to kill infy is a meme strategy which is typically thwarted by a single explosive breaking your treads and removing the only asset light tanks actually have - mobility. Better off just shelling infy from a relevant distance.

Also as I mentioned in my reply to Aldweenz above, the BFV community needs to stop perpetuating the anti-infy SPAAG meme, despite still doing so a year later. Better anti-air exists the the Fliegerfaust which doesn’t waste a team armor slot, and while the flak guns on the SPAAGs are a bit more lethal versus infantry, its still doesn’t compare to the more lethal burst damage option in tank shells.

It’s certainly good, but I’d be hard pressed to call it the best. A large profile with exposed treads (wheels) makes it very vulnerable without proper positioning. While slower, the 6pdr Valentine can frag infantry just as hard while still holing its own versus all opposing armor and eating a few hits along the way.

AP is not required to kill armor if you aim for good angles versus heavier armor with the 6pdr, but it certainly does help. Snake launchers are great for clearing infantry on points, but the pick here can really go either way.

If you’re going APC, then you’re not using the 95mm cannon which is really the Churchill’s only niche. APC and the default 75mm cannon aren’t bad, but you’ll typically get better performance using the 6pdr Valentine’s with AP rounds thanks to its increased maneuverability.

This is not a speccable/default spawn vehicle so its not in the write-up and should not be comapred. Certainly good though.

A 0.3m increase in inner blast radius is hardly a reason to use the smoke rounds, especially when it obscures future shots. Even after the 76mm HEAT nerf, its still very effective versus armor, and due to the unpredictable nature of opposing armor (as written in my previous vehicle meta analysis), the 76mm is a must pick to be as effective as possible versus potential armor threats.

The statement on LVT + AP rounds being better for anti-armor has me extremely confused though. It has neither the speed, damage, or profile to actually be good in armor engagements, and can only safely engage opposing light tanks. Not saying it can’t work through sheer brute-force, but I would take the 76mm Sherman versus an AP rounded LVT any day.

I’ll defer to my earlier posts on this toptic, here and here. Ammo and drag of the 75mm Type 5 are definite downsides, but its universal lethality is too good to pass up.

Again this guide is meant to be a general catch-all. Listing 2-4 options for each faction kinda defeats that. I will always come back to recommending the medium tanks because, as a whole, they fair the best in a variety of situations. If a new player had to pick up any vehicle to learn how to use and invest company coin into, I will always point them towards tanks like the Sherman, Valentine, Type 97, or Panzer IV. These tanks have specs to increase their damage to compete with heavy tanks, while decent armor to survive several hits. They work well on a majority of maps and do so without requiring vast knowledge of the map or how to play armor engagements. Most importantly, this will prevent them from being completely dead weight when they spawn a vehicle asset in.


Trust me, I know my stuff. I am willing to share my compiled list of datamined tank stats. I even tried to get into the material modifier by hard tests, nobody dared to go that far.

On light tank:

Panzerstorm is not bad for light tank, it is just not as much a no brainer anymore. Medium tank sort of depends on map size. PzIV sucks on big maps. Valentine could work better in smaller tank infested maps. 90% of times light tank is best options, and when light tank dont work, there is something needed medium tanks cant do either.

On Pz 38t. Here is where you are wrong. Autocannon by itself is indeed inferior to cannon. It is the whole package of flare, S-mine, combined that improves vs infantry. Flare is a pretty OP ability, which is strong enough on Panzer IV, but combined with mobility it is super strong vs infantry. It provides strong boost to allies nearby, and defeats the only strength of infantry vs tanks: stealth. In addition information is extremely strong perks, it helps you avoid traps, position in optimal position to kill, reduce time to acquire target (biggest bottleneck of killing). S-mine kind of sucks, but on the 38t you know exactly where infantry cluster with flare. Then you flank, ram into them and fire S mine. Extremely strong on breakthrough. I had so many 90 kill 0 death games on Arras breakthrough, you are welcome to squad up with me to find out. Cannon and flare could work too, but you miss out 2 upgrades. Again, I said it works when there is no armor to oppose you. In general AP cannon is best. You seemed to miss that completely despite I said it first sentence.

Also pz38t AP is garbage, cant pen medium tanks in the front. Never take it.

You somehow think track damage matters. No, only engine damage matters. With flare and mobility, if you get sneaked from behind for engine damage, your death is deserved.

Flak panzer: Oh boy, misreading my post and focusing a tiny subpoint; a theme to go with rest of your post.

Indeed Flakpanzer is not the best tank, it is situational at best. If everyone bring a flieger, we would never need it. The art of when and how to use flak panzer deserves a post on its own, but it has its niche uses. My post is just about if you were to use it, what would be the best set up. Same as you, you didnt skip it despite it sucks right?

I had succesful games killing 10+ planes on maps like panzerstorm. But in the end I still lose often. Why? Like you said, team lack armor, front line cant push. Flaming onion matigates that. A tank is better for killing infantry for sure. I never denied that. But if you were to pick AA due to some niche reason, you must also kill infantry otherwise you lose despite clearing the sky.

Staghound: this thing is a sniper. The wheel is extremely awkward to turn, accelerates very slowly. Best to position far from enemy and shoot with your no fall off HE shell. It has 30ROF + more from perks. In comparision, Valentine is 20ROF, and has reduced splash range, and has bigger shell drop. You and I both agree that cannon kill infantry better than autocannon itself, and Staghound is the ultimate example.

Valentine: It is a generalist tank. Besides using 2 pounder like a tougher staghound, there is nothing special about it. It is good, but it dont kill infantry as well as light (6 pndr has reduced splash), lose to Tiger (assume they are not stupid).

I personally is not a fan of the snake. If you are a pro ballistician who can lob it to kill Tiger 50 meters away, then I concede. Otherwise a perk that only kills what is in front point blank is worthless.

As for AP or not, AP damage vs tank is night and day, and I have hard stats to back it.

HE: 100 blast + 120 impact = 204 true tank damage

AP: 34 blast (invalid vs tank) + 225 impact = 270 true tank damage.

That is 1/3 higher. But that only tells half the story. AP has 2 other advantages.

  1. When critting, AP deals exponentially more damage because blast damage do not get boost from crit. The damage different can be twice as high. This is the reason I picked AP on Chi ha as well.

  2. Extra ammo. HE vs tank is very ammo consuming meaning trips to depot and away from front. this is even the case even with extra ammo perk. AP stack on top of it gain bonus from extra ammo as well. I find the ammo bonus resulted more kills than from snake, which is reflected on my stats in kill/min.

Churchill: OK this one I actually concede a bit. I missed the material modifier of the howitzer. It is great for blasting tanks as long as range is not too much. Howitzer can work comboed with HEAT as anti-vehicle specialist in city. Otherwise the RoF is too shit vs infantry. Longer range tiger killer = Churchill GC, short range goes to Churchill 105mm.

Churchill GC: nope, this one is spawnable. Used to be awful, now pretty good. I love to take it in Narvik breakthrough. Near howitzer blast but without the shitty range low RoF of most howitzer. Also best anti-tank vehicle besides call ins. My go to for tank killing when not riding staghound.

Sherman: First, let me start with I use LVT most of the times, I use Sherman as a specialist of anti infantry in breakthrough. I reject the idea of must speccing every tank into generalist. You play the best generalist tank 90% of time. It just happen to be light tank is my pick, so I spec them to be generalist. When situation changes, I swap to my specialist build. Sherman just happen to be so shit I avoid it unless I use the specialist build.

Once again, you are plain wrong here. You only checked innerblast_radius but not the blast curve. Fall off starts after 40% away from inner radius. At 40% there is abrupt drop off, it is not smooth. The true kill range of 76mm is 2.2m, 75mm is 2.6m, our HE smoke shell is 2.78m. By picking anti tank gun option, you gimp yourself of 0.4m room for error when aiming, which matters greatly at distance due to shell drop. HE smoke however have lower drag like AP so it is more precise over range too. But wait, HE smoke has 120 blast damage as opposed to 100 standard. that means between 40-60% away from inner blast, you deal 96 damage. a quick MG through the wall will kill. In other words within 3.52m you deal at least 96 damage. HE smoke is an excellent anti-infantry option in addition to utility.

Also inner blast go through wall. Sturmtiger with low innerblast actually hardly kill enemy behind wall, but Pz4’s stubby and HE smoke do it easily.

Combined with excellent capability of smoking in breakthrough, you can silence a indestructable pacific bunker with 1 smoke.

The reason why I pick LVT is because it is much better vs infantry HE smoke Sherman not withstanding. Pacifics tend to be large maps, and lack of heavy meant you can always crit from front. AP here outsnipe Japanese tank hiding from distance. You are welcome to duel me. You will find at 200m+ AP hits so much easier that high dps of HE gun dont matter. Numbers here:

HEAT sherman: 318 true damage, 20 ROF, 6360 damage rating

LVT AP: 168 true damage, 30 ROF, 5040 damage rating.
However when criting medium tanks, it receives 75% boost in damage. HEAT receive less due to partly explosive. So LVT in practice deal more damage, AND land hits much more reliably.

One situation Sherman HEAT is better than LVT is vs Tiger who you cannot crit in front, and maps are less open. But you Can’t use LVT anyway so… And there is awesome M8 Greyhound that is borderline OP that competes with it.

Chi-ha: My god, universal lethality my butt. Only thing it got vs infantry is decent shell speed of 600. God awful RoF of 18 (slightly below 20 even with upgrade), garbage blast of 1.8m lethal range (1m inner, 3m max), extremely limited ammo. Literally the worst tank gun vs infantry. When it used to 2 shot Sherman it was a no brainer, nowadays it is mediocre at best.


Chiha 75mm: 100 blast + 220 impact 18 RoF, 5832 damage rating

Chiha 57mm AP: 34 blast (null vs tank) + 170 impact 22 RoF, 4488 damage rating.

True it is worse vs tank on paper, but I chose it from several considerations.

  1. Extra ammo as explained before.
  2. anti-infantry is not garbage anymore
  3. Improved crit damage actually means out damage HE gun in practice. All tank can be crit from the front from lack of heavy in Pacifics. 70% of your shot should crit.
  4. When playing Japan you are mostly defensive in breakthrough, or skirmish in a huge conquest map. AP greatly increase hit chance 200m+
  5. Underappreciated, but default turret has low profile making hull down position very strong, and you can evade more shots.

Besides the specific, I would love to debate with you on general use of tanks. That is a major cause of our disagreement rather than stats, as most of your statistical knowledge are on point.


will this be updated one last time please? im new and this helps but isnt up to date
for example BF109 G-6 has different specs now (Rockets are no baseline)

would really appreciate it. thank you


As as far as I know nothing significant has changed*, and the current write-ups for both 109s are accurate - the G2’s accounting for no WFRs and the G6’s fawning over how great WFRs + everything else is. Maybe you opened up the pre 7.0 spoiler section?

*Thanks to @Oscar it’s come to my attention that the Field Repair spec now restores some HP without needing to take part damage. Whether this is for every vehicle I don’t know, but I have tested it on a few and it seems to consistently work in this manner now. Must have been changed in the Dec 2020 patch, and intentionally or not it’s a nice buff. I’ve made a few tweaks but I don’t see any worthwhile changes coming from this besides a semi-viable Blenheim Mk IF path of LMRR.