Five New WoT Tier XI Tanks from Update 2.4: Mechanics and First Battles
The five Tier XI vehicles extending existing lines in Update 2.4 require learning new mechanics rather than merely adjusting to a higher tier. WZ-219's scanner risks mutual detection, Ho-Ri Shugo's rocket has its own cooldown, and BV-111's mode changes the mobility cost of a single shot.
This guide covers WZ-219, Ho-Ri Shugo, Vz. 63P, BV-111, and CAV mod. 71 in Wargaming's PC World of Tanks. They are not the complete 2.4 newcomer list: a separate German line also reaches the Tier XI Pz.Kpfw. Neu. Here the focus is the five extensions of familiar lines.
For each vehicle, examine the predecessor, special feature, and first practical task. Then consider equipment, crew, positioning, XP, and credit preparation. Mechanics are based on released Update 2.4 materials and Tankopedia; “2.4” in the topic does not mean it is the game's latest released version.
Five research routes and different roles
A predecessor helps establish the playstyle without serving as a ready-made copy of the new vehicle. Compare reload, angles, protection, ammunition, and ability controls before the first battle. Transferring experience is useful; transferring every timer and habit without checking is not.
Tier XI | Tier X predecessor | Official role | First feature to learn |
|---|---|---|---|
WZ-219 | WZ-132-1 | Versatile light tank | IRST scanning and mutual spotting risk |
Ho-Ri Shugo | Ho-Ri 3 | Versatile tank destroyer | Main gun and separate rocket launcher |
Vz. 63P | Vz. 55 | Breakthrough heavy tank | Two shells and the second shell changing after the first hit |
BV-111 | UDES 15/16 | Versatile medium tank | Hydropneumatic suspension and external ammunition feed |
CAV mod. 71 | Progetto M40 mod. 65 | Support medium tank | Four-shell autoreloader and forced-loading charges |
The published cards list a base 325,000 XP research cost and 7,400,000 credits to purchase each of these five vehicles. That is the next vehicle's price rather than a complete line budget: predecessor modules, equipment, crew, and battle expenses are separate. Discounts and existing XP can change your remaining expenditure.
WZ-219: information at the cost of mutual detection
The Infrared Search and Track system, IRST, scans a sector in front of the vehicle. As it operates, the sector narrows, view range within it increases, and enemy concealment decreases. This is a directional action, so one activation does not safely control the entire map.

WZ-219: official screenshot from this vehicle’s section of Wargaming’s Update 2.4 article. Illustrates appearance rather than current numerical parameters or an active mechanic.
The detailed official guide describes stages: a detected target and WZ-219 initially see each other's UI icons; full mutual spotting may follow as the effect intensifies. Stopping before that stage is a legitimate tactic. Manual cancellation becomes available after a short delay, so do not assume every consequence can be canceled instantly.
Start from a position where allies can exploit information and you can retreat behind hard cover. Before activation, identify the sector and incoming-fire threat. If there is no exit, the new reconnaissance capability does not make the location safe. Do not treat an icon appearing as proof that every allied gun already has a fully exposed target.
After first contact, retain the option to change direction. Mobility serves the next observation and favorable shot rather than endless circling in front of opponents. Compare a dedicated reconnaissance build against a hybrid firing setup: substantial gun damage does not remove the cost of losing a light early.
Ho-Ri Shugo: main gun and independent rocket
Ho-Ri Shugo succeeds Ho-Ri 3 without automatically becoming an assault TD for permanent close combat. Its official card emphasizes medium-to-long-range fighting. Start from a lane where the main gun can contribute and reload safely without exposing the side.

Ho-Ri Shugo: official screenshot from this vehicle’s section of Wargaming’s Update 2.4 article. Illustrates appearance rather than current numerical parameters or an active mechanic.
A Coaxial Rocket Launcher sits in the gun mantlet. Activating it switches to the secondary-weapon sight, after which the fire button launches an unguided HE rocket. Its path cannot be corrected after launch. Low velocity and a separate long cooldown require selecting a suitable target and accounting for movement before impact.
The launcher reloads independently of the main gun. Track both readiness states separately: an available rocket does not mean the gun is loaded, or vice versa. The rocket provides another opportunity rather than a free justification for exposing yourself to several opponents.
A useful first task is choosing the weapon for the available contact and returning to cover afterward. As allies advance, shift firing lines with the safely gained space. Before closing distance, check side threats, support, and retreat rather than only the additional button's readiness.
Vz. 63P: the first hit changes the second shell
Like Vz. 55, Vz. 63P has a two-shell autoloader. The Adjustable Fuze Setter changes the second round after the first hits a visible enemy vehicle. A penetration increases the next shell's damage; a non-penetrating hit increases penetration. Do not equate a miss with a non-penetrating hit.
Plan the first shot so that a safe follow-up remains possible. Increased penetration does not make every frontal plate a guaranteed penetration, while increased damage still requires a hit. Check the first shot's result and displayed state before exposing again.
Use cover during the magazine reload. A breakthrough role means the ability to create pressure rather than an obligation to spend all hit points before the team's first rotation. If the opponent withdraws after your first round, finding another safe target may beat forcing completion of the series.
In early battles, separately track three mistakes: an unplanned first shot, an incorrect bonus expectation, and exposing with an empty magazine. This review is more useful than judging the tank by one fortunate double hit.
BV-111: a stronger shot needs a different position
BV-111 inherits UDES 15/16's hydropneumatic suspension and adds External Ammunition Feed mode. It fires enhanced unitary rounds for increased single-shot damage at the cost of mobility and rate of fire. More damage per hit does not simultaneously mean higher damage per minute.

BV-111: official screenshot from this vehicle’s section of Wargaming’s Update 2.4 article. Illustrates appearance rather than current numerical parameters or an active mechanic.
Choose cover and an available target first, then decide whether the mode is needed. The enhancement may help a short exchange with a protected reload; its cost may hinder urgent relocation or an engagement requiring frequent shots. Do not switch automatically merely because the ability is ready.
After activation, reassess retreat and the next shot's timing. A position an ordinary medium could leave in time may become awkward with reduced mobility. On a ridge, account for gun angles and turret threats rather than assuming a low profile provides invulnerability.
The first learning task is distinguishing a favorable individual shot from a situation demanding sustained tempo. In a replay, compare the impact number with missed opportunities while reloading or trying to leave.
CAV mod. 71: four shells and a separate charge reserve
The Italian support medium uses a four-shell autoreloader. Its Forced Loading Mechanism reduces a shell's loading time to a short fixed value. Each use consumes one charge for one shell.

CAV mod. 71: official screenshot from this vehicle’s section of Wargaming’s Update 2.4 article. Illustrates appearance rather than current numerical parameters or an active mechanic.
Charges regenerate over time, faster with a full magazine. A starting reserve is available at the beginning of battle. Distinguish two quantities: ready combat shells in the magazine and remaining accelerated-loading uses. A full reserve of one resource does not replace the other.
Do not spend acceleration without a task merely to press the button. Decide whether an additional shell is needed to finish an attack, contain an opponent, or support a safe short exposure. If the target has already disappeared, spending a charge does not create a useful shot by itself.
Keep cover available after the series and retain the option to resume autoreloading. Flexible aggression against an isolated target helps only after checking hidden support. Progetto 65 habits provide a starting point, but new charges require separate tracking and do not make the magazine infinite.
Equipment and crew for the actual limitation
First identify what the vehicle lacks in your battles: vision, shot preparation, resilience under fire, or timely relocation. Compare final configurations and item availability in the Garage. The table sets priorities rather than promising every named item fits all five guns.
Vehicle | Priority to investigate | What not to transfer automatically |
|---|---|---|
WZ-219 | Vision, concealment, mobility; then hybrid-role firing comfort | A pure damage build without assessing mutual-detection risk |
Ho-Ri Shugo | Main-gun reload, accuracy, and needed mobility or concealment | A habitual Stabilizer recommendation; rocket readiness instead of checking the gun |
Vz. 63P | Gun handling, hit points and suspension, magazine-reload retreat | A Rammer for the two-shell magazine or the predecessor’s identical cycle |
BV-111 | Gun handling, vision or tempo for the task, mode comparison | Normal-mode travel and DPM calculations while external feed is active |
CAV mod. 71 | Gun handling, mobility, needed vision | A cyclic-build Rammer or an assumption of infinite charges |
Sixth Sense is a special Commander feature rather than a new mandatory selectable perk. WZ-219 particularly benefits from considered vision and concealment training; Repairs helps when engaging under fire. Brothers in Arms works through crew efficiency, while turret-rotation and firing-on-the-move perks have different conditions.
Check combined qualifications and the actual trained crew after reassignment. In the Tier XI vehicle's own Upgrades section, compare available nodes against the current configuration rather than copying the predecessor's Field Modification plan. Buy expensive consumables after assessing their utility and resupply budget.
Map flow and research preparation
The first position should provide useful contact and a clear exit. Ideally, plan both the next step after winning the lane and a retreat if it collapses. This is not a mechanical requirement to find exactly two independent roads at every position; the point is to avoid trapping the vehicle.
On open maps, preserve observation, crossfires, and protected approaches. In cities, leave allies exposure space and yourself a way to survive reloads. Reassess between shots and after new detections. A won flank sometimes needs finishing and sometimes should be abandoned for base defense; the next objective determines the choice.
To accelerate research, select the required Tier X vehicle and calculate remaining XP first. Combat XP on that predecessor, Free XP, and credits serve different purposes. Check whether earnings are being directed to accelerated crew training instead of planned research, and use active battle bonuses only on the appropriate vehicle.
Count purchase separately from further configuration. Do not spend every credit on the hull if that prevents ammunition and consumable resupply. No fixed unlock time can be promised: it depends on remaining XP, your results, and bonuses actually available.
Five early mistakes
Expecting the predecessor's armor, concealment, and reload solely from the line name.
Buying an expensive setup before establishing its purpose and compatibility.
Chasing damage while ignoring a losing flank or useful crossfire.
Spending hit points early without a result and losing later options.
Accumulating XP without planning the predecessor, crew, purchase, and resupply.
Play several battles with comparable configurations, then address one recurring problem. Separately record the decision to use an ability and its consequences: learn a new tier through conditions for useful actions rather than total damage alone.
Frequently asked questions
Which five vehicles are covered?
WZ-219, Ho-Ri Shugo, Vz. 63P, BV-111, and CAV mod. 71: a light, TD, heavy, and two mediums. Update 2.4 also includes the separate Pz.Kpfw. Neu; this guide does not list every newcomer.
What should I learn before the first battle?
The predecessor's role, the new vehicle's current configuration, ability conditions, and retreat. Separately check WZ's own detection, Ho-Ri weapon selection, Vz.'s first-hit result, BV's mode penalties, and CAV's charge resource.
Should I keep predecessor equipment?
Use it as a hypothesis to compare, then verify compatibility and final parameters on the new vehicle. A magazine, secondary weapon, or different mode may alter equipment tasks even within a familiar class.
How can I unlock Tier XI faster?
Select the correct predecessor, check remaining XP and existing resources, use suitable active bonuses, and preserve a purchase budget. The published base reference for each of these five is 325,000 XP and 7,400,000 credits before other expenses.