Glossary · 16 terms

# Armor terms

How shells are stopped: armor thickness, angling, overmatch, normalization, spaced armor and module damage.

[All](/glossary.md)[Vehicles](/glossary/category/vehicles.md)[Gunnery](/glossary/category/gunnery.md)[Armor](/glossary/category/armor.md)[Mobility](/glossary/category/mobility.md)[Vision](/glossary/category/vision.md)[Crew](/glossary/category/crew.md)[Progression](/glossary/category/progression.md)[Economy](/glossary/category/economy.md)[Ratings](/glossary/category/ratings.md)[Statistics](/glossary/category/statistics.md)[Battle modes](/glossary/category/modes.md)[Tactics](/glossary/category/tactics.md)[Slang](/glossary/category/slang.md)

[A](#a)B[C](#c)D[E](#e)FG[H](#h)IJK[L](#l)M[N](#n)[O](#o)PQ[R](#r)[S](#s)[T](#t)UV[W](#w)XYZ#

## A

[

AnglingArmor

Turning a vehicle so incoming shells meet its plates at an angle, multiplying effective armor without changing a single stat.

](/glossary/angling.md)[

Armor thicknessArmor

The nominal thickness of a plate in millimetres, before any angle is taken into account.

](/glossary/armor-thickness.md)

## C

[

Critical hitArmor

Damage to a module or a crew member, which degrades what a vehicle can do without necessarily costing it hit points.

](/glossary/critical-hit.md)[

CupolaArmor

The raised commander's hatch on top of a turret, often the only part of a hull down vehicle that can be hit.

](/glossary/cupola.md)

## E

[

Effective armorArmor

The thickness a shell actually has to defeat once the angle of the plate is accounted for, which is what penetration is compared against.

](/glossary/effective-armor.md)[

Engine fireArmor

A fire started by a hit on the engine or fuel tanks, which drains hit points and damages modules until it is put out.

](/glossary/engine-fire.md)

## H

[

Hit pointsHPArmor

A vehicle's health pool, which cannot be restored in battle and is therefore a resource to be spent rather than a buffer to be refilled.

](/glossary/hit-points.md)

## L

[

Lower front plateLFPArmor

The strip of hull armor below the upper glacis, usually the flattest and thinnest part of a vehicle's front.

](/glossary/lower-front-plate.md)

## N

[

NormalizationArmor

The few degrees a shell turns toward the perpendicular on impact, reducing the effective armor it has to cross.

](/glossary/normalization.md)

## O

[

OvermatchArmor

The rule that a shell with a caliber at least three times a plate's thickness cannot ricochet off it, no matter the angle.

](/glossary/overmatch.md)

## R

[

RicochetArmor

A shell deflecting off a plate without any penetration check, which happens beyond 70 degrees for most shells and 85 for HEAT.

](/glossary/ricochet.md)

## S

[

Spaced armorArmor

A thin plate mounted away from the hull, which strips explosive and shaped-charge shells before they reach the real armor.

](/glossary/spaced-armor.md)[

StunArmor

The temporary debuff an artillery hit leaves behind, degrading reload, aim time, traverse and view range for several seconds.

](/glossary/stun.md)

## T

[

TracksArmor

The running gear, which immobilises the vehicle when broken and absorbs shells like spaced armor when intact.

](/glossary/tracks.md)[

TurretArmor

The rotating housing for the gun, whose armor and traverse speed decide how a vehicle fights from cover.

](/glossary/turret.md)

## W

[

Weak spotArmor

A part of a vehicle noticeably thinner than the armor around it, where a gun that cannot defeat the front can still get through.

](/glossary/weak-spot.md)

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