
Is World of Tanks pay-to-win? A analysis of the game economy
"Fourteen years after its launch in 2010, World of Tanks remains one of the most successful free-to-play military titles in video game history."
Fourteen years after its launch in 2010, World of Tanks remains one of the most successful free-to-play military titles in video game history. The franchise generated a staggering $7 billion in cumulative revenue by January 2024 with more than 350 million registered players worldwide. However, this commercial phenomenon continually sparks critical discussion: does the game maintain its declared "free-to-win" philosophy or has it slipped into payment mechanics that grant genuine competitive advantage to paying players? The answer is not straightforward and requires detailed analysis of economic mechanics, monetization strategies, and the actual balance between revenue generation and fair play.
HISTORICAL CONTEXT: FROM "FREE-TO-PLAY" TO "FREE-TO-WIN"
When Wargaming launched World of Tanks in 2010, the game was revolutionary in multiple aspects. It was one of the first major "free-to-play" multiplayer games in the West that managed to be competitive without directly selling power or key content exclusively to paying players. The initial model retained elements close to "pay-for-power"—premium ammunition could only be purchased with real money ("gold"), premium vehicles sometimes had direct advantages, and the grinding economy was harsh.
By 2013, Wargaming formally declared a strategic shift. The company proclaimed a "free-to-win" concept—where all elements providing competitive advantage would be accessible without monetary spending. According to Andrey Yarantsau, then vice president of global publishing, "We don't want to upset our players. We want to provide experiences based on fair treatment of all players, regardless of whether they spend money or not." Working alongside Riot Games and other pioneers, Wargaming began reforming the perception of the free-to-play model in the industry.
This transformation was meant to be both symbolic and practical. It was intended to demonstrate that Wargaming was committed to player fairness while removing all direct "pay-for-power" mechanics. Premium ammunition could now be purchased with credits (in-game currency) instead of only with gold (real money). Additional tank slots, camouflage, ammo, and other elements all became accessible without money—or at least accessible with credits after being available for real money.
However, as the game evolved over the years, the boundary between "allowing differences in progression speed" and "allowing differences in actual gameplay" began to blur, especially when Wargaming needed to maintain monetary flows to finance continued development.

MONETIZATION STRUCTURE: FOUR MAIN PILLARS
The modern World of Tanks economy is based on four interconnected monetization components, all designed to be technically accessible without money—but practically expensive or discouraged for free-to-play players.
Premium Account: Apparent Simplicity, Deep Complexity
A premium account is a monthly/yearly subscription providing two main bonuses: +50% experience (XP) from battles and +50% credits from battles. On the surface, this sounds like a direct advantage. In lower tiers, it is. A player with a premium account will research new vehicles faster, train crew faster, and reach new tiers with less time investment. The price is reasonable: €6.66-€8.00 per month if purchased as a yearly option.
However, at tiers 8, 9, and 10—where repair costs are highest and the game is most serious—the economy becomes more complex. A tier 10 tank can have repair costs of 15,000-25,000 credits per battle. Ammunition can cost 800-2000 credits per shell. Premium consumables can cost 5,000-10,000 credits combined. Once these costs are subtracted from the +50% gross credits, net profit often shrinks to 10-20%—or even becomes a LOSS despite winning.
Without a premium account, the average player at tiers 9-10 will lose credits even on victories. With a premium account, they can be profitable. This means the premium account is practically mandatory for players wanting to play at high tiers without returning to tier 8 "farming" tanks to grind for credits. This isn't technically pay-to-win, but it is pay-for-the-ability-to-play-what-you-want.
Premium Vehicles: Power Creep and Historical Problems
Premium vehicles are "special" tanks available only through real money (or long-term seasonal challenges). Traditionally they were designed as average vehicles—never best-in-tier. The reasoning was simple: Wargaming wanted premium vehicles to be attractive due to their ability to earn credits, not due to battle dominance.
However, in the past three to four years, Wargaming has experimented with this formula. Newer premium tanks have often been superior to their tech tree equivalents. The BZ-176, a Chinese tier 8 premium heavy tank launched in 2022, became the iconic example of this problem. The tank could maintain armor values that were nearly impenetrable to most tier 9 and even some tier 10 tanks with standard ammunition. The tank was so dominant that the player community actively demanded its removal from sale. Wargaming responded by removing it from regular sales after three years, implicitly admitting the tank was "pay-to-win".
A similar problem occurred with the Bourrasque, a French tier 8 medium tank with an autoloader that combines the mobility of a light tank, the firepower of a heavy tank, and the spotting ability of a light tank—all in one package. The Mark of Excellence requirement on the Bourrasque is often higher than on tier 9 mediums, which is a direct indicator the tank is overbalanced.
In Update 2.0, Wargaming explicitly stated: "I don't plan to nerf (weaken) premium vehicles in this update." Instead, the plan is to buff (strengthen) tech tree vehicles as an "indirect correction." This is technically corrective, but perceptually it's a disaster. Players understandably see this as Wargaming protecting premium vehicles from balance because of money—which isn't a wrong observation. Wargaming gave the reason that it can nerf premium vehicles if necessary, but avoids doing so because it doesn't want to disappoint people who bought them. This is an understandable commercial position, but it isn't fair.

Premium Ammunition: Created Dependency
Premium ammunition, traditionally known as "gold ammo," can now be purchased with credits, but is expensive because its credit cost is 5-10x higher than standard ammunition. There are three main types: AP (Armor Piercing) with 5 degrees of normalization, APCR with higher penetration but only 2 degrees of normalization, and HEAT with the highest penetration.
At tiers 1-6, standard ammunition is usually sufficient. At tiers 7-8, problems begin. At tiers 9-10, premium ammo becomes practically mandatory for certain tank matchups. The Type 5 Heavy (tier 10) has frontal armor with values so high that most tier 10 tanks cannot penetrate it with standard ammunition.
The cost is significant: a player can fire 15-20 premium shells per battle. In a lost battle, that's 12,000-40,000 credits just on ammunition. The free-to-play player at tier 10 will be forced to not use premium ammo and play with suboptimal penetration, or grind on tier 8 premium tanks to earn credits for tier 10 play.
TIER ECONOMY: WHERE FREEDOM IS PURCHASED
The heart of World of Tanks economy is tier 8. Tier 8 is serious enough to be attractive content, but low enough that players can reach it relatively quickly. Result: tier 8 is where Wargaming generates most of its revenue from premium tanks.
The economic pyramid is clear:
Tiers 1-6: Relatively profitable
Tier 8: Critical level with 70% of battles played with premium accounts
Tiers 9-10: Economic wasteland with credit losses
A typical player will pass through a "grinding phase" from tiers 7-8, where they must decide: buy a premium account and tank to maximize earnings, or play normally. Most new players choose the first option because it's economically simpler. This is economically by design.
Crew Training: Hidden Payment Mechanic
One of the least visible but most serious aspects is crew training. Training crew to 100% requires 50-100 battles with a premium account, or 150-250 battles without. Multiplied across 100+ tanks, a new player is practically 500+ hours behind.
An additional factor: premium tanks provide a +50% bonus to crew experience. This means faster training in premium vehicles. A new player who buys a premium tank will have: a better tank, better credit earnings, and faster crew training.
IS WORLD OF TANKS PAY-TO-WIN?
IS IT PAY-TO-PROGRESS? Categorically YES. A player who spends money progresses 3-5x faster.
IS IT PAY-TO-WIN (free player cannot win)? Technically NO. A player with 100+ hours yearly can be competitive.
IS IT PAY-TO-WIN (two players of equal skill, one paying)? YES, often. The paying player will have better equipment, crew, and ammunition access without economic concern.
World of Tanks is a "pay-for-advantage" game, not a "pay-for-access" game. This is more complex than classic pay-to-win, but practically more serious.
WARGAMING'S DEFENSE AND ITS VALIDITY
Wargaming defends its position with several arguments:
"Premium vehicles are not mandatory" - Technically true. But the economy is designed so they're practically mandatory.
"New players can get premium tanks for free" - Through seasonal challenges. But that requires 500+ hours.
"Balancing is continuous" - Which is true. However, Wargaming stated it has no intention to nerf premium vehicles.
"This is free-to-win" - Technically, because winning is possible without payment. However, that "free" part is expensive in time.
World of Tanks has remained technically fair to its free-to-win commitment, but has practically become increasingly payment-oriented where money is ever more relevant for optimal experience. Over the past four years, the trend has shifted more toward monetization, with power creep in premium vehicles and an economy designed to motivate premium purchases.
The final impression: the game is technically accessible without payment, but money purchases significant economic, training, and equipment advantages. This is a balance between commercial necessity and player fairness—a balance that is imperfect.
Stay Connected
Follow us for the latest gaming news and updates
© 2026 TechPlay.gg•All rights reserved. Content sharing is permitted only with a mandatory active link to the original source.
Unauthorized use of text, photos, or video is prohibited.
Share this article
About Adi Zeljković
They say he never sleeps! He lives in the blur between code and screen. While the world rushed through levels, he transcribed the cries of fallen bosses and the whispers of the machine. After 30 years in the digital trenches, his ink is binary. He isn't here to review games—he's here to archive the chronicle of our digital existence.
View Full Profile
Discussion (3)