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World of Tanks Update 1.13 digest: the HE shell rework and the new artillery
What Update 1.13 changed in World of Tanks: reworked HE shells, three SPG shell types and Sound Detection, who gained and lost, and how to adapt your play.
By EditorialPublished 5 min read

Written from Update 1.13 as it shipped in June 2021; later updates, including the mass rebalance of Update 2.0, have changed individual vehicles since, so check the in-game values before relying on specifics.
Update 1.13 is old, yet two of its systems still define every battle you play: how high-explosive shells deal damage, and how artillery works and how you defend against it. If you returned to the game after a long break, or never understood why a 152 mm HE shell tickles a Maus, this is the update to understand. This digest covers what changed, who gained and lost, and the habits worth adopting.
What changed at a glance
| System | Before 1.13 | From 1.13 | Practical effect |
|---|---|---|---|
| HE damage | A non-penetrating hit could still reach weak armour nearby through its blast | Damage is worked out at the point of impact against the armour there | Big HE guns stopped deleting armoured tanks from the front |
| HE and obstacles | Detonated on the first thing it touched | Passes through screens, tracks and small destructible objects and carries on | Fewer shots wasted on tracks and fences |
| SPG ammunition | Essentially one HE shell with stun | Three shell types with different roles | Artillery players choose a shell per target |
| Warning of incoming fire | None | Sound Detection warns a tank inside the impact area of an SPG shell | A moving tank has a moment to react |
| Artillery visibility | Hard to tell where an SPG fired from or at | Brighter tracers and impact markers on the minimap | Easier to track which SPG is loaded and where it is aiming |
| Intuition perk | A chance of an instant shell swap | Speeds up changing the loaded shell type | Useful to SPGs and to anyone who swaps shells often |
The three SPG shells
| Shell | Stun | Blast | Flight | Use it on |
|---|---|---|---|---|
| Standard HE | Yes | Widest | Slowest, highest arc | Groups of tanks, targets behind cover, supporting a push |
| Alternative HE | No | Narrower | Faster | A single tank you can hit reliably and want to damage harder |
| AP | No | None | Fastest, flattest | Stationary or slow targets where a direct hit is realistic |
Only the standard shell stuns, which was the point: stun uptime across a battle dropped, and an artillery player now trades crowd control for damage each time they load.
Winners and losers
| Who | Verdict | Reason |
|---|---|---|
| Superheavy and well-armoured tanks (Maus, E 100 and similar) | Winner | Frontal HE hits do far less than they used to |
| Tanks with spaced armour and thick tracks | Winner | Screens absorb HE that would previously have splashed onto the hull |
| Light and medium tanks on the move | Winner | Sound Detection gives time to brake or turn out of the impact area |
| Everyone standing next to a stunned ally | Winner | Fewer stuns overall, and the non-stunning shells have a narrower blast |
| Howitzer “derp” guns: KV-2, O-I, the 105 mm howitzers at mid tiers | Loser | Their one-shot potential against armour is gone; they need thin plates to do full damage |
| British 183 mm HESH guns | Loser | Same reason: armour they once ignored now eats the shell |
| SPGs that lived on stun assistance | Loser | Stun comes from one shell of three, and targets are warned |
| Slow tanks in the open | Loser, relatively | The warning helps little when you cannot leave the circle in time |
What it means for the grind and for credits
- HE-only grinds got slower. Tanks whose stock or top gun is a large howitzer earn less damage per battle against armoured opponents. If a line forces one on you, plan to research the alternative gun early or accept that the tank works only against thin armour.
- HE became a reliable finisher instead of a coin flip. A non-penetrating HE hit still does some damage almost every time, which makes it the right shell for resetting a base capture or finishing a low-health tank. That is a cheap habit: standard HE costs credits, not gold.
- Artillery missions changed shape. Missions that ask for stun time need the standard shell and grouped targets; missions that ask for damage are easier with the alternative and AP shells. Loading the wrong shell for the mission wastes the battle.
- Carrying a mixed SPG loadout costs nothing extra to learn, yet most of the class’s income now comes from picking correctly. An SPG player who fires only the stun shell leaves damage, and credits, on the table.
What to do differently in your next session
- Turn Sound Detection into a reflex. When the indicator fires, change speed or direction at once. Reversing a tank length is often enough to turn a direct hit into a near miss.
- Stop firing HE at frontal armour. Aim HE at thin sides, rear and roofs, or at lightly armoured vehicles. Against a superheavy, load AP or premium and aim for weak spots.
- Keep a few HE shells anyway. Use them for capture resets, for finishing one-shot targets and for open-topped or paper-armoured tanks.
- Watch the tracers. After an SPG fires you know roughly how long it needs to reload; cross open ground in that window.
- Spread out. The standard shell is the only one that punishes clumping, so two tanks side by side are the target every SPG player hopes for.
- In an SPG, decide the shell before you aim. Standard for groups and hidden targets, alternative for a single exposed tank, AP for a stationary one. Train Intuition so the swap costs less time.
- Treat derp guns as specialists. A KV-2 still wrecks lightly armoured tanks. It no longer wins a frontal trade with a heavy.
Why it still matters
Vehicles have been rebalanced many times since, and exact damage and reload values are not what they were in 2021. The rules are the same: HE is judged where it lands, artillery warns before it hits, and only one SPG shell stuns. Play around those three facts and the remainder is detail.