This is how: you DON'T pick the last skill of your highly skilled crew, and when you retrain with credits for new tank, extra crew xp accumulated that hasn't been allocated to new skill (because it hasn't been selected yet) will be spent on training major qualifications, avoiding 10% crew penalty.
- You having 1 ultra skilled crew for all your vehicles of corresponding nation, tank type and crew type (some tanks have 6 crew, others 4 for example) thus not having to grind crew xp playing the same tank over and over again or having to resort to crew books, saving tons of credits and time.
- Super skilled crew with 100% major qualifications from the start when grinding new lines.
- You can't alternate between tanks when playing. For example, tank "X" is dead, and you want to play tank "Y" of the same nation and type, so with this trick if you are using that same crew there, you have to wait for the dead tank to get back from battle before playing
- Each transfer to another tank costs 20k * x amount of crew members, so keep in mind it's not "free".
- You will have to play some battles to get crew xp accumulated again. But this can be avoided if you play lots of battles on a tank and accumulating enough crew xp to not have to worry about it for a long time.
- For this you would want crew with most skills/perks acquired of the corresponding nation, tank type and crew type. My suggestion is to use female/0 perk crews because you can have the most amount of skills on them.
- 4+1 (zero perk) skills is enough for most of the tanks to be considered "elite". Some lights and mediums would require 6 to be top notch, but that's not too big of a deal if you only use 1 crew across the board. Crews with radio operator or crews where loader can pick "Situational awareness" skill are fine with having just 3+1 skills most of the time.
If you liked this one, I will also make a post about best crew skills for certain tank types 😉