General Tactics

**This page is a work in progress.**

## Notice

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## Facehugging

This is a tactic that makes the enemy feel hopeless. When confirming your advantage, rush up to resist the enemy and physically prevent them from targeting your weaknesses. Typically, tall tanks are the most suitable.

Use your own frontal collision to collide with the enemy and maintain a close contact with their vehicle. At this point, the upper part of tank will naturally hide the lower part of tank, and the enemy's attack range generally only includes the upper part of the body and the turret, which are difficult to penetrate. At this point, if the turret is swung, the Cupola, cheeks, and other weaknesses of turrets will move significantly in front of the opponent's screen, making it extremely difficult to attack the weaknesses.

Low bodied vehicles are not suitable for Facehugging, as enemies will easily attack vulnerable turret tops; In addition, when Facehugging, the enemy is in a state where they are also Facehugging themselves, and they may also be unable to penetrate the enemy who is shaking their heads...

## Scouting

Obviously, if you are a light tank or a medium tank, you should scout the enemy, find out his position and movement, return as safely as possible, and provide information for heavy tanks and tank destroyer.
Driving to an area with a wide field of view (or grass) to discover enemy tanks through its own concealment, allowing teammates to attack enemy.
Generally speaking, it is unnecessary to rush forward at full speed at the beginning of the game. It is the best time to wait for an ally's tank destroyer to arrive at the sniper point or heavy tanks has opened the front line. Because you have a vision advantage, if ally is ready, your team can fire the first shot and panic the enemy.
In situations where the terrain is suitable and time is sufficient, when reaching the reconnaissance position behind the grass at the beginning of the game, one can choose to turn the vehicle body 180 ° in advance while keeping the turret facing unchanged. After discovering the enemy, the transition can be faster, or for other reasons, the probability of survival can be increased if the position is discovered before evacuation. However, in actual situations, it is up to players to make their own decisions on which one to use or not.

One of the reconnaissance methods is to use WOTB's reconnaissance mechanism reasonably; Generally, each tank has an observation hole at the root of barrel that can be used to detect the enemy. When there are no obstacles in the line between the observation hole and the enemy and the distance is within the reconnaissance range, it can be detected. Because the turrets of normal tanks are rectangular, the distance from the root of the barrel to the axis of rotation of the turret is greater than the distance from the axis to the side (i.e., when the turret rotates 90 °, the turret root is located beyond the boundary of the side of the vehicle). The specific application is to detect potential enemies in street battles without exposing the vehicle body: the vehicle body is perpendicular/parallel to the building boundary, and the turret is twisted 90 ° to expose the root of barrel to the building for reconnaissance.

**Attention**. If a fast light tank that is not familiar with the map chooses too open terrain or the wrong route, making it unable to escape when encountering enemy main forces, it will be discovered at the cost of its own death or loss of more than half of its health. Due to the difficulty of attacking the enemy during the start of the game when one's teammates are on their way, this type of reconnaissance actually has very low efficiency, directly putting the number of troops or total HP at a disadvantage.

## Ramming

The most obvious thing is that ram will do some damage to the enemy and seriously damage the track. To sum up, if you confirm that your tank is heavier than or close to the target tank, you can ram with the enemy tank at low HP or simply for intimidation. If the enemy's HP is very low, this is a good way for you to kill the enemy continuously. When dealing with tank destroyers without turrets, you can also forcibly ram to destroy the tracks (but be careful not to use heavy tank destroyers).

It should be noted that don't ram for the sake of ram, ram is not the main attack means (except in special cases, such as Gravity mode).

## Circle of Death

Drive behind slow tank destoyers and heavy tanks and keep circling around them to avoid being hit while making easy shots into the back of the enemy. Good traverse speed and acceleration is required.

However, some highly mobile tank destroyers can also carry out the Circle of Death, depending on the actual situation.

## Offensive strategy

### **Set fire**

Call teammates to concentrate their firepower when attacking, attack an enemy (usually with low HP), and kill it quickly in a short time to relieve the fire pressure. When the angle of view is locked on the enemy (without aiming at the gun barrel), you can send out offensive information to inform your teammates of the object of fire collection.

### **Forced combat**

Refers to tanks with high single-shot damage (such as KV-1S, IS, etc.), relying on their own high single-shot damage, using telescopic tactics to force both sides to "shoot each other". It is very effective in dealing with single-shot damage which is obviously lower than our tanks.

### **Direct attack**

Refers to the turret rotation, tank movement and other conditions, when the aiming circle is maximum, most of them fire without sniper mode. For example, in some maps, the medium and light tanks can detect the medium and light tanks when the enemy is in place before reaching the regular position, and the HP of the enemy tank can be depressed by this to gain an advantage.

### **Preview**

Refers to the pre-aiming, which is mostly carried out under the condition that the automatic aiming is turned off. The enemy tanks may or must pass through the path and shrink to wait for the enemy tanks to appear and fire, but when the enemy tanks are far away and fast, it is necessary to test the player's solid knowledge of distance, terrain, gun speed and so on.

### **Death fight**

Refers to the close combat between a tank with relatively balanced performance and a tank with similar enemy positioning. This tactic extremely tests the player's aiming ability, mobility and psychological quality.

* **CQC**

* Short for Close Quarters Combat, it is a classic tactic for high-engine powered and heavy-weight vehicles to push and hit the enemy while Death fight.

### **Attract attack**

This tactic is extremely effective in the crossfire and when the enemy is short of us. The specific way is to attack the enemy from multiple angles (or attack from one angle and harass from other positions), so that the opponent's gunline (that is, the line of sight) is in a state of exhaustion; Or one person maneuvers to try to get around the opponent's weakness, and the others fire (multi-direction main attack, one direction harassment). Can effectively consume HP and confidence. To put it bluntly, are you going to be shot dead by a group of people or by one person?

### **walk dog**

High-mobility tanks deal with the mess of low-mobility tanks, making use of their mobility advantages to make them exhausted. They can use all kinds of high place in the terrain, grass and other quiet reconnaissance to fire and run, and even drag the draw to get a mentality.

### **Winding side**

When using tanks with maneuverability and offensive ability, in order to counter the situation that some heavy armored vehicles are difficult to penetrate in combat distance or long distance, we choose to force them to the other side, and use the blind area of the other side's depression angle for harmless output. which is similar to Infinitely broken track, but the other party may not be deprived of the right to drive. All in all, the means are extremely cruel. Countermeasures: Take advantage of terrain, tonnage and horsepower to push the opposite side against the wall, so that the enemy can't move. This tactic is suitable for tanks with low body and strong turret.

### **Instantly broken track**

Refers to the tactics of temporarily losing mobility by shooting the enemy's front/rear guide wheels, which is mostly used to deal with heavy tanks and tank destroyers.

### **Infinitely broken track**

Using tanks with short loading time to interrupt each other's tracks crazily makes them unable to move and deprives them of the right to drive, thus exposing each other to our fire for a long time. Generally speaking, it is very effective for the tank destroyer without turret or with angular limitation/low speed of turret rotation. When the penetration depth is enough or the opponent's armor is weak, you can choose to interrupt the track obliquely. After the shell penetrates the guide wheel, it will penetrate the main armor of the enemy tank body and cause damage. Basically, it can't be countered, only prevention.

* In particular, for the Tier9-10 tanks on Yoh line, it can make them continue to reverse at a speed of 4km/h (unable to move forward and turn) when the track is damaged.

### **Spit**

Taking advantage of the characteristic that HE bullets can cause damage even without penetrated, the HP of enemy frontline tanks is forcibly reduced (it is recommended to implement this tactic when the caliber of tank guns is greater than 120mm).

### **Highground**

Use the terrain height advantage to reduce the armor equivalence of enemy tanks, thus penetrating some places that cannot be penetrated on the flat ground. At the same time, it will also increase our armor equivalence.