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Team Battles Guide 101

Team Battles 7/54 eSports Competitive play

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ePepper #1 Posted May 17 2015 - 03:45

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Welcome to the first of many new guides for the 7/54 Team Battles format, created by the Lincoln Brigade, a multi-national team in the Silver League. These guides will start at the basics and work their way up to help smooth the learning curve for this exciting format.

 

The basics of the 7/54 Format Dual Attack:

  • Maximum tank tier allowed is Tier 8
  • 7 players in each battle, with each tank counting it’s tier (ex, tier 8 tank is 8 points) towards the 54 maximum tier points. This means every line-up is either five tier 8’s and two tier 7’s, or six tier 8’s and one tier 6.
  • Battle duration is 7 minutes to keep gameplay moving
  • Each team side alternates the role of either attacking or defending
  • Attackers win by killing all opponents or capping one of the two cap zones
  • Defenders win by killing all opponents or surviving while preventing a base capture

The 7/54 format is a fast-paced, highly competitive game mode based around teams, which tests both individual player skills in addition to whole-team strategies. Because the format requires a slightly different skill set and asks players to prioritize differently than for random battles, the best teams are those that have the drive to succeed, not necessarily those with the players with the best stats in random battles.

 

Minimum Requirements to succeed in 7/54

  • Multiple tanks that are suitable for 7/54(see a few examples later in this post)
  • Sixth Sense on every tank used
  • Great situational awareness of the battlefield (and the minimap)
  • Willingness to follow orders and work with other players
  • Patience to adapt to a different playstyle
 

Breakdown of Tank Classes

Teams need a mix of mobility, vision, firepower, and health to be successful. Since all teams fire a mix of rounds (including premium) in tournaments, armor is far less effective than usual. As a result, tanks with higher DPM (such as light tanks) and HP (such as heavy tanks) have a distinct advantage. Mobility is important because it significantly reduces the time your enemies have to defend against your attacks, or allows you to escape the enemies attacks. Teams will be able to quickly determine the location of the slow-moving enemy and move their own tanks to counter it. Vision is also highly important; without vision, a team has no idea when or where the enemy might attack them. On open maps, gaining vision is mostly the role of light tanks, their mobility allows them to escape bad situations. On city maps, teams generally have their tanks in position that minimizes their exposed profile while positioning themselves to spot the enemy, this gives the team as much time as possible to react to the enemy.

 

Light Tanks:

  • Pros: High mobility, high DPM, great view range, great camo
  • Cons: Low HP, lightly armored
  • Frequently used on: open maps

Light tanks are currently the bread and butter of every 7/54 team, simply because most maps currently in the map pool have open elements. Light tanks are the most difficult of 7/54 tanks to play. With their low HP values, players can quickly find themselves taking too much damage and die, instantly putting their team at a major disadvantage. When facing a team full of heavy tanks on open maps, lighter team compositions should attempt to use their mobility, camo, and view range to outspot the enemy and engage enemy tanks from a distance. Tier 8 light tanks should be avoided on city maps, because engagements almost always happen at close distances.

 

Medium Tanks:

  • Pros: Medium Mobility, decent HP
  • Cons: Tier 8 selection has low DPM, armor is inconsistent
  • Rarelyused on: open maps
  • Never used on: city maps

Medium tanks are currently in an awkward position in 7/54. Supposedly the jack of all trades, mediums are inferior to light tanks on open maps (because of worse mobility, camo and DPM) and to heavy tanks on city maps (because of worse armor and HP); by being mediocre at everything, mediums are outmatched by other tank classes in 7/54. As a result, the only medium tanks used with any sort of regularity are the Pershing and T69 both due to their good depression and decent hull-down capabilities.

 

Heavy Tanks:

  • Pros: High Alpha, Good HP & Armor
  • Cons: Lower Mobility, generally poor view range, poor camo
  • Frequently used on: city maps

Heavy tanks are the king of city maps and some open maps. The main role of heavy tanks on any map is to be a distraction, and draw the attention of the enemy. Heavy tanks should do everything they can to put themselves into a position in which they can distract the enemy without taking damage. This helps keep the less-armored with higher DPM tanks alive and allows for the more mobile tanks to flank the enemy. Similarly, whenever a team begins an engagement, the heavy tanks on a team should be the ones leading the charge. Be aware that using heavy tanks with low view range on open maps will put you at a significant disadvantage. Enemy teams can easily outspot you and tear your team apart if the team does not bring light tanks of their own.

 

Tank Destroyers:

  • Pros: High DPM, good camo, good Alpha
  • Cons: Low HP, Lower mobility, often without a turret, low view range
  • Mostly used on: nowhere (not played in 7/54)

TDs are hardly used in 7/54 because of their low HP values. With light and medium tanks having comparable DPM on open maps and heavies having much more armor and HP on city maps, TDs are inferior to other classes of tanks on every map. Even if a fast TD is brought (such as the Charioteer), the 200+ HP deficit compared to bringing a light or heavy tank will put any team at an initial disadvantage.

 

SPGs:

  • Pros: Can deal damage across the map
  • Cons: Extremely low HP, low mobility, poor view range
  • Rarely used on: open maps
  • Extremely rare on: city maps

SPGs have the potential to bring a defensive opponent to their knees, but only if the team knows how to use it. The role of the SPG is to slowly whittle down the enemy team’s HP during the course of a battle, and restrict certain positions that would normally be advantageous. However, in order for this to happen, teams must know how to effectively scout for the artillery. If your team needs to take damage to spot the enemy, your SPG will not be able to make up the additional lost HP and SPGs should be avoided. If an SPG cannot do its early damage, then the team bringing it will be at a severe disadvantage when the engagement begins. This is due to the fact that close quarter engagements in the 7/54 format are often determined in the first twenty seconds, the SPG will unfortunately be unused during these engagements due to their low HP pool, long reload, and poor aiming speed. For these reasons, most 7/54 teams choose not to bring SPGs to any map unless they expect the opponent to be immobile and using hull-down positions.

 

Recommended Lineups

The below recommended lineups are split between ‘City Maps’ and ‘Open Maps’. Any map where the majority of the usable area is very restricted or channeled through corridors is considered a City Map for this purpose. In addition, the tank choices are altered based on the individual player skill of the players on your team. The better player you are, the more likely you will perform well in a lighter tank despite having a significant health pool loss.

Sample: City Maps – Lower Player Skill:

  • 2 AMX 50 100 - To provide burst damage in engagements
  • 4 IS-3 - To bring Alpha damage and Armor.
  • 1 T37/AMX 12t - To get Vision, and to be Irritating
 

Sample: City Maps – Higher Player Skill:

  • 3 AMX 50 100 - To provide even more burst damage
  • 3 IS-3 - To provide the Alpha, and Armor into engagements, and to hold flanks
  • 1 T37 - To get Vision, and to be a Nuisance
 

Sample: Open Maps – Lower Player Skill:

  • 2 RU 251 - To provide long range support, DPM, Mobility
  • 2 T-54 LWT. - Armor, and Brawling capabilities
  • 1 T32 - To be an Anchor/distraction, and provide great Armor
  • 1 Bulldog - To bring high burst potential, Scout, and great 1v1 abilities with Tier 7s and 6s
  • 1 LTTB - Brings better chance of dealing more Damage in an engagement then a Bulldog if focused, and also for Scouting
 

Sample: Open Maps – Higher Player Skill:

  • 4 T-54 LWT. - Bringing a lot of Armor, Wolf pack, and fairly good DPM
  • 1 RU 251 - Brings great DPM, good Sniper, good gun Depression, great HE (if against lightly armored tanks)
  • 2 LTTB - Provides good Alpha for a tier 7, to burst down targets faster, can get more shots out to help keep the engagements in your favor, and for Scouting

 


The Spanish translation of this article will be posted on Monday

 

Further information can be found in the links below:

“How the WGLNA Works” (League for 7/54 format): http://worldoftanks....he-WGLNA-works/

WGLNA Season 6 Upcoming Dates and F.A.Q - http://forum.worldof...78#entry8981578

Pizzastorm's weekly Team Battles night, every Friday from 7-9PM EDT - http://forum.worldof...m-battle-friday
 

Follow us on our Twitter and Facebook to get updates when we will be posting more articles, and livestreams later on

https://twitter.com/Lincoln_Brigade

https://www.facebook...382498988746901

 

If you have any suggestions for future articles, please feel free to let us know below.

Let's us know what you thought about this as well, good, bad, meh? Every bit of feedback is useful.


Edited by ePepper, May 21 2015 - 22:38.


Kyogre #2 Posted May 17 2015 - 03:54

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Great job, won't be much use for me after the 27th, but good job!

Yabuki_Nako #3 Posted May 17 2015 - 03:59

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VERYYY GUTE JOB MY BAE

Preddy_ #4 Posted May 17 2015 - 04:11

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View PostKyogre, on May 16 2015 - 23:54, said:

Great job, won't be much use for me after the 27th, but good job!

 

Nobody cares that you're leaving... or that you will return after you find out the other game is not so great.

Kyogre #5 Posted May 17 2015 - 04:36

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View PostPreddy_, on May 17 2015 - 04:11, said:

 

Nobody cares that you're leaving... or that you will return after you find out the other game is not so great.

 

Try it then and see kid

Leeferr #6 Posted May 17 2015 - 04:53

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View PostPreddy_, on May 17 2015 - 04:11, said:

 

Nobody cares that you're leaving... or that you will return after you find out the other game is not so great.

 

Why do you feel that you need to be so negative...make you feel good or something?

 



COLDOWN #7 Posted May 17 2015 - 05:26

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Good job.-

Slambob #8 Posted May 18 2015 - 03:27

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Here is a question from a noob commander in ladder 6 division D (that's right the very bottom oh ya) We are trying to use the team as clan wide entertainment so the idea is to boot people off the team if they are not online and others want to play. For w/e reason i cannot boot some people off the team but others I can. It is stopping me from being able to conveniently field a full team when we have  enough people that want to play. Is there some sort of cool down ?

ePepper #9 Posted May 18 2015 - 03:33

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View PostSlambob, on May 18 2015 - 02:27, said:

Here is a question from a noob commander in ladder 6 division D (that's right the very bottom oh ya) We are trying to use the team as clan wide entertainment so the idea is to boot people off the team if they are not online and others want to play. For w/e reason i cannot boot some people off the team but others I can. It is stopping me from being able to conveniently field a full team when we have  enough people that want to play. Is there some sort of cool down ?

 

All I know is that WG is aware of this, and I believe they will be fixing this sometime soon.

Keep in mind this is in Beta, and as a result there will be bugs with it. I'll see if I can find a better answer for ya.



Adam_Antium #10 Posted May 18 2015 - 17:56

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Thanks for the possitive comments and the likes :) !

_Forrito_ #11 Posted May 18 2015 - 19:37

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We really appreciate the support, thanks:honoring:

Anubis_tm #12 Posted May 18 2015 - 23:42

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This is a great fundamentals guide here for teams that are either just getting started or teams that may be struggling with league play. There are three main keys to be successful in league play that are not listed in this guide but I will touch on them just to make sure they are known. These will not be anything new to player who have been around but they are the bread and butter of any team and without these three fundamentals your team will not be that successful, 1. Scout, Scout and Scout, have more info on your enemy will keep you a step ahead of them. 2. Focus Fire is life. 3. Communications will either make or break your team. You should strive to master those three things and then start to work on particulars. Again this is a great guide by ePepper and Lincoln Brigade well done.


Edited by Anubis_tm, May 18 2015 - 23:43.


_Forrito_ #13 Posted May 19 2015 - 00:05

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SPOILER ALERT!!! hahaha

Pepper_PRO #14 Posted May 29 2015 - 00:50

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View Post_Forrito_, on May 18 2015 - 18:05, said:

SPOILER ALERT!!! hahaha

 

Forrito confirmed cute thang :3

 






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