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Frontline Guide (What is it? How do you play? .... and most importantly, How do you win?


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BlackFive #1 Posted May 11 2018 - 19:51

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Grab the Flanks and Kill Tanks!

BlackFive's

Guide to Frontline

by World of Tanks

Introduction and Overview:

     Frontline is World of Tanks played on a massive scale.  Instead of a single, arena style map - the scenario plays out on a 3 x 3 grid of standard sized maps, giving players nine times the playing area of a typical match.  Players have the ability to flex into any area of the map to support their assigned goal and are not limited to playing a single tank.  In fact, unlike a typical World of Tanks match, players may respawn throughout the battle selecting any Tier 8 tank in their garage.  Choosing which area to spawn into and which tank to choose at any given time challenges players to think both strategically as well as tactically throughout the match.

     Frontline is played by 60 players, divided into two thirty-player teams.  Each team is assigned either an Attack or Defend mission.  Players assigned the Attack mission are required to seize Bases (capture points) and ultimately destroy three Pillboxes (fixed emplacements) within the time allotted to win.  Players assigned the Defend mission must prevent their Bases from being seized and their Pillboxes from being destroyed before the match timer reaches zero. 

     The ultimate 'enemy' for both teams is the clock.  The Attacking team must destroy three Pillboxes within the allotted time to win - and the Defenders must prevent them from doing so.  Thus, time management is a key strategy - and the match timer is constantly ticking down.  The key to controlling the clock is by controlling the Bases.  Each time the Attacking team succeeds in capturing a Base, additional time is added to the game clock.  Defenders that prevent the capture of a Base severely restrict the Attacking team's ability to win - by denying them the time required to destroy Pillboxes.

     The map is divided into seven sectors; three 'lanes' (columns in the 3x3 map grid) with two bases each and the final 1x3 sector (the row along the top of the map grid) containing the Pillboxes.  At the start of the match, only the bottom row of the maps in each lane is available for players to engage one another.  The Attacking team unlocks subsequent areas of the match each time they succeed in capturing a Base.  After the Attackers capture two Bases in any single lane, the entire final sector is open as a playing area.  However, each lane operates independently.  Even if the Attacking team captures Bases 'C' and 'F', opening up the final sector - Defenders may win the game by continuing to deny the Attacking team time, by controlling all or one of the Bases in a different lane. 

 

 

    FL Map Whole.jpg

      Players spawn into one of the three lanes throughout the match.  Initially, players are randomly and evenly assigned to ten-player groups attacking or defending Base 'A', 'B' or 'C'.  Despite this, players are not restricted to the lane they initially spawn into (i.e. players spawning into 'B' may drive into either 'A' or 'C' sector at any time), and may subsequently spawn into any lane they choose when they respawn.  The spawn location within each lane is dynamic - moving up with the 'Front Line' of the team within each lane.  Thus, players can count on always being close to the action whenever and wherever they spawn / respawn.  Note: One of the most strategic decisions a player may make throughout the game is choosing which lane to spawn into (or drive into) at any time throughout the match.  Getting more players into a lane than the enemy has provides a distinct advantage.

     Beyond respawning throughout the match, Frontline offers players another distinct feature: the ability to repair your tank completely at any one of a number of 'Resupply Points' located throughout the lanes.  Players also may acquire Combat Reserves; add-on abilities (discussed in detail below) such as calling in artillery or airstrikes, placing smoke or using passive modifiers to benefit yourself, other players or the team in general.  Using these features both strategically and tactically can have a dramatic impact on your team's success or failure.

Otherwise, and with some minor exceptions, Frontline plays just like the World of Tanks matches you know and love.  Locate, close with and destroy your enemies by fire and maneuver - or repel the enemy's assault by fire and close combat!

 

 

General Considerations for Frontline Play:

Large Maps and Fast Tanks: The maps are large.  Like NINE regular maps put together.  You're going to spend a lot of time driving.  Fast tanks seem to be the meta, as the wide open spaces make it easy to destroy a slow tank spotted in the open.  As with any 'meta' there are exceptions: getting a tough, armored tank into a Base's Cap Circle or in a safe position to defend it can have distinct advantages.

     The best ground - i.e. that which provides both cover and concealment - are along the flanks of each sector.  Teams that effectively control the flanks succeed far more often than those that just rush the middle of the map.  Again - there are exceptions; Attackers must seize the bases (and thus must be in the middle), while many Bases provide cover from fire from the flanks - but are wide open to shots from the middle.  Thus, ultimately, successful teams control both the flanks and the middle of the map in each sector.

Resupply Points:  The gold circle with the Gear outline (seen both in game and on the mini-map) is a repair point.  There are several in each base.  Each Resupply Point may be used by any tank of either team - but each time you use one, it becomes unavailable for re-use for a period of time.  However, you are free to use a different Resupply Point at a later time, even if the first Resupply Point's timer hasn't reset for you.  Resupply Points are also personal-use features.  Even if 5 other players get there before you - you can still use the Resupply Point - the feature is tied to each player; no one can 'use-up' the Resupply Point before you get there.

     Also, like many features in Frontline - a certain amount of time must pass before the Resupply Points are 'unlocked' and available for use.  Take too much damage early in the match - and you may find yourself unable to repair because the feature hasn't yet become available.

    Note: It is far better to retreat with your damaged tank and repair it than allow yourself to be destroyed and have to respawn.  This is particularly true because respawning resets the timer on your Combat Reserves.  Further - if you die too often, you will have long (up to 4 minutes) waits before you can respawn.  While this isn't a problem until mid-to-late game, preserving your life is a key to gaining experience for upgrading Combat Reserves and credit farming.

Combat Reserves: Using Combat Reserves effectively is a key feature, requiring both strategic and tactical thinking.  There are offensive Reserves (Artillery and Airstrikes) used to damage or destroy tanks, defensive Reserves (Smoke) used to protect yourself or your allies, Information Reserves (Recon Flight) that can illuminate concealed enemies, and Passive Reserves (Engineering and Inspire) that provide Capture / Blocking bonuses or benefit your teammates by improving their crew abilities.  Of all of these, only Engineering is always active.  The others are single use and have a cool-down timer between uses.  To use a Combat Reserve in-game, hit the CNTRL key (to bring up mouse cursor) then click the appropriate icon.  Also, the 7,8,9 keys work - but because I use different types of tanks, I find the CNTRL with Cursor to be somewhat easier.

     Different classes receive different amounts of Combat Reserves to use throughout the match.  Heavies and Mediums get one slot.  TDs get two.  Arty and Light Tanks get three.  The Combat Reserves generally have a timer that must expire before the Reserve becomes available.  To utilize the Reserve, you must survive long enough for the Reserve to become available for use.  Finally, even if multiple Reserves become available simultaneously - there is a short delay in deploying subsequent Combat Reserves.  Thus you can't hit a player with an airstrike and immediately hit him again with artillery.

     Combat Reserves are acquired through play - after each match you are awarded Supply Points (gold coins), that allow you to acquire and upgrade Combat Reserves.  In your first match of Frontline (or after you reset progress), you will not have any Combat Reserves available. To use your Supply Points and to acquire or upgrade your Combat Reserves, enter the Frontline server.  Before battle - click on the little box icon adjacent to where you would place a Directive.  This opens a window that allows you to manage Combat Reserves.  Choose which Reserves you want to acquire / upgrade, and then select the Reserve you want to use for that tank.  This must be done for each tank - before the match starts.  You can't choose different Reserves after you hit "Battle".  Upgraded reserves have the most effectiveness - so it's often wise to fully upgrade a given reserve than have a bunch of different ones available (again tank selection drives this to a degree).  Multiple tanks can use the same Reserve.

     Finally, choosing when and where to use your Reserves requires strategic and tactical thinking.  For example - you are not limited to firing artillery or smoke on the map you are currently playing on.  When you click arty, smoke, airstrike or recon, you get an arty-like view to target the effect.  You can (and often should) use your Combat Reserve to aid your teammates that are successfully attacking or at risk of losing a Base in a different lane.

 

Attack Strategy

Tank selection and using Combat Reserves is key for the Attacker.  You need a mix of tanks to secure the Bases.  But when attacking the Pillboxes - you often need fast tanks that can get into position quickly and deal damage to the fixed emplacement (they can't repair).

Time is the Enemy:  To succeed as the Attacker you need time.  To gain time you need to control the Bases.  To control the Bases - you need enough players in any given lane to overwhelm the Defenders and allow your team time to capture the Base.  So the key for Attack is to flood one or two lanes at a time with enough players to gain a numerical advantage.  Failing to capture all the Bases often leads to a loss - as your team doesn't have the time required to destroy three Pillboxes to secure the win.  You can flood a lane either by driving into a different lane from the lane you spawned into - or respawning.  In the Respawn window - before you hit battle - you can see how many players are in a given lane from each team.  Choose the lane that has the best chance for success.  Note: there are a max number of players for a given lane for spawning - but not for driving into the lane.

     You get two additional minutes on the clock for each Base captured and FOUR additional minutes for having captured all Bases.  Thus it is critical (if you want to win) to make sure your team gets the ten additional minutes of game time if you hope to win.

 

Use your Flanks!:  Cross into a different lane from the start of the match to create an overmatch.

Flank Strat1.jpg

      In this scenario: you spawn in the B sector.  Cross over immediately into the A sector to help create an overmatch.  By following the path shown by the large blue arrow - you can shoot at targets guarding A (See point 1) as well as light (and shoot) targets sniping your cap objective at point 2.  Any time you need to, you can fall back to support B - by shooting at targets that show up at point 3.  If necessary, run back and repair at point 4.

Attack Strat 2.jpg

     After you've successfully helped the team capture Sector A - Proceed forward along the flank (north) toward D.  Be very cautious (and destroy if possible) any defenders camping at 5... but bypass them if you can.  Your next objective is to help the assault on B, by flanking the defenders at 6.  Be aware that you might find sniping TDs at 7, and weak, easily destroyed enemies trying to repair at 8.  Once Sector B is secure - repair at 8 and move back toward 5 to help secure D.

   From these examples you can see that crossing back and forth between sectors - owning the flanks and creating overmatch situations is a key strategy for success.

     Good Hunting!
 

Protect your Cappers:  One distinct difference between Frontline and any other World of Tanks scenario is how the Base Capture Points work.  In regular WOT; a tank's acquired Cap Points are reset every time it takes damage.  This is not the case in Frontline.  From the moment you get into the Base until the moment you die (or leave) - you gain and retain your Cap Points.  Your tank's ability to gain points may be blocked - by taking damage, or by the presence of an enemy tank within the Base's Cap Circle - but you don't lose points simply by taking damage.  In other words - they have to kill you or force you out of the circle to reset. 

 

 

 

Combat Reserve Use:  A tough, high HP tank with the Engineering Reserve will be far more successful in capturing a base, than a lightly armored tank without it.  Similarly, a Light Tank (which already enjoys a cap-bonus) with Engineering can quickly run up the timer - presuming they survive.  Use Artillery and Airstrikes on the tough-turreted Defenders that are blocking your ability to Cap - especially when there is a low HP tank that can be killed by the strike.  Dropping smoke on a cap circle (again from any lane) helps you gain the time required to both Cap and win.  Whenever you are about to use any Combat Reserve - first take a moment to look at the Cap Circle Icons - and think about whether you can use the reserve to help your team capture a Base before you select your target

Kill Fleeing Enemies:  This should go without saying - but there is a distinct advantage to the attacker for killing enemies after a successful Base capture: forcing a respawn now means (possibly) fewer defenders to fight against later.  This is driven by the respawn mechanics.   Even if it's only two or three players taken out of the game for a while - any numerical advantage should be sought by the attacking team.

FastCapping Early: First off, don't try this as a solo player.  As a platoon - you might succeed.  The advantage (and disadvantage) is that most Combat Reserves are not active during the first minutes of any match - so you don't have to worry about arty strikes.  If you have a five player platoon with three relatively tough tanks (two with Engineering and one with Inspire) that can get onto the circle, with two others to protect your flanks - you might succeed.  Designate one player as the Capper and use your tanks to protect him (he will constantly gain points) so he doesn't get 'blocked'.  If you're going for this: let the rest of the players in your lane know and they might help out.  Pubs is still pubs.  Just saying.  Platoon caps generally succeed if you wait until just before most Combat Reserves activate - rather than trying it from the first moments - giving your platoon and team a chance to thin out the defenders before you make the attempt.

 

 

 

Defense Strategy

"Grab the flanks and kill tanks" is the classic, successful WOT strategy in Assault (Defense).  It works here too.  Camping loses the bases.  However, you also need aggressive, tough tanks to be close to the Base to light, Block and destroy Cappers.  Thus, as in any scenario - effective map control is the key to success.

Time is the Enemy:  You win by denying the Attackers ability to add time to the clock.  Given a choice to spawn close to your Pillboxes to defend them vs choosing to spawn in position to defend a Base - choose the Base.  Attackers get two minutes of time added per Base they acquire - and FOUR for having captured all of them.   By preventing the Attackers from getting that last Base - you take away so much time, so much opportunity, for them to win, that you practically guarantee yourself and your team a win.

Numerical Advantage (and its disadvantage):  The TAB key lets you see how many players from each team are in your lane.  If your team is absolutely crushing it - 12 tanks vs 4 in your lane… you are weak in a different sector.  While Defenders should not flood a lane (as Attackers should) - you must keep track of whether your team is over-committed to a given lane.  Don't hesitate to cross into an adjacent lane if you have too many tanks defending against light opposition in your lane.

Kill the Cappers:  That 2 HP heavy at the back of the circle is just as much of a threat as the 600 HP Medium at the front.  Note: damaging a Capper only Blocks that tanks' ability to acquire points for a short time.  Killing resets.  Thus, it's worth taking a hit (or two) to kill a capper - especially since it is the only way to reset the points he's acquired.  I can't stress this enough; unlike regular WOT - where putting three shots into three different cappers is the preferred method - in Frontline you want to kill (or force out of the circle) any tank that is currently capping.  Using Arty or Airstrike Combat Reserves effectively often means targeting a low HP tank rather than two high HP tanks within the circle.

Combat Reserve Use:  A TD with Inspire collocated with a couple of other sniping tanks improves their performance - and garners the TD extra Exp.  Similarly a close- defense tank with Inspire makes everyone nearby better able to Block or Reset the cap.  A Heavy or strong Medium with Engineering is far better at Blocking than one without - and charging into the circle to get a kill blocks every tank currently capping from acquiring any Cap Points.  Finally, any player's use of Arty or Airstrikes against an at-risk Base (in any sector) should target low HP tanks inside the circle - in order to kill them and eliminate their cap points.  At endgame you want to target tanks shooting your Pillboxes.

After losing a Base: yes, you need to get away - but you have a full minute to do so.  If you can kill a few Attackers before they can Repair - do it.  Use the Resupply Point on the way out (if you can do so safely) - but don't dawdle and get yourself killed. 

Combatting the FastCap:  Sometimes Attackers go for the Fast Cap in the opening stage of the match.  To easily defeat this - get in and kill ONE TANK.  Then get safe.  You should have reset enough points for the rest of the team to prevent an early capture.  Repeat as necessary.

 

General Observations and Tactics

      Frontline is a Tier 8 playground.  Not all tanks are well suited to the playground - so pick three that you like playing and focus on those.  Tier 8 Premiums also pay well in this mode - so consider using them as appropriate.

      Don't give every tank the same Combat Reserve.  You never know whether you are going to be Attacker or Defender at the start of the match.  Sometimes you want Engineering - other times you want the flexibility of using Arty or AirStrike.  As a solo player, I generally start off with Lorraine and Arty Strike and just focus on killing tanks.  Later, if I am the Attacker - I choose a tough tank with Engineering to help capture a Base - and I select the lane most likely to succeed - or the most at risk.

     Retreat and Repair as needed - don't rely on Respawns.  And choose your Resupply Points wisely; it does you no good to rush via the most direct route to the nearest RP and get killed just before you enter it (or be waxed moments after you leave).

With autoloaders - plan your escape routes; don't get boxed into a position you can't run from… even if it is a great position.  Hit and run - reload, repeat.

     Tank Choices and Combat Reserves:

  •      Scouts - I use Smoke, Arty and Airstrike.  I can do my own scouting, and while Engineering is beneficial - your armor and HP are so low that Capping isn't often a good use of your tank - unless you are platooned and know people will support / protect you.
  •      Heavies - I don't use a lot of brawling heavies; they're generally too slow.  If you like these tanks, use CRs that will help you gain experience and stay alive.  Inspire works well, as does Engineering.
  •      TDs - Combat Reserve use is often best with a mix of abilities.
  •      Arty - some people like arty for the mode - but with so much cover available, how weak and slow arty usually is and the need to keep moving - I generally don't see arty as viable.  Again  - you have three Combat Reserves available - choose wisely.  Inspire and Engineering are a waste - but Smoke, Recon Flight (lets you spot your own targets) and Arty Strike seem like good choices.

     CREDITS - Maximize your credit earning by using Premium tanks, Personal Reserve Credit Boosts - and Clan Credit Boosts.  --- Fill those Coffers!

     Spawn Considerations:  Before you respawn - select different sectors and hit the TAB key.  This will show you how many players (on both teams) are in / active in any given sector.  Choose the sector that needs the most help - or where you can gain the greatest advantage.  Furthermore - during the match frequently hit the TAB key to see if you are overmatched or are overmatching the enemy in your sector; adjust your tactics accordingly!

     Killer "Spots" :  Part of the joy of Frontline is how dynamic it is.  No two matches ever play out the same   This is in stark contrast to the regular 'closed arena' maps found in Randoms and the other modes.  Take Karelia or Himmelsdorf or Highway - because every team spawns in the same place every time, you want to know the best spot or route for the tank you've chosen to play to maximize your chances of success.

     But in Frontline, the spawns move and you have to pay attention to what is going on in adjacent maps as well as your own to succeed. Thus, while knowing a few 'killer spots' is great for a standard match /map - with Frontline it is far better to understand the concept and importance of overmatch ('mass' in military terminology). 

    Yes, you want get in close with your brawling tanks to either cap or protect cap, and yes you want to find good sniping spots with TD's and flanking routes with your mediums - but after the first two minutes of game time - you are no longer rushing to be first to the 'killer spot' - now (if you are smart) you are fighting a dynamic battle; looking to create opportunities for overmatch or exploiting the overmatch to help your team dominate different sectors.  The fighting takes place in different parts of the maps at different times each time you play - so don't worry about trying to memorize the killer spot... Memorize the killer concept:

Grab the Flanks, and Kill Tanks! 

 


Edited by BlackFive, May 15 2018 - 19:58.


Mojo_Riesing #2 Posted May 11 2018 - 20:59

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Excellent guide!  Thank you for putting this together!

 

I've pretty much seen that this mode is medium territory and TD's right behind.  Heavy's CAN play roles but selectively.  Lights i see being used, but faster mediums seem to fill that as well.  Sort of the MBT of the mode really.

 

Only other thing...each of the 3 vertical zones have ridgelines...controlling them is advisable a mix of two TD's (Strv S1 in particular) and a medium or light can effectively stop an enemy advance...soften up for the main push on caps.

 

Hopefully detailed off-line maps will soon follow.



RF_Van #3 Posted May 11 2018 - 21:58

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Nicely done OP...thanks.

LeaveIT2Beaver #4 Posted May 11 2018 - 22:14

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Thank you so much for this. I can tell you spent a lot of time on this. Very generous of you!

I really like the mode but I am so clueless. I made "Captain" and some silver, but I don't know how :trollface: I just follow top clan people around and cover them. :playing:

My T-28 Proto is a good choice I believe for TD even though it's slow, Type 59, Defender, and ye old Bulldog are fun  in this game

 

[edit Tuesday ] Welp - Love the VK, IS-M, Skopr G, Pasta 46, and the GF - so many more!  I love  this mode. Makes randoms suck.

Knowing when to switch tanks is something I have learned! When it's time to "J" out of that VK when C is won and time to roll to F and get into the GF, hit it and get it !!

One frustration note - players who pew-pew or jump from map to map looking to ride an easy win make it hard on the teams. 

 


Edited by LeaveIT2Beaver, Yesterday, 04:08 PM.


riff_ #5 Posted May 11 2018 - 22:41

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Thanks for the post OP.  +1

BlackFive #6 Posted May 12 2018 - 00:38

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View PostMojo_Riesing, on May 11 2018 - 20:59, said:

Excellent guide!  Thank you for putting this together!

 

I've pretty much seen that this mode is medium territory and TD's right behind.  Heavy's CAN play roles but selectively.  Lights i see being used, but faster mediums seem to fill that as well.  Sort of the MBT of the mode really.

 

Only other thing...each of the 3 vertical zones have ridgelines...controlling them is advisable a mix of two TD's (Strv S1 in particular) and a medium or light can effectively stop an enemy advance...soften up for the main push on caps.

 

Hopefully detailed off-line maps will soon follow.

 

View PostRF_Van, on May 11 2018 - 21:58, said:

Nicely done OP...thanks.

 

View PostLeaveIT2Beaver, on May 11 2018 - 22:14, said:

Thank you so much for this. I can tell you spent a lot of time on this. Very generous of you!

 

I really like the mode but I am so clueless. I made "Captain" and some silver, but I don't know how :trollface: I just follow top clan people around and cover them. :playing:

 

My T-28 Proto is a good choice I believe for TD even though it's slow, Type 59, Defender, and ye old Bulldog are fun  in this game

 

View Postriff_, on May 11 2018 - 22:41, said:

Thanks for the post OP.  +1

 

Thanks guys!  If you have any any feedback or questions let me know.  Also, tell your friends (this is for a contest) as any constructive criticism is appreciated - and the more eyes I get on this the better.

 

I only have a short window of time to edit. 

 

Semper! 



Mojo_Riesing #7 Posted May 12 2018 - 05:24

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View PostBlackFive, on May 11 2018 - 15:38, said:

 

 

 

 

Thanks guys!  If you have any any feedback or questions let me know.  Also, tell your friends (this is for a contest) as any constructive criticism is appreciated - and the more eyes I get on this the better.

 

I only have a short window of time to edit. 

 

Semper! 

 

OH...btw...i didn't mean YOU had to do maps...was more a general wish that some one or some site would provide :)

BlackFive #8 Posted May 12 2018 - 06:14

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View PostMojo_Riesing, on May 12 2018 - 05:24, said:

 

OH...btw...i didn't mean YOU had to do maps...was more a general wish that some one or some site would provide :)

 

 

I could / should add some maps - but thus far... I'm finding that a general 'concept of the battle' does more for a win than trying to find that 'Killer Spot'.


 

In my successful Attacks - we've dominated one or two lanes at a time.  That is so much more important than, say, on a regular map - where getting to a good position is often the key.



DaRedBully #9 Posted May 12 2018 - 08:28

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Kudos for taking time to do a writeup this nice!

BlackFive #10 Posted May 13 2018 - 07:35

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Pictures added - hope they help!

wartornwarhorse #11 Posted May 17 2018 - 07:24

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Thanks a bunch for posting this, much appreciated!

 


Edited by wartornwarhorse, May 17 2018 - 07:35.


iGarfield #12 Posted May 17 2018 - 20:07

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Hi, can someone explain me how does Borsig manages to destroy our objective from front? It was 3d objective i was from back and right side and proggeto from left, and HP was just vanishing for 750 each time somebody shooted. And no enemy close to us. I don't get it, so Borsig (or m40/43 - but i'm not sure that arty can do so much harm to objective each time) can shoot the armor of the objective from front?

BlackFive #13 Posted May 17 2018 - 21:03

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Should not be damage from the front   From the side there are weak spots and maybe the borsig knew where they were and was HE

Kenshin2kx #14 Posted May 17 2018 - 21:55

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... in terms of reserves, do mediums get them too?  I notice that you don't list mediums in terms of what kind of reserves ...?  Oh, and is it just coincidence that the tier count matches reserve coins?  ... is there a connection between the two ...  say for example I am on tier 12 with 12 coins ... if I use some of these coins for reserves, do I lose a a comparable number of tiers earned?  

BlackFive #15 Posted May 18 2018 - 01:11

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View PostKenshin2kx, on May 17 2018 - 21:55, said:

... in terms of reserves, do mediums get them too?  I notice that you don't list mediums in terms of what kind of reserves ...?  Oh, and is it just coincidence that the tier count matches reserve coins?  ... is there a connection between the two ...  say for example I am on tier 12 with 12 coins ... if I use some of these coins for reserves, do I lose a a comparable number of tiers earned?  

Huh.  I did miss mentioning Meds - but I play them almost exclusively .. Sadly I can't edit until tomorrow (contest results then)   But yeah they only get one.  I use arty for snipers and engineering on brawly meds. 

    No coincidence - the tier count is how you gain coins.

And you should absolutely spend them - it's how you get the CRs.  You don't lose rank 



zhymm #16 Posted May 19 2018 - 14:01

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Good post, OP!  +1

 

I do have a question re tank selection for Frontline.  I've read elsewhere in the forum that one should use premium tanks over standard tech tree tanks and shoot standard ammo over premium ammo to maximize credit earning.  And fast mediums versus much of anything else.

 

Following these suggestions I've mainly used my tier VIII medium premiums including the "rental" T-44FL (or whatever it's called).  And I load the tanks with my best medium crew for that nation (skillz, baby!).  So, for me, besides the FL I've used my Patton KR, FV 4202 and (infrequently) M4A1 Rev.  I have some standard tier VIII's that I really enjoy driving but have been hesitant to use them in Frontline.

 

Any thoughts here on the "best choice" tanks to use in FL by the average or less player (like tomato me)?

 

OMZ

 



ZYKLOP_ #17 Posted May 20 2018 - 05:28

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Do unused Combat Reserves points reset to zero when you reset Prestige?

 



LeaveIT2Beaver #18 Posted Yesterday, 04:02 PM

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View PostZYKLOP_, on May 19 2018 - 23:28, said:

Do unused Combat Reserves points reset to zero when you reset Prestige?

 

 

YES!  They do - and you get no badge and like it. 

 I reset to take the bonds - next time I will not and keep the reserves maxed. I doubt I will have time to run run another set to level 30 after this one






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