Post by leongkitmeng on Aug 4, 2015 0:48:23 GMT 8
Just some very essential skills for effective platooning that everyone should practice and master. You can't go into a platoon or clan war still playing like you are playing solo.
A) Block n' flank (TD/H+M/L)
This is the most fundamental. Like a hammer and anvil, the heavier tank or TD, acts as the block, halting opfor, while the faster tank (med or light) swings around quickly to the rear to shoot at opfor's flank or rear, giving opfor two very different vectors to aim their guns (instead of merely pointing in one direction to easily hit both of you).
B) Spot n' snipe (TD+M/L)
This is is classic TD and support play. TD moves into sniping position, and when ready, the faster tank, darts ahead to spot, but always remaining within TD cover. It is useless if spotting where the TD cannot hit. The aim is to lure opfor out of cover and to move into the kill zone. The spotter can use himself as bait, making opfor stick his head out and become reckless, for the TD to hit. This is highly effective as the spotter can then finish off what the TD doesn't kill in his 1st or 2nd shot. TDs should have long range accuracy guns for this.
C) Tag team peekaboo (H/M+H/M)
This is a brawling essential for heavies especially. Parking parallel to each other, you dart in and out of cover taking turns to shoot. While you are shooting, your partner is back behind cover reloading. After shooting you pull back behind cover for your partner to peek out and shoot. This maintains a constant rate of fire at opfor. The key here is to know where your partner is so as to not block his in and out movement or his gun, and time your shooting cycle with his.
D) Interference n' cap (M/L+H)
Capping is only effective if there are other teammates running interference to prevent opfor from resetting cap. If you are the one capping, you should be the weaker gun so as not to take away a crucial gun from the fit. You must stay out of sight. Don't get greedy to shoot unless you are very sure opfor isn't aiming at you. Capping is useless if you can be hit for a reset. Your partner must then be the one to absorb hits and push back opfor to prevent you from being reset. This takes a lot of skill and mobility to stay alive and still do enough damage to keep opfor from advancing towards the flag.
E) Pin n' pen (H/M+H/M)
This is extreme close quarter combat and most effective against turretless tanks. One rushes (or rams) in to pin, locking the opfor from turning while the other moves to pen the weaker flank or rear armor.
F) Turn n' expose (TD/H+M)
The aim of an encounter, is to pen weak opfor armor for quick kills. Sitting and slugging it out front to front only means even if you win the encounter, you will come out too weak to take on the next fight. So, you should aim to maximize hits on weak armor while taking hits on your strong armor, to make your shots count more than theirs. This is where fast tanks come in very useful. Like the Block n' flank, if you encounter stiff resistance, a quick well timed dart ahead right past the opfor tank by the faster tank will cause opfor to turn his turret to follow, leaving the sides and even the back of his turret exposed to for you to pen. Your job then is to pen and kill before your faster tank partner gets killed. You should also start to push forward to make opfor realize his danger and turn his turret back towards you again and away from your fast teammate. This way, he ends up spending all his time turning his turret while you and your teammate pen him from front and back.
G) Parallel running (ALL)
This is another fundamental to team play. When deploying and advancing, always move in parallel, never one behind the other. You want to present multiple targets to opfor when you encounter them, not one big fat massed target. Running parallel will also ensure you have two guns firing at opfor and not just one gun with the other blocked by the one in front. You also won't block your partner's retreat when he needs to back away fast. Read the map, move around small buildings on both sides, run both sides of a valley or dune, but stay close enough with each other to be able to rush in to support.
H) Rush n' bracket (H/M+H/M)
This is similar to the Turn n' expose but instead of only one fast tank rushing forward to turn opfor's turret, both of you rush forward at the same time, on both sides of opfor, giving him a very unpleasant decision on who to follow. Whatever his decision, he will have one gun hitting his weak rear armor since both of you would be on both sides of him bracketing him. He after all, only has one gun.
I) Covering fire (ALL)
This one is obvious but requires a very unselfish play style. Most effectively used with a TD. Your aim is to hit opfor quickly and often. Shoot everything that comes in sight, especially those pushing forward. Ignore the easy kills if there are still opfor pushing forward. Better to hit and halt opfor advance by hitting all leading tanks than to focus only on one kill and let the rest of opfor overwhelm your team. Halt them in their tracks to disrupt their deployment or to cover your team's retreat. You want to save as many of your team from being overwhelm and killed, as possible.
J) Dart n' Duck (ALL)
Advancing fast can make all the difference to win or lose. Unless you are advancing straight from spawn when opfor would not have deployed yet, you most likely would be advancing under fire or going in to scout entrenched positions. Leapfrogging with your platmate would be the best way to push fast and hard. Move in close parallel, darting from cover to cover in turns. Move fast and dive for cover the moment you hit resistance. Your buddy behind you should be covering you, and hitting anything that pops up so as to let you take cover. Once you are in cover and able to do some peek-a-boo covering shooting, that's when your buddy should dart forward to another spot to push the advance, pressing and encircling. Taking turns to offer covering fire while your platmate disengages to dart ahead, moving the battle lines forward. The key is to keep the battlefront fluid and moving so as to keep opfor off balanced and ever in threat of being flanked. This can be extended to the entire team and not just between platmates for very effective, rapid advance and encircling of any opposition in your path.
A) Block n' flank (TD/H+M/L)
This is the most fundamental. Like a hammer and anvil, the heavier tank or TD, acts as the block, halting opfor, while the faster tank (med or light) swings around quickly to the rear to shoot at opfor's flank or rear, giving opfor two very different vectors to aim their guns (instead of merely pointing in one direction to easily hit both of you).
B) Spot n' snipe (TD+M/L)
This is is classic TD and support play. TD moves into sniping position, and when ready, the faster tank, darts ahead to spot, but always remaining within TD cover. It is useless if spotting where the TD cannot hit. The aim is to lure opfor out of cover and to move into the kill zone. The spotter can use himself as bait, making opfor stick his head out and become reckless, for the TD to hit. This is highly effective as the spotter can then finish off what the TD doesn't kill in his 1st or 2nd shot. TDs should have long range accuracy guns for this.
C) Tag team peekaboo (H/M+H/M)
This is a brawling essential for heavies especially. Parking parallel to each other, you dart in and out of cover taking turns to shoot. While you are shooting, your partner is back behind cover reloading. After shooting you pull back behind cover for your partner to peek out and shoot. This maintains a constant rate of fire at opfor. The key here is to know where your partner is so as to not block his in and out movement or his gun, and time your shooting cycle with his.
D) Interference n' cap (M/L+H)
Capping is only effective if there are other teammates running interference to prevent opfor from resetting cap. If you are the one capping, you should be the weaker gun so as not to take away a crucial gun from the fit. You must stay out of sight. Don't get greedy to shoot unless you are very sure opfor isn't aiming at you. Capping is useless if you can be hit for a reset. Your partner must then be the one to absorb hits and push back opfor to prevent you from being reset. This takes a lot of skill and mobility to stay alive and still do enough damage to keep opfor from advancing towards the flag.
E) Pin n' pen (H/M+H/M)
This is extreme close quarter combat and most effective against turretless tanks. One rushes (or rams) in to pin, locking the opfor from turning while the other moves to pen the weaker flank or rear armor.
F) Turn n' expose (TD/H+M)
The aim of an encounter, is to pen weak opfor armor for quick kills. Sitting and slugging it out front to front only means even if you win the encounter, you will come out too weak to take on the next fight. So, you should aim to maximize hits on weak armor while taking hits on your strong armor, to make your shots count more than theirs. This is where fast tanks come in very useful. Like the Block n' flank, if you encounter stiff resistance, a quick well timed dart ahead right past the opfor tank by the faster tank will cause opfor to turn his turret to follow, leaving the sides and even the back of his turret exposed to for you to pen. Your job then is to pen and kill before your faster tank partner gets killed. You should also start to push forward to make opfor realize his danger and turn his turret back towards you again and away from your fast teammate. This way, he ends up spending all his time turning his turret while you and your teammate pen him from front and back.
G) Parallel running (ALL)
This is another fundamental to team play. When deploying and advancing, always move in parallel, never one behind the other. You want to present multiple targets to opfor when you encounter them, not one big fat massed target. Running parallel will also ensure you have two guns firing at opfor and not just one gun with the other blocked by the one in front. You also won't block your partner's retreat when he needs to back away fast. Read the map, move around small buildings on both sides, run both sides of a valley or dune, but stay close enough with each other to be able to rush in to support.
H) Rush n' bracket (H/M+H/M)
This is similar to the Turn n' expose but instead of only one fast tank rushing forward to turn opfor's turret, both of you rush forward at the same time, on both sides of opfor, giving him a very unpleasant decision on who to follow. Whatever his decision, he will have one gun hitting his weak rear armor since both of you would be on both sides of him bracketing him. He after all, only has one gun.
I) Covering fire (ALL)
This one is obvious but requires a very unselfish play style. Most effectively used with a TD. Your aim is to hit opfor quickly and often. Shoot everything that comes in sight, especially those pushing forward. Ignore the easy kills if there are still opfor pushing forward. Better to hit and halt opfor advance by hitting all leading tanks than to focus only on one kill and let the rest of opfor overwhelm your team. Halt them in their tracks to disrupt their deployment or to cover your team's retreat. You want to save as many of your team from being overwhelm and killed, as possible.
J) Dart n' Duck (ALL)
Advancing fast can make all the difference to win or lose. Unless you are advancing straight from spawn when opfor would not have deployed yet, you most likely would be advancing under fire or going in to scout entrenched positions. Leapfrogging with your platmate would be the best way to push fast and hard. Move in close parallel, darting from cover to cover in turns. Move fast and dive for cover the moment you hit resistance. Your buddy behind you should be covering you, and hitting anything that pops up so as to let you take cover. Once you are in cover and able to do some peek-a-boo covering shooting, that's when your buddy should dart forward to another spot to push the advance, pressing and encircling. Taking turns to offer covering fire while your platmate disengages to dart ahead, moving the battle lines forward. The key is to keep the battlefront fluid and moving so as to keep opfor off balanced and ever in threat of being flanked. This can be extended to the entire team and not just between platmates for very effective, rapid advance and encircling of any opposition in your path.