CWNA 10-7v7 Turn 5 (Attacking Tile 13 -- [501st]
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Basic training pointers for platooning
Blitz Tactics and Resources
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Joined: 6th Mar 2016
16th Mar 2016
thunderthies (club wargaming)
It’s generally well accepted that platooning with another tanker of similar skill will help improve the chance for sweet victory. And while having two 55% WR tankers on the Green team is certainly better than only one, there are specific platoon-based tactics that can help you push the envelope even further, allowing you to overcome otherwise insurmountable odds to come out on top and bring home the win.
So check it…
Synergy is when the sum of the parts is greater than the whole. In other words, when 2+2=6. When platoonmates are working synergistically their efforts are strengthened and they become a truly formidable force.
In order for a platoon to operate synergistically they must be in either close proximity or have direct line of sight. Otherwise, they are operating independently and their effectiveness is diminished.
Synergy is, in my opinion, the single greatest aspect to a great platoon. Two tankers who may otherwise play at a 55% WR level can easily play at a 65% WR when the following methods are employed.
Spots and Shots
Despite what class of tank you are in, you can still act as a spotter. Spotting for your platoonmate, and if you’re lucky your team, can put some serious hurt on the enemy, especially if a few of them are camping. Here’s an example of how to execute spots and shots:
The current trend on Oasis palms is for the entire team to lemming train to the northeast corner. However, occasionally you’ll roll up only to find the area completely vacated. This means one of two things has happened:
The Reds are spawn camping.
The Reds have lemming trained to the southwest corner
Ninety-nine times out of 100, when the Greens roll up to the northeast corner and find no targets, they sit on the hill tops and wait for someone to light them up.
This means either you or your platoonmate should continue along the easterly border and use the protection of the dunes to creep up on the Red spawn. Most of the time you’ll find targets here. And when you do, you should take cover. Why? Because you’ll be the only one on the entire team that is spotted.
Your platoonmate, in turn, should focus his fire on whichever enemy is advancing on you, targeting you, or closest to you, in that order. You may not get much damage, but your platoonmate will, and you’ll be closer to a win, which is what matters.
This tactic can be used on any map in practically any situation, but the key factor here is that the platoonmate that is not spotting must actively protect the one that is.
I know. I’ve covered this like a bagillion times before. But it’s critical. Focus fire is when both platoonmates target the same enemy to quickly dispatch them. It’s better to have one dead Red than seven injured ones.
For newer platoonmates I recommend calling out targets so you are both on the same page, but as you progress and become more acquainted with one anothers’ play styles you should both automatically select the same targets.
Bait and Switch
The bait and switch maneuver is when one platoonmate gets the attention of a Red and lures them into view of the other platoonmate. This works best with a TD/Heavy and Med platoon but can be done with any two tanks.
Let’s use Oasis Palms again as an example, and again, let’s say you’re heading up to the northeast corner, except this time you don’t have backup, except for your JgPz. E 100 platoonmate who has his barrel locked on the hillcrest in your direction.
To execute the bait and switch, draw an enemy or two over the hillcrest highlighted in red and continue backing up into cover. At this point your platoonmate can send a VW sized chunk of lead into your target.
Again, this tactic can be used on any map and in any situation, but requires a high degree of situational awareness and confidence in your platoonmate.
Tapping out means to switch places with your full health platoonmate when you are down to a one-shot kill. Remember, a gun in the game can still do damage, no matter how little health you have left.
A good example of tapping out is on Fort Despair. Let’s say both platoonmates are piloting their beloved T110E5s, because they both know OP that tank is, and are making their way down the easterly wall of town, otherwise known as “Death Valley.”
Oftentimes the Reds will hull down in the northeast corner either behind the embankments or on top of the broken structures. When this happens you are forced to play peek-a-boom and victory normally is given to whoever can sidescrape/angle the best.
But what happens when you are the point of the spear and taking massive damage? What about when you have 30 health points left? No problem. Just switch positions with your platoonmate and fall back a bit. Only take opportunistic shots and let your platoonmate put in some work.
Tapping out can mean the difference between having the last stand be a 2 v 1 or a 1 v 1.
Abandoning a Target
There some times when abandoning a target to move on to the next one is the best move to make. This is, of course, very specific to both the situation and the tanks you and your platoonmate are driving.
Here’s an example…
It’s down to you and your platoonmate against four Reds. You’re driving a JgPz. E 100 and your platoonmate is driving a T-62A.
You’re both caught in the easterly valley of Dead Rail and your platoonmate is viciously fighting against an enemy FV4202. The rest of the Reds are coming from the opposite direction, trying to box you in.
You launch a shot into the back of the FV4202 and bring him down to 400 health. You know your platoonmate can handle the rest, so instead of sitting there and waiting until tomorrow for your reload to finish, you should instead begin your rotation towards the opposite direction so when the Reds arrive you’ll have a nice surprise waiting for them.
This type of planning ahead can mean the difference between being prepared for the next wave or getting caught off guard.
This is all I can think of for the moment but this will be a WIP piece and any suggestions and/or ideas are welcome.
Joined: 14th Mar 2016
17th Mar 2016
Great practical suggestions. Let's try these strategies out together ASAP, gentlemen!
Joined: 13th Mar 2016
17th Mar 2016
I don't get it. Muhahahaha
Just An Old Beat Up Tank
Joined: 6th Mar 2016
18th Mar 2016
These tactics were used on old map
but the idea still stays they same that the tank who is doing the shooting will be greatly effective when hidden from the sight....
I can see this working in with a platoon of a medium and TD..
Medium or a heavy tank provide shots and TD provides support.
One thing here I found interesting was the synergy part ....now I know that to be effective platoon mates have to have same area in sight or be shoulder to shoulder when engaging an enemy.
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