Tuesday, July 5, 2016

Calling: Ideologies and Examples

Calling in WoT is much more hectic than it is in 5-man games such as CS:GO, which has a certain limit to what can be done within matches. WoT is very creative in what can happen, and many things can work, abstract and mainstream.

Calling can be broken down into two ideologies: dynamic and static. Dynamic calling is basically seen by running defaults (very basic, similar to saying "we will take control of this general area"), then adapting to what your enemy does. One way to really do this, is to take extensive map control to portions your opponent is willing to give up. This allows large rotations to happen, and traps to be set. Dynamic calling can also be seen in a more basic way, as sending out scouts, then taking control of the map, then attacking the enemy. Static calling can be seen as giving a very strict strategy to counter an opponents, given at the beginning of a battle. This is good on certain maps that have especially important/strong parts that are necessary to win a battle. This will often consist of specialized tanks such as AMX 13 90s or artillery. Tanks that aren't normally used are good to counter opponents when you can expect what they are going to do. This tactic is really strong when you are competing on the global map, and allies have told you what your opponent does on a specific map. This is also great to surprise a clan with a unique strategy.



Dynamic Calling:



This example shows how the team of 6 heavies and 4 lights are generally spread to face the enemy. See how one side of the map is directly controlled, the entire "green" half. It also gives three alleyways where tanks can advance, the center, west, and east. More tanks are pushed toward the east, allowing the other lights opportunity to flank the enemy when the time is right. Remember it is important that every tank is covered by another at all times. No tanks should be alone. Even the tank in the middle in this example is easily covered by the lights on the west and on the east.


Static Calling:


This example shows how the 5 lights and 5 heavies can rush a specific part of the map and play off of each other. The heavies can shoot enemy light tanks and our lights can defend themselves due to their high number. The south is the most important position on this map, requiring a set composition of tanks, at least two auto-loader light tanks. This provides burst damage to fend off a rush in rapid time. This setup does not allow really any rotation until the "mid game", which I will be covering in my next strategy article/guide article.


Comment or PM me any map you want explained/strategy example of!

-Spirtwalker

No comments:

Post a Comment