Sunday, April 21, 2013

World of Tanks: Tank Companies

Since non-premium accounts can create tank companies in the upcoming 0.8.5 patch I think it would be a good idea to talk a bit about the basics of creating and operating a tank company. To start out you'll have four choices of tank companies to run, Junior at tier 4, Medium at tier 6, Champion at tier 8, and Absolute at tier 10. Currently most tank companies that are running are mediums, however when the patch comes out we'll probably see a lot more junior and champion tank companies popping up. Now before I get started I'd like to state that I'll be focusing on medium tank companies the most with this post since I know them the best.

Starting A Tank Company
To start a tank company you need two things. The first one is players which you either get from clan and friend invites or from random players joining while the tank company is open. The second thing you need is a caller who directs your troops into battle. Without these two things you'll be losing a whole lot more then you'll be winning. One of the biggest mistakes you can make is forming a tank company without either yourself or a friend / clan mate being the caller as tank companies need organization with the smaller number of tanks and more organized teams out there. Tank companies are not random battle and if everyone goes off and does their own thing then you'll be grossly outmatched.This is why I say you should NEVER form a tank company unless you are going to call the battle plan. Also if you are going to call you'll need a microphone since typing in orders will be too slow.

Layouts
Besides having a caller and getting people you'll need to fill up your point limit (60 for mediums). To start it out lets go with your 10 heavies and then subtract from that to fill in the different types of tanks that will benefit the callers and the tankers play styles the most. You can run with just 10 KV-1S's however you'll be handicapping yourself a lot unless your team can make up for the one sided approach and lack of synergy.
  
Besides your main force you'll want some sort of flankers or reactionary force such as two or three hellcats. Their tank destroyer benefits to camouflage along with their more poke you in the side attitude works well with a KV-1S blob. The can be passive scouts behind bushes or sit to the side and hit targets in their rear.

Another thing you'll want depending on the layout is some artillery and a scout to not only light up targets but to have that constant added pressure. Generally you'd sacrifice two heavies for a pair of artillery and a scout. The artillery can reach out and touch someone by providing needed damage to a target while the scout keeps the team updated on enemy movements and lets them take a lot more shots then they could before.

However you decide to build your tank company figure out what roles you need and pick the tanks based on that such as an artillery to hit those dug in tanks or maybe a T-50 if you losing because your tanks never have anything to shoot at.

Calling
While in battle and your calling the match with your microphone remember to ping the map with ctrl + click to better show people where to go. Seeing G5 light up while you tell the heavies to go there makes it easier for them to know what you're talking about. Your job as a caller is to get tanks where they need to be when they need to be, if the drivers can't kill their target then its their fault but if they don't have a target or are in the wrong place, it is solely your fault. Lets say you have your whole tank force push the valley on Lakeville while leaving the city and center open and a T-50 gets into the base and kills the artillery, it is your fault for not stationing some defense there. However if the whole team gets stopped by a single tank destroyer and completely fails to push through the valley even though you're telling them too, it is their fault. However instead of just being a single tank destroyer but a heavily entrenched force that stopped and massacred your push, then it was your fault for not calling that properly by ordering it, or not reacting to it properly.


The goals to winning is map presence and awareness along with the application of force. Knowing where the enemy tanks are lets you position your tanks to counteract what they are doing. For me the biggest thing while calling is having a better application of force by having more guns pointed in the same direction then the other guy. Lets take an example with assault on Sand River. If you place all of your tanks on that dune while attacking so you can see the enemy cap and you send your scout to get lights (which hopefully he'll be smart and light up 1 or 2 tanks and book it to safety instead of driving onto the cap and dying) You'll have all of those tanks and artillery ready to fire on the one or two tanks that are spotted / ready to fire back. If that one or two volley of shells kills or injures a few tanks and your team barely gets touched, then you're ahead. Now lets say half their team went up the hills and towards the 8/9 line of the map to defend from there. If you push all your tanks along the 1/2 line and have all those guns pointed at the small number of defending tanks on that side of the map chances are you'll wipe them out before the rest of the team can get enough barrels on your troops.

Anyway I hope some of this has helped some of you, and for those of who who don't want to read it all...
TL;DR
  • If you start a tank company without already having someone as a caller, you better be calling yourself or you should not have started a tank company.
  • Have a microphone for calling.
  • When calling remember to have map presence / awareness and use a greater application of force then the other guy, aka more putting your tanks in positions where they're fighting 2 on 1, or even better 5 on 1.
  • If you join a tank company and the leader says "Okay who's calling" leave.

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