Friday, November 4, 2016

Getting the "Right" Tank

What is the "right tank"?


The design of Wargaming's WOT  has countless aspects that the "right tank" rather than right tank, it becomes "right time". Having specific tiered tanks helps with a clan's expansion strategies while having a large variety of tanks in a given tier will help with the tactics at a field commanders disposal. A player can get lost in the game leveling and grinding, but a track grind is pure and simple. The player has research they must progress through and by completing a full research track the player has all tanks and modules at their arsenal if it is needed. this helps the clan in having more Tier Xs available for clan wars, and any of the good tanks in between for all sorts of clan activity.
This guide will break down the right tank and how to get it for any type of player. This is done by guiding the player into a better understanding of the tanks of preference as well as tanks of normal preference. Style of the player compared to style of a tank has a large impact but usually it is not an issue with experienced players.

Play Style

There are various play styles that can be defined that allow us to understand team and even public battle tactics.
  • Brawler
  • Support
  • Flanker
  • Scout
A "Brawler" is the style that demands heroism and clinching the win. This play style is sometimes referred to "YOLO" (you only live once) when in the "wrong tank", but admirable or demanded in different tanks. To be more specific, if you play as a brawler in a light you are doing it wrong. Your team will also likely demand brawling behavior from you when in a heavy even if the guidance of the specific tank recommend otherwise (e.g. a T-34 is NOT considered a brawler, but a Support).

A "Support" can vary across tank types. In fact, there are recommended strategies across all types depending on the tank. Support tanks tend to have lower armor but a high powered gun allowing them to lay waste to the opposition, if someone is distracting them. Playing support is difficult and demands a patient and in some cases suicide ready player. When an entire flank is failing (i.e. the brawlers are nearly dead) there is often no reason for the support to NOT suicide. The reason is, it is a matter of time before the support is out matched and surrounded by the opposition. In such a case it is best to become a distraction so the brawlers can get a few more shots and the support themselves get one good shot before the flank is completely destroyed.

A "Flanker" is the style that demands speed and a decent gun. This style is very similar to support, but the difference is the support will stick with the herd while the flankers will try an maneuver around the enemy so they are pinned down and forced to take on fire. This is why flankers must have speed AND a good gun.

A "Scout" has one job, keep the opposition lit for the team. This is not to say a person does not combine play styles during a match playing as a scout and then becoming a flanker. It is however important to realize that the style of scouting is not that of a flanker. Ideally a scout is not lit (unless the scout is bait) and exposes as many opponents as possible. Once lit, the scout may then become a flanker trying to pin the enemy but must be careful not to become prey of the opposition's flankers. Often the better choice is to return to the herd and then make a new tactical decision. For example, scout a different flank that has not been exposed or approach the other flanking tanks to assist in a new flank. Bare in mind a scout is not defined by being a "Light" tank, it just so happens they make the best scouts. One can just as easily scout in a heavy, and this can be the case when a player is low tier.

With these play styles in mind it is easier to think about the tank a player needs. Try not to think about the tank type (e.g. Heavy, Light, SPG) because as was indicated in the style definitions they are not limited to a tank type. Moreover, a tank is not a single role throughout its career or even in a single match!

Clan Battles vs. Public

Clan battles are much more tactical than public. They are very similar (yet still different) to Team battles. The reason is due to the organization of the battle under a Field Commander. One person took on the responsibility to put the team together and is calling the shots or delegating the calls to someone else on the team. In comparison, public is a match making output of tanks that the wargaming system thinks will play good together. No one is calling the shots, and at the same time everyone is calling the shots. To be specific you can not rely on anyone playing a specific style and no one can rely on you playing a style. In the clan battles, not playing the style expected could get you removed from the team or worse yet the clan. So what does this mean when picking the "right" tank?
It means if your garage is small (i.e. you don't have many tanks to choose from when the tier is specified) you should pick a versatile tank. This does of course mean it is not the "best" for a style but it allows you to have the best capability for you as a player to keep moving. You will play better in public (as you can dynamically adjust as you see fit) and you will be more useful to your field commander in team play. Once you have that versatile tank however you are faced with the true "what is the 'right' tank" question.
For team battle it gets more complicated as each field commander is different and adjusts their preferences as they develop their commanding skills. In general though, brawlers are always needed. This varies by tier and even varies as WOT tweaks tanks and adds new ones to the arsenal at your disposal. In general though, follow the pack. If you are seeing herds of tanks roll in and decimate those are the "Brawlers". For example, Tier VI is dominated by Cromwells and Tier VIII is dominated by IS-3s. These are by definition the brawlers for those tiers. "Wait" you say, a Cromwell is no brawler it is a medium flanker!
Well that may be true in a public match, but if you go back and read the play style we defined as a "Brawler" you will see it most certainly meets the definition. In the case of Tier VI team play it is amplified due to its speed. This makes the Cromwell a highly effective brawler as it can position itself on the map quickly for an upper hand prior to the "brawl" taking place.
Support tanks are quite useful in team play as they are often the wild card. The opposition will disregard them through lack of observation or underestimation and before they realize it, the battle is over. In team play some of the best support tanks are those with auto loaders. The reason is once oppositions' focus is aimed towards the support then the support can lay a barrage of onslaught on the enemy. After the support has unloaded its ammo if the opposition is still remaining it can seek the brawlers support to finish off the distracted opposition.
Flankers while useful in public (do to the chaos) is a niche style that happens on the fly in team play. The reason is that any smaller groups of tanks are weaker and should in general be avoided. This is not to say that it is a bad call to "flank" in a team play, but the call is often an on the fly call. This means a dedicated "Flanker" makes no sense. In stead, the versatility comes into play. As noted earlier Cromwells are speedy and even though they are the "Brawlers" of Tier VI team play, they are also very effective flankers.
Scouts are best suited to be played by lights in team play except for Tier X matches. The reason is they have a large advantage of cammo over other tanks. Specifically, they have effectively the same cammo rating on the move as they do when stationary until they shoot AND are spotted. A light tank as a scout will also be that effective flanker that we disregarded earlier as their speed is usually more than other tanks.

What is the "Right" tank?

In case you haven't realized by now, it depends. It depends on how involved you are in team play and it depends on the teams you play with and the field commanders that are in charge. If you are new to team play find yourself a versatile tank so you can run with most calls. Once you have the basics branch out and try something new. The only reason that Cromwells are the Tier VI brawlers is because a group decided one day to run with a bunch of Cromwells and now they dominate the field because it has been a successful strategy. There are so many tanks in WOT that there exists many strategies of line ups that have not been tried. There is no reason a herd of T-150s as the "Brawlers" paired with a herd of T-37s equipped with auto-loaders combined with the right field commander and team can not decimate a wolf pack of Cromwells.
Learn to try new things, but remember it will cost. Tanks cost a lot of money and so do losses. It is difficult to choose what tanks so simplify it for yourself and follow wargamings grinds. By when things are on sale, for example the On Track events. Try to match your tanks up with another of equal or similar speed, armor, and gun power when platooning or playing team battles. This will ensure herd control happens naturally regardless of the call. So in general, the right tank for you is the tanks you see your comrades using in battle. Of course, someone always has to be first and don't be afraid to be that tanker. With that, your field commander brought you all together so it is best to listen to them. If you are not getting the chance to try out that new tank in a skirmish it might be time to step up and try calling some of your own battles!

Summary

This was the first in an ongoing series explaining how a tanker should determine the right tank. The article will be revised over the month of November as the remaining articles are written but its core premise will stay unaltered. Please leave some comments and start a discussion. Would be happy to get some feedback be it positive or negative.

-N tro P

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