Sunday, December 4, 2016

Information Officer

DRPSD Information Officers Control the Future

As an IO you can drive the future of the clan. Set the clan weekly goals through campaigns and events. Each month an IO works with a set theme driven by the clan officers and commander. The theme defines the months quota and topic that each clan member is guided to for weekly Gold payouts.
For example, the monthly theme could be set as "Absolute Tank Tier", meaning driving the clan to Tier X and more Tier X options. Each week would be open to the IO for varying campaigns and the more successful the campaign the more gold the IO earns. The Information officer will earn 100 gold for each week event and a bonus of 100 gold if each week has posts and activity with it for a total of 500 gold per month.

  • 100 Gold Per Weekly active event
  • 100 Bonus gold
  • 500 Total Gold Per Month

 If you are interested in this position and want to learn more or are ready for the commitment reach out to any Personal Officer or the Clan Commander about the role.

Campaigns

The DRPSD will now start active campaigns to drive team play and success in each gamer. The campaign will start each month and have various events through the weeks of the month. The events work in the following way:
  • IO posts a Wargaming message linking to www.derpside.com about event
  • DRPSD members post links in the comments to the members contribution* to the event
  • The results are documented by the IO
*contribution is determined by the event the IO designed but is likely a screenshot or youtube video showing the requested activity
e.g. screen shot of skirmish running, video of skirmish running, video of you playing a specific tank etc.



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

Saturday, October 29, 2016

Planning for an active defense

DRPSD Guidance - Active Defense Preparation

Upgrading Stronghold to Level V


This is a big step for many reasons, but primarily the activation of the defense exposes the clan to weekly tournaments where the clan can gain or lose the precious industrial resources needed to grow its footprint in the World of Tanks. The "Stronghold Defense" tournaments brings a stronger concept of "Clanism" to the clan if managed appropriately, due to the raiding other clan's resources for self growth and of course defending against raids of its enemies.
The Derp Side plans to use this moment to its advantage by training its personal in a way that elevates them individually and can elevate the clan in synchronicity. The clan is also disclosing its plan of growth and best practices through public documentation to be used in it future evolution wherever it takes it.

Skirmish Activation Overview


Activating the skirmish puts the clan in a high alert phase that will allow DRPSD to defend against attacking clans and also provoke and make attacks against other similar valued clans earning resources proportionate to the clans' stockpiles. A clan is able to attack out of its similar industrial resource ranges if it is able to attack with a low level Command Center (bellow Tier VIII) at a high stronghold defense rating, meaning they must battle  with Tier X's and a larger team size. This allows two types of clans to benefit in desired normal stagnated growth periods:

  1. A New Strong Clan - they are always looking for the challenge and can earn more
  2. The Mighty that have Fallen - they consumed their CC levels to protect their assets

DRPSD  uses strongholds for a training grounds into clan wars. Participation will determine the chance for participation in DRPSD clan wars. Some members will immediately be accepted into an XO's legion.



Weekly Clan Growth Guidance

Stronghold Preparation


In this guide it will be discussed what is needed of the stronghold in preparation for activating the defense of the stronghold. Blindly constructing the level V Command Center without understanding what their clan will face would not be wise without understanding what stronghold must contain and have stockpiled in preparations for the up coming clan wars.

Clan Preparation


Building a clan and participating in a clan that runs skirmishes is not the same as one that participates in Strongholds by night and day. One is obligated itself for a specific commitment while the other is just saying "You're kewl, let's hangout sometime", and it is very important to understand the difference. With this article we will discuss how a clan is formed from conception through stronghold preparation tactics.

Officer Preparation


A clan is defined by the officers it keeps and it officers are defined by the clan it manages. The guidance provided will assist DRPSD officers in preparation for entering into the Stronghold Defense period, and give insight into what is beyond. We have many dedicated officers but we need more and need it to expand beyond IRL. The guidance here will discuss aspects of how a clan should manage its officers to ensure that it can survive issues that arise in real life, regardless of the officer it occurs to. The guidance will provide a way for a clan to avoid such issues before they arise.
In addition, the guidance is used for full clan disclosure. The Derp Side will grow with transparency and officer dedication, and this understanding will be provided in this guideline.

Derp Side Preparation

All three discussed guidance's of clan growth are incorporated into the Derp Side strategy and the next phase is revealed. As most DRPSD member's should know without reading this our intent is to train ourselves using the stronghold defense activation. If the officers and commander are ready the clan will use its accumulated influence to attack the most tactical points on the clan wars map.
This guidance will discuss the beginnings of Clan wars as what clan members can expect from this change.

Friday, October 28, 2016

Grinding Guide

Grind with expertise with Novembers weekly grind tips

Welcome to DRPSD's grinding guidance to optimize effectiveness of the player. This is done by focusing on key aspects of the game that are true progression and complete tasks. There are many achievement categories with in the Wargamming system. Some are core game accomplishments in such that you can not progress any further. Mixing and matching the accomplishments correctly and timing the focus allows the player to progress and earn faster. Ideas for this are broken down into three categories that many players encounter while playing the game.

Categories

Rather than focusing on the different missions, campaigns, rewards etc. the discussion is broken into three typical questions a player inevitably faces. While order is not meant in any importance, the order is of great importance in the understanding of how it all comes together as one guide. While you may be interested in only understanding one aspect it is important to understand the previous discussion before jumping into the next due to the dependency in the solutions offered.

Getting the "Right" Tank

In this topic tank progression will be discussed. A strategy to allow a large garage be created and consumed by the best tanks in the game. Details on how to pay and earn the tanks are discussed. Wargamming offers many opportunities for the player to earn premium tanks and even excel through tracks up to the top tiers with decreased effort and cost. Learn the right track and how to get to the tank you need. 

Developing the "Right" Crew

Not all players are equal but very often the worst players are driving around with the worst crews. A good player can and often will play with inexperienced crew when they start out, but rarely due they once they realize the crew's importance. In this sub-series tips and guides are provided that will allow players to improve their game quality and be able to play a wide spread of features the game offers.

Earning

There are numerous accumulation aspects in the game beyond the basic in game credits. In order to earn the basic income the player must understand the full commerce of the game. This guide will not just help the player earn more basic income but also improve their clan earnings be it gold or industrial resources as well as improving the players personal Free XP. 

Thursday, October 6, 2016

Roles and Responsibilities

DRPSD Role Responsibilities

Interested in Joining the DRPSD? Speak to a recruiter and apply today.
Speak to any one of our Recruitment Officers or Personal Officers about joining.
Role Purpose
Commander Officer Management
Stronghold Defense Planning
Clan Wars Planning
Reserve Construction and Usage
Resource Positioning
Executive Officer Member Management
Stronghold Defence Planning
Clan Wars Planning
Reserve Construction and Usage
Resource Positioning
Personnel Officer Member Management
Combat Officer Create and Command Skirmishes
Host Training Rooms
Intelligence Officer Clan Wars planning
Quartermaster Treasury Allocation
Recruitment Officer Recruit new Clan Members
Junior Officer Honorary Rank for resource earning
Private Promotional Rank for resource earning
Recruit Default rank for resource earning
Reservist Indicator of inactive clan participation

DRPSD Role Stipends and Requirements

Role Requirements for Rank Responsibilities for Stipend Stipend
Commander NA Manage and Publish Clan Data
100+ Industrial Resources Per Month
200
Executive Officer Commander's Choice 100+ Industrial Resources per Month
Tier VI Skirmish Count 200+ per Month
Tier VIII Skirmish Count 10+ per Month
200
Personnel Officer Commander or XO Choice 100+ Industrial Resources per Month
Clan Reservist Count less than 10
Clan Member Count greater than 50
200
Combat Officer Good Microphone
Weekly Activity
Politeness and Maturity
250+ Industrial Resources per Month 150
Intelligence Officer TBD TBD TBD
Quartermaster TBD TBD TBD
Recruitment Officer 3000 PR minimum
Recruit only players 2750+ PR
Earned 500+ Industrial Resources
Recruit 3+ people per Month 100
Junior Officer Earned 1000+ Industrial Resources No Stipend NA
Private Earned 500+ Industrial Resources No Stipend NA
Recruit Earned 10+ Industrial Resources No Stipend NA
Reservist None No Stipend NA
In addition, all members will receive a 500 gold stipend upon earning their first 1000 Industrial resources for the clan. Monthly earnings will be determined from the Wargamming tracked weekly earnings value multiplied by 4 at the end of each month.