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Which button to strike art in the fortification. "Domination: Steel Fury

Artillery often draws criticism from World of Tanks players. Indeed, she has a special gameplay that is different from other classes. Artillery is capable of throwing over obstacles and shoots in most cases on the entire map. At the same time, it often has a large one-time damage, so even one hit by a high-explosive projectile from artillery means a serious loss of durability and a lot of critical damage. Even one land mine sends weakly armored vehicles to the hangar.

WITH Artillery World of Tanks have to put up with…

Plus and minus...

These pluses are offset by no less serious minuses. Artillery has low HP, is weakly armored and is vulnerable to light tanks a few ranks lower. The average aiming time takes 5-7 seconds (and this is with poor horizontal aiming angles in most cases), and reloading can last 40 seconds, and all 50. Artillery in general depends most of all on VBR, which can hardly be called an advantage. You can do everything right (take good positions, choose the right lead, etc.), but miss again and again only because of the unfavorable VBR. This, of course, happens on other classes of equipment, but much less frequently.

The pluses of artillery include a large one-time damage, the minuses are a low margin of safety.

But for a player who receives a high-explosive projectile from artillery for a large part of the safety margin of his own vehicle, this is unlikely to be a consolation. Surprisingly, many tankers still do not know how to effectively counter artillery, for which they often pay with early dispatch to the hangar. The matter, perhaps, is aggravated by the fact that after a serious nerf of artillery in update 8.6, many have ceased to be completely afraid of it. And completely in vain, this class is still capable of inflicting significant damage, although its influence on the outcome of the battle has significantly decreased.

Artillery can be effectively counteracted

Defense strategies

There are three main strategies for defending against artillery: constantly maneuvering, taking good cover, and playing against camouflage. With the latter, everything is simple and clear: if the enemy does not see you, then he will not shoot you. The exception is rare blind shots, but artillery now takes so long to reload that few people risk firing with a very low chance to hit.

To protect against artillery, tanks need to constantly maneuver

A slightly different situation is when you shoot from one position, light up and drive off behind cover. And then shoot again from the same position where they shone a minute ago. In such cases, the artillery can be expected to fire blindly, or at least to be brought to a given point. So it is better to change positions more often.

With the first defense strategy, namely constant maneuvering, everything is also quite simple. Artillery is now reduced for a long time, and the spread even from a small movement of the barrel or, moreover, the hull is very significant, so it is difficult to hit a car moving at a speed of already 40 km / h. But - it is possible, so when moving you need to dodge and constantly change direction.

On slow and clumsy cars, of course, it is difficult to avoid getting hit in this way, you simply cannot accelerate to sufficient speed. But even minimal movements back and forth, fidgeting in one place, seriously reduce the likelihood of a direct hit, the splash does not cause any significant damage. Here it is worth remembering the “rule of three seconds”. The principle here is as follows: if the artillery is reduced to the square where you are, and you light up, then it takes about three seconds for the enemy to accurately aim and shoot.

This can be used in the following way: after the light, you start, for example, moving forward, after three seconds you stop and back out. The enemy on artillery takes the lead when you drive forward, shoots, but misses, as you suddenly began to back up. This is not to say that this technique always works, but it does significantly reduce the damage received.

It is important to pay attention to the location of enemy artillery and, if necessary, choose suitable shelters.

There remains the last strategy, namely the occupation of high cover, through which the artillery shell cannot be thrown. Here you need to remember that the trajectory of different machines is very different. For example, Ob. 261, it is extremely flat, so you can hide from this artillery even not behind very high cover, but British vehicles have a very steep trajectory, which allows them to throw shells even behind fairly high cover.

"Illuminate" the artillery

But even more attention should be paid to where the enemy artillery is, otherwise all your attempts to hide from it behind cover will be simply meaningless. In most battles, artillery is highlighted only towards the end of the battle, but this does not mean that until this moment it is impossible to understand exactly where it is located. First, when hitting you, the direction from which the shot was fired is displayed. Secondly, there are standard positions for artillery, and they need to be known.

Constantly maneuver and use cover to defend against artillery

Often she stands in general near the base, almost in a circle. Usually inexperienced players do this, but most of them do. So the arrival of a powerful high-explosive projectile is most likely to be expected from the side of the enemy base. There are also standard positions far from the base (often in the corners of the map), where artillery often gets up. The situation becomes much more complicated when there are three or more vehicles of this class in the enemy team, most likely they will stand up so that they can shoot through almost any position, so it will be extremely difficult to hide from a powerful high-explosive projectile.

More precisely, you can stand behind cover somewhere near your own base without fear of getting a similar landmine, but a little more active actions will already be punished. It's hard to do something here. On city maps, this problem is solved as if by itself, there are many tall buildings, through which high-explosive shells can sometimes be thrown only by British artillery.

But you should not relax. Long straight streets are dangerous, artillery can work along them. It is especially worth paying attention when the artillery is targeting you, this happens quite often: as soon as you leave the shelter, a high-explosive shell immediately arrives, although you waited, say, a minute, and there are allies nearby in the chamber.

Negative statements by World of Tanks players about artillery are constantly heard. However, learning to resist it is not difficult.

Of course, such situations are unpleasant, but you should find a positive side in everything. Firstly, your allies will be able to act more actively, and you just need to play more carefully. Secondly, this situation may simply mean that you are better off changing flank and disappearing from the spotlight for a while. Use the time that appears, for example, to analyze the situation using the minimap and search weaknesses in the defense of the enemy.

What to do?

It is unlikely that the number of negative comments about artillery will ever seriously decrease. Still, this is a class with a special gameplay, and they don’t like something that stands out, especially since a hit by a powerful high-explosive projectile can spoil the battle at the very beginning even for a heavy tank. Nevertheless, artillery will definitely not be removed from the game, and its characteristics should not be expected to change, the developers have repeatedly stated that the situation with this class as a whole suits them. Therefore, artillery should be treated as a given and learn to counteract it. It will not be possible to completely avoid damage from it, but anyone can seriously reduce it.

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Reserves are various bonuses (to experience, to credits, to crew experience, etc.) that the Stronghold brings. These bonuses apply to all clan members above the rank of reservist in all battles without exception, whether it be random or team battles or battles on the Global Map.

Thanks to the reserves it is possible without investment Money receive bonuses similar to those provided during promotions or a premium account.

Reserves are produced in buildings and are valid for a certain time after activation.

What are the reserves?

There are eight types of reserves available in the Stronghold mode, which are divided into two groups:

  1. Long-term reserves (valid for 2 hours).
  2. Reserves for battles.

How to prepare a reserve?

In order for clan fighters to be able to use the bonus from the reserve, this reserve should be prepared. Reserves are prepared in buildings. Each type of reserve has its own training cost, expressed in Industrial Resource. To prepare the reserve, the warehouse of the building must have the required amount of industrial resource. To prepare a reserve:

To find out how much time is left before the end of preparation, click on the building in which the reserve is being prepared.

How to increase the reserve level?

Reserve type The bonus it gives Where is it produced
Battle payouts Increase in the number of credits that clan members receive at the end of any battle Financial part
tactical training Increased combat experience that clan members receive at the end of any battle Tankodrome
Military training Increase in free experience that clan members receive at the end of any battle military school
Additional briefing Increasing the crew experience that clan members receive at the end of any battle Educational part
heavy transport Additional industrial resource received for battles in Sorties and Advances Motor transport part
Requisition Additional industrial resource received for the result of the Offensive Trophy brigade
airstrike Additional industrial resource when calling an airstrike. A bomber will fly into the indicated zone and bombard enemy vehicles. The resource is available in the "Sally" and "Offensive" modes Bomber Aviation Regiment
Shelling Additional industrial resource when calling for shelling. The artillery battery will cover the specified area of ​​the map with a salvo of high-explosive fragmentation shells. The resource is available in the "Sally" and "Offensive" modes Artillery battalion

Each reserve has levels from I to XII. They are determined by the level of the building where the reserve is produced (with the exception of level XI and XII reserves). Thus, you can increase the level of the reserve by improving the corresponding structure. At the same time, the parameters of the reserve are changed, such as the validity period, the size of the bonus, the period and cost of production.

Available on a temporary basis from April 14 11:00 (UTC). To select it, you need to use the battle selector (to the right of the “To battle” button):

Among other innovations, last year on the Sandbox server, the 30v30 Frontline mode was available. It will return soon, but this time on the main servers, inviting all players to large-scale battles on a huge map.

ATTENTION! The mode will be available on a temporary basis. More detailed description mode will be a little later.

Mode features

  • Technique: Tier VIII technique.
  • Teams: 30 players per team with the option to play in a platoon of 5 players.
  • Roles: one team is defending, the other team is attacking.
  • Goals: the attacking team must break through the defenses and destroy at least three of the five main targets (details below). Defenders must hold positions and keep at least three of the five defended objects intact.

Tier VIII vehicles: the Frontline mode will be available only for Tier VIII vehicles. This is done so that as many players as possible can get acquainted with the new game content.

The developers have finalized the mode according to the suggestions of the players from the first test, transferred the map to HD quality and adjusted a number of game moments from the list of vehicles to the economy.

New combat equipment:

  • Smoke Screen: Vehicles hide their positions with a smoke screen.
  • Inspire: The crews of your vehicle, as well as vehicles nearby, receive an increase to their main specialty.
  • Engineer Squad: Decreases Base Capture Time, Increases Base Capture Destroy Efficiency, and can stop Base Capture if located within it.

Setting changes. Along with the geographic affiliation of the map (from coastal France to central Germany), some objects on the map have also changed - they have become more characteristic of this area.

Chance to win. Often, a hard time limit interrupted the fight at the most interesting place. The developers believe that victory should be achieved by conscious actions, and not by dragging out time. Therefore, if the battle time runs out when the attacking team is in the process of capturing an enemy sector, the battle will continue until the sector is captured or until the defenders retain control of the territory and completely break the capture (as in football - there is no whistle until the attack is completed will).

Map changes. To do game process more diverse, significantly changed the landscape, objects and their location on the map.

Sector capture mechanics: now, the fewer sectors of the first line are captured, the harder it will be to capture the sectors of the second line. The more sectors in the first line are captured, the less time it will take to capture the sector in the second line of defense.

It is likely that Final version Front Lines mode will be different from what is currently being tested. To help developers set up a mode correctly, launch the Public Test client, select a mode from the list of available modes, and go into battle!

New Mode "Frontline" (from April 14 11:00 (UTC))

  1. This mode is only available for Tier VIII vehicles.
  2. There are two teams of 30 players each. Wherein:
    the attacking team must destroy at least three of the five pillboxes before the end of the battle;
    the defending team must prevent the destruction of these pillboxes.

Battlefield

  1. Map size - 9 km 2 .
  2. The battlefield is conditionally divided into eight functional zones:
    1. the first line is the battle start zone for the attacking and defending teams: bases A, B and C are located in this location;
    2. the second line is the zone in which bases D, E and F are located;
    3. the third line is the area where pillboxes are located.
  3. The map is also conditionally divided into three strategic areas:
    1. Eastern front;
    2. Central front;
    3. Western front.

Combat development

  1. At the beginning of the battle, the players of each team are evenly distributed by ten people on each of the three fronts: Eastern, Central and Western.
  2. The players of the attacking team start the battle from the first line.
  3. The players of the defending team start the battle from the second line.
  4. On initial stage of the battle for the players of the attacking team, the second line is not available. If the attacking player enters the third line, he will be attacked by artillery.
  5. For the players of the defending team, the spawn zone of the attacking team on the first line is always inaccessible. If a player from the defending team drives into this zone, he will be attacked by artillery.
  6. After the start of the battle, the attacking team has 12 minutes to destroy the pillboxes of the defending team located on the fourth line.

Base Capture

  1. There are three bases on the second and third lines. At the beginning of the battle, these bases belong to the defending team.
  2. To advance to the third line, the attacking team must capture the bases located on the first line.
  3. The base is captured as usual, but taking into account the features of the mode:
    1. to capture the base, the player must drive into the base capture circle;
    2. in the "Frontline" mode, the number of players simultaneously capturing the base is three;
    3. to capture the base, players must score a total of 150 capture points;
    4. if the player capturing the base is damaged, the capture progress is not reset, but only suspended for five seconds;
    5. to bring down the capture of the base, you need to destroy the capturing player.
  4. Capturing each first three bases (A, B and C) adds 120 seconds to the time remaining until the end of the battle.
  5. Capturing the last base on the second line adds 240 seconds to the time remaining until the end of the battle.

Base defense system

  1. Bases D, E and F, located on the third line, have a unique defense system.
  2. The difficulty of capturing bases D, E and F depends on the number of captured bases on the second line.
  3. If the attacking team captured one base on the second line, then in order to capture any base on the third line, it needs to score 400 capture points.
  4. If the attacking team captured two bases on the second line, then to capture any base on the third line, it needs to score 250 capture points.
  5. If the attacking team has captured all the bases in the second line, then in order to capture any base in the third line, it needs to score 150 capture points.

Additional time

  1. If at the end of the battle time at least one player from the attacking team is in the circle of capturing the base, then the overtime system is activated.
  2. The maximum overtime is 90 seconds.
  3. Overtime is disabled if no player captures the base.
  4. If the attackers manage to capture the base in the extra time, then an extra time is added to the current battle time.

Zone capture

  1. When the attacking team captures the base, the zone on which it was located given base, goes under the control of the attackers. Example: if the players capture base A, then the zone located on the Eastern front of the first line goes under the control of the attackers.
  2. After the zone passes under the control of the attacking team, the players of the defending side are given 60 seconds to leave the occupied zone. All vehicles of the defending team remaining after 60 seconds in the zone captured by the attackers will be attacked by aircraft.
  3. After the attacking team captures a zone, the next zone on the front becomes available for capture by the attacking side. Example: if players capture base A, then the zone controlled by base D becomes available for them to capture.
  4. After capturing any base on the third line, the attacking team gains access to the fourth line and can proceed to destroy the pillboxes of the defenders.

pillboxes

  1. Dots are interactive objects and the main target for the attacking team.
  2. The strength of each pillbox is 3000 units.
  3. Dots can be destroyed by player projectiles.
  4. Pillboxes have exceptional frontal armor (2000 mm).
  5. Side armor pillbox - 165 mm.
  6. DotA's most vulnerable spot - rear end(70 mm).
  7. HE shells deal 50% of their base damage to dots.

Respawn system

  1. After destroying your vehicle (if your team controls the spawn points) you will be taken to the respawn screen.
  2. On this screen, you can choose:
    1. Which car to return to battle. All Tier VIII vehicles you have purchased are available to you. She needs to be repaired and manned.
    2. The flank you prefer to land on:
      • flank on which this moment there are more than 13 teammates, will not be available for disembarkation;
      • no more than one self-propelled guns can land on one flank.
  3. The return is not instantaneous:
    1. the vehicle on which you were destroyed becomes unavailable for returning to battle within five minutes from the moment it was destroyed;
    2. after going to the respawn screen, you cannot return to battle for 30 seconds.
  4. The number of respawn points is individual for each player:
    1. at the beginning of the battle, all players have only one "life" in stock;
    2. every five minutes after the start of the battle, teams receive reinforcements and each player receives one additional respawn;
    3. the player cannot accumulate more than two potential respawns.

Repair points

  1. You can use the repair points located on the battlefield:
    1. The radius of the repair zone is 25 meters.
  2. At the moment when you are in the circle of repair, the resource of the machine is restored:
    1. 100 durability points per second;
    2. 10% projectiles per second (from the base value);
    3. 100 crew HP per second (conditional);
    4. 100 HP modules per second (conditional).
  3. All premium shells and premium consumables are restored to their pre-battle condition.
  4. After restoring the resource of the machine to 100%, this particular repair point becomes inaccessible to the player for two minutes.
  5. If the player takes damage during the repair, the repair stops. And it is this repair point that becomes inaccessible for 5 minutes.

combat reserves

  1. Six combat reserves can be used in the mode.
    1. Artillery shelling.
    2. Airstrike.
    3. Reconnaissance aircraft: detects enemy vehicles in a certain area of ​​the map.
    4. Engineer Squad: Reduces base capture time, increases the effect of capturing, stops the capture while in the circle of capturing your own base.
    5. Smoke screen: at a given point, a cloud of smoke is formed that hides tanks.
    6. Inspired: Player and allied vehicle crews within a small radius gain an increase to their primary specialty.
  2. In the Garage, before the battle, you need to install the combat reserve you are interested in in special slots.
  3. You will have from one to three slots for reserves, depending on the type of vehicle (one for medium and heavy tanks, two for tank destroyers, three for light tanks and self-propelled guns).
  4. All combat reserves have five levels of development.
  5. To increase the level of the combat reserve, you need to spend a supply point.
  6. You get supply points for each level of account development.

Ranks:

  1. For performing useful actions in battle, you will be awarded ranks.
  2. The higher the rank with which you finish the battle, the greater the final increase in experience will be.
  3. There are six titles in total:
    1. "Private": all players start the battle with this rank.
    2. "Sergeant": +10% experience.
    3. "Lieutenant": +25% experience.
    4. "Captain": +50% experience.
    5. Major: +100% experience.
    6. "General": +200% experience.

OrcShaman (Feb 19, 2019 - 03:06 PM) wrote: Since I got the commander's attention. It will be more convenient Combat consumables in the Frontline and why it matters! To begin with, a small educational program about what combat consumables are in general in the Front Line, how to upgrade them, choose them, etc. In Frontline mode, you can use combat consumables. There are 6 of them in total with different properties (more on the properties below): The principle of its operation is as follows: the player selects (with the corresponding button on the keyboard - numbers 7-8-9) a consumable and is transferred to an analogue of an artillery sight: Next, you select the target for which you want the artillery preparation to work (here the important point is the you can choose absolutely any place on the map as a point for attack, and not just a position in your direction) and actually press the left mouse button. If you change your mind and want to exit the artillery sight, press the right mouse button. It should be borne in mind that the shells do not arrive immediately, but after 5 seconds a special indicator with a report will report about it, so if you see that the target is moving, take the lead. Shelling inflicts damage on the target (similar to the principle of operation of self-propelled guns, but without stunning). The closer the target is to the center of the circle, the more damage it will receive. Armor penetration of HE shells is 20mm. The higher the level of shelling pumping, the more shells the artillery preparation fires, the longer its duration and the less reloading. Damage dealt by this reserve will also award experience and credits. Shelling Boost Mechanics/Levels 1st level 2nd level 3rd level 4th level 5th level Reload time 340 seconds 330 seconds 320 seconds 310 seconds 300 seconds Number of shells in salvo 16 17 18 19 20 Duration of shelling 4 seconds 4.25 seconds 4.5 seconds 4.75 seconds 5 seconds . The best choice of target would be various tank destroyers, the cabin of which is either poorly protected or even open. In addition, for the defending team, it is worth using artillery shelling in the case when the enemy hid his tank in the circle of capturing the base and your allies can’t get it in any way (let’s say he hid behind the skeleton of a wrecked tank) - it is in such cases that an artillery strike will help from which the enemy cannot hide. Airstrike Operating principle: the player selects (with the corresponding button on the keyboard) a consumable and is transferred to an analogue of an artillery sight (view of the game location from above), which differs from the usual sight of the self-propelled guns. The target looks like this Another important fact about the mechanics of combat consumables is their reloading. You won't be able to constantly use a consumable in battle - they start reloading from the moment your tank appears on the battlefield. The recharge of each consumable is quite long, which is why you need to monitor it and use a combat consumable if possible. Ideally, use it most effectively. And here's how to do it most effectively, we'll tell you now in detail.

unball: Airstrike Operating principle: the player selects (with the corresponding button on the keyboard) a consumable and is transferred to an analogue of an artillery sight (view of the game location from above), which differs from the usual sight of the self-propelled guns. The target looks like this The arrow indicates the direction from which the planes with bombs will arrive and bombard. The direction can be changed - for this you need to press the left mouse button ONCE and after that, with mouse movements, select the direction of attack that you plan After you have chosen a direction, subsequent left-clicks of the mouse will activate the airstrike (If you change your mind and want to exit the artillery sight, press the right mouse button) All players will see on the minimap, and directly on the map itself, the place of the airstrike and the time before it As with artillery preparation, the time from pressing the LMB to direct bombing is 5 seconds. Like artillery preparation, you can use an airstrike at any point on the entire map. Projectiles (bombs) are distributed randomly around the entire perimeter of the sight area. Armor penetration of HE shells is 10mm. Projectiles deal damage and stun targets. The higher the airstrike level, the more shells (bombs) the planes will drop, and the longer the stun will be. For damage dealt by this reserve, as well as for damage to stunned targets, experience and credits will also be awarded. Airstrike Leveling Mechanics/Levels 1st level 2nd level 3rd level 4th level 5th level Cooldown 360 seconds 360 seconds 360 seconds 360 seconds 360 seconds 30 meters 50 x 30 meters 50 x 30 meters Number of rounds per salvo 40 45 50 55 60 Stun duration 18 20 22 24 26 Usage tips Given that the airstrike occurs over a much larger area than artillery preparation, it makes sense to use it on large groups of enemies to damage and stun them all at once. good option the combination looks like a reconnaissance aircraft followed by an air strike on targets illuminated in positions. As in the case of artillery preparation, the ideal targets for an airstrike are slow, lightly armored targets. Reconnaissance aircraft Reconnaissance aircraft How it works: Reconnaissance aircraft monitors the area of ​​750x300 meters - all vehicles located in this zone are detected and remain visible for up to 30 seconds. All information about the seen enemies is sent not only to the player who activated the reserve, but also transmitted to allies within the range of his radio; he also gains experience and credits for damage inflicted by allies on targets illuminated by aircraft, similar to the exposure in random battles. Principle of operation - the player selects (with the corresponding button on the keyboard) a consumable and is transferred to an analogue of an artillery sight (view of the game location from above), which differs from the usual sight of the self-propelled guns. The target looks like this The direction with the aircraft indicates where the reconnaissance aircraft will arrive from and its subsequent trajectory. After you have chosen a direction, pressing the left mouse button will launch the call for a reconnaissance aircraft (if you change your mind and want to exit the artillery sight, press the right mouse button). On the minimap, and directly on the map itself, for all players, an indicator and time will appear before the appearance of the aircraft. As with artillery preparation and airstrike, the time from pressing the LMB to the immediate appearance of the reconnaissance aircraft is 5 seconds. Like the previous two consumables, you can use the reconnaissance aircraft anywhere on the map. Recon Aircraft Leveling Mechanics/Levels 1st level 2nd level 3rd level 4th level 5th level Cooldown 210 seconds 210 seconds 210 seconds 210 seconds 210 seconds Deployment time 6 seconds 5 seconds 5 seconds 4 seconds 4 seconds at 750 meters 300 at 750 meters 300 at 750 meters Duration of target detection 20 seconds 22 seconds 25 seconds 27 seconds 30 seconds Neither tank camouflage, nor its location (bushes), nor camouflage net, etc. . - all tanks that fall into the area of ​​​​action of the reconnaissance aircraft will be detected in any case. Usage Tips The Scout Plane is most effective in areas near the vehicle of a player who is not supported by allied Scouts. Many zones are surrounded by terrain with abundant vegetation, where enemy tank destroyers can be located if you see that your tanks are taking the base (or Option for defense. If you see that the base capture indicator is on, and neither you nor your allies you can’t see the tank that captures the bases (low aircraft, tank destroyers with good camouflage behind the cover at the base, etc.) it’s worth using a reconnaissance aircraft to get information about where the enemy is and try to bring down the capture. If one of the bases is lost, it is worth retreating to the next point, take a convenient position for firing and send a reconnaissance aircraft in the exact direction from which the opponents who are advancing deep into the front should appear.This way you will find them before you find out attack with your tank directly and you will be able to open fire earlier.Attack option After you have taken the base, the enemy tanks will retreat and regroup in the next zone, and you will have to drive part of the map forward. On some lines (for example, the distance from zone A to D or from C to F), the space between the bases is quite open and it is quite difficult to drive without finding yourself. However, by using a reconnaissance aircraft on the nearest enemy defensive positions, you will be able to detect them, which will force them to change positions and, accordingly, you will be able to move more safely. defend it from invaders) fire from the bushes, it is worth using a reconnaissance aircraft precisely on this territory in order to illuminate the tank destroyers and either destroy them or force them to change position. Inspiration, well, you get the idea. Subversive Squad Smoke Screen An important point is the fact that for each class of vehicle you can take a certain number of combat consumables with you into battle: one for medium and heavy tanks, two for tank destroyers, three for light tanks and self-propelled guns. This distribution allows each class to influence the development of the battle: light tanks, for example, will not only be effective scouts, but will also be able to interact more closely with the team due to the greater number of combat reserves. The different number of consumables for different classes is designed to diversify vehicle classes in battle. Otherwise, players would focus on more versatile machines. And so we expand the capabilities of classes and breed their game purpose, due to additional features. Each of the consumables can be pumped from the 1st to the 5th level. The higher the level of a combat consumable, the better its effectiveness. For example: a level 1 smoke screen lasts 40 seconds, and a level 5 smoke screen lasts 50 seconds. The levels of combat consumables can and should be upgraded using Supply Points earned for progressing the level of the front. Each level of the front = 1 point for pumping consumables. Thus, when your front level is 30, then you can upgrade all 6 consumables to the maximum level 5. Naturally, you need to do this not at the end, when you will have the 30th level of the front, but during the leveling of the front - they leveled up, pumped what you need, and so on until victory. How to choose combat consumables? Consumables are selected in the Hangar before the battle. Slots for combat reserves are located on the right in the same part of the screen as equipment with regular consumables: Another important fact about the mechanics of combat consumables is their reloading. You won't be able to constantly use a consumable in battle - they start reloading from the moment your tank appears on the battlefield. The recharge of each consumable is quite long, which is why you need to monitor it and use a combat consumable if possible. Ideally, use it most effectively. And here's how to do it most effectively, we'll tell you now in detail. In terms of? Hide everything under a spoiler?


The main advantage of the Stronghold is the significant bonuses that clan players can receive when using reserves. With their help, you can not only increase the amount of earned credits, experience and industrial resources, but also influence the outcome of the battle.

The clan can not only prepare reserves in its Stronghold, but also receive their modernization command center and participation in war games.

At the bottom of the screen is a reserve warehouse:

  1. The number of reserves of each type prepared in the Stronghold.
  2. The maximum level of available reserves. The warehouse can store reserves of different levels.
  3. The reserve currently in use.
  4. Remaining reserve time.

Reserve types

There are eight types of reserves available in Stronghold mode. All reserves are divided into two groups:

  • Reserves for battles

Long-term reserves

  • Battle payouts
  • Military training
  • tactical training
  • Additional briefing

Players in the position of Reservist do not receive bonuses from sustained reserves.

Reserves for battles

  • heavy transport
  • Requisition
  • airstrike
  • Shelling

To use the Combat Reserve, take it into battle (see ).

For combat reserves to work, they must be activated directly in battle. Reserves can be activated one minute after the start of the battle.

During a battle, either the squad leader or the gunner appointed by the commander can call for an Airstrike or Artillery. The gunner can be any member of the squad, including a legionnaire.

You can assign a gunner in the formation window of the squad: right-click on the name of the desired player in the squad and select Appoint gunner. An icon will appear to the right of the player's name.

To remove these powers from a player, right-click on their name and select Take away gunner's powers. The right to activate combat reserves in battle will return to you.

If you do not activate a Combat Reserve in battle, you will not receive additional Industrial Resource from that reserve. Unused combat reserves do not burn out and are returned to the warehouse.

Reserve "Airstrike"

Air strike allows you to attack the enemy from the air. During the attack, the bomber drops anti-tank bombs on a given area. Shooting down a bomber is impossible.

Features of the reserve "Airstrike":

  • Bombs are dropped almost vertically, so it is extremely difficult to hide behind objects on the map from them.
  • Bombs are dropped sequentially from one edge of the affected area to the other in the direction of the bombardment.
  • The power of the bombs is enough to destroy some buildings.

To use the Airstrike reserve in battle:

  1. Press the key that corresponds to the Airstrike reserve (default 7-9 ).
  2. Aim at the area of ​​the map that you want to bombard. The affected area is indicated by a green outline, and an arrow indicates the direction of the attack.
  3. Click to fix the center of the affected area. Use the mouse to adjust the direction of the bombardment.
  4. Click to fix the affected area. After five seconds, the bomber will drop bombs on the specified area.

The affected zone and the time until the bombs are dropped are visible only to the players on your team.

  • right-clicking;
  • by pressing the Esc key;

Reserve "Artobstrel"

This reserve allows you to carry out artillery shelling: a salvo of high-explosive fragmentation shells is fired at the selected area.

Features of the reserve "Artillery shelling":

  • When you use a reserve, the projectiles fly into the affected area at a certain angle from your base.
  • The angle of entry of projectiles into the affected area is the same for any selected area of ​​fire.
  • Projectiles hit the affected area randomly and evenly throughout the duration of the shelling.
  • Reserve deployment time - 5 seconds.

To use the Shelling reserve in battle:

  1. Press the key that corresponds to the Shelling reserve (default 7-9 ).
  2. Aim at the area of ​​the map where you want to fire. The affected area is indicated by green dots.
  3. Click to fix the affected area. After five seconds, the shelling will begin.

Until the hit zone is fixed, you can cancel the use of the reserve in one of three ways:

  • right-clicking;
  • by pressing the Esc key;
  • by pressing the key that corresponds to the "Airstrike" reserve.
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