13Disciple | CraBeatOff | 20-Dec-18
Engaging the Enemy
Put simply the rule is:
Camo / View Range > Exposure > Armor > First Strike > HP
Camo / View Range > Exposure > Armor > First Strike > HP
Terribly simple to grasp and understand however tremendously helpful and easy to process in battle.
First, attempt to engage the enemy from a position of concealment, or outside of spotting range (greater than 445m). Note that this means you'll share any exp you get from damage with who ever is spotting the enemy for you. Once you've exhausted your ability to damage tanks from outside spotting range you'll need to expose your tank in order to continue the fight. When you do that you should, limit your exposure. make sure your tank creates the smallest hardest to hit profile you can, only peaking out from cover the bare minimum. When you are limiting your exposure, use your armor (if you have any to use). If you are unable to limit your exposure, or use your armor effectively, make sure you get the first strike in, and have the HP advantage.
First, attempt to engage the enemy from a position of concealment, or outside of spotting range (greater than 445m). Note that this means you'll share any exp you get from damage with who ever is spotting the enemy for you. Once you've exhausted your ability to damage tanks from outside spotting range you'll need to expose your tank in order to continue the fight. When you do that you should, limit your exposure. make sure your tank creates the smallest hardest to hit profile you can, only peaking out from cover the bare minimum. When you are limiting your exposure, use your armor (if you have any to use). If you are unable to limit your exposure, or use your armor effectively, make sure you get the first strike in, and have the HP advantage.
Overall the point is to make every attempt to engage the enemy first through means of un-returnable damage. If you have a good scout tank, or medium tank that has provided vision control, it's up to you (and your team) to take advantage of such opportunities. This gives your team as a whole an HP advantage and one of the techniques that can help improve your win rate. Once you've exhausted your ability to engage through un-returnable fire, limit your exposure and use your armor. If you can avoid exposure and rely on your ability to snap a shot quicker, and use your armor as back-up, then you will have a higher chance to come out of the encounter with more HP intact, ready for potential use later. This technique will give you opportunities while minimizing the risk of return damage. Make sure you read the map carefully, pulling back (or rushing out) in order to engage the enemy in a more favorable condition can be game changing. If you must engage outside of the previous conditions try to make an attempt to surprise your enemy through concealment and view range. this gives you the first shot advantage. At this point the only remaining option is trading HP for damage. If you can choose your targets - try to isolate and trade your HP with the lowest HP target available.
Un-returnable Fire Exists Everywhere
This is just a guide to get you started. Clearly you shouldn't sit at draw distance constantly. You need to be able to recognize that you can use your team mates HP when they make poor plays to your advantage. It presents you with un-returnable fire opportunities, even though you will be spotted, and likely presenting a target. When you know your opponent is on reload - that's an opportunity of un-returnable fire. There are also times when it's appropriate to sacrifice your HP for the good of the team, and to give your team the best case win scenario. We touch on this with Lanchester's Square Law in another article.
This is just a guide to get you started. Clearly you shouldn't sit at draw distance constantly. You need to be able to recognize that you can use your team mates HP when they make poor plays to your advantage. It presents you with un-returnable fire opportunities, even though you will be spotted, and likely presenting a target. When you know your opponent is on reload - that's an opportunity of un-returnable fire. There are also times when it's appropriate to sacrifice your HP for the good of the team, and to give your team the best case win scenario. We touch on this with Lanchester's Square Law in another article.
As is true in real life the 'survivability onion' works equally well in game.
What's the difference between detected and acquired in World of Tanks? Detected is when people can infer your location with out directly spotting you. This can be from knocking over objects such as trees and buildings, or when you shoot an enemy. When I take damage, or bounce incoming fire from un-spotted tanks, knowing the alpha damage means I'm able to guess where the tank is firing from (and in Clan Wars - what tank it likely is). Acquired - is actually being spotted by the enemy.