Reply To: Tanking Tips

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#85472

This depends on how good you know youre crew. When i’m gunner, i pick myself targets, depends always on used ammunition, bigger threat, etc.

But i listen to the most experienced HLL Tanker in the tank (usually commander). I had it often that the commander takes the driver’s seat and completely moves the tank and gives orders like (gun at 12, or dont move the gun past 11 and 1, or gun at 3 (as he pushes forward)). So as you can see it depends on the tank crew/commander, and it would help to have a bit tanking experience even from other games. I’m, as an veteran RB/SIM WT player must admit, that i’ll not become friends with HLL’s tank weakspots. But it is very good for understanding how tanks mobility/aim/etc behave.

But for basic knowledge, the turret can traverse fully around, but the turret is slower than turning the tank in this game. So it really depends of your crew, on the situation and the expectations of you and your crew on how to advance the enemy in an specific situation. I had a few situations, where AT Inf destroyed our engine and i had to turn the turret around to be able to prevent the destruction of the tank, while the driver hopped out for repairs. So it is really depending on the situation and crew.

Oh, before i forget, talk in the beginning of the match with your squad, what youre using as main communication spotting mechanic. We’re always taking the clockwise system to designate to the gunner where the enemy is, and for an preciser callout afterwards we’re calling the exact callout out of the 360°. Sometimes gunners get confused with the ° callout and have to think ad look down where to traverse the turret, but when you’re facing an enemy tank, most of the time an callout like ‘2 o’clock’ is more than enough, because of the silhouette of the tank 🙂

And it is never bad to take initiative in your own hands, just communicate and tell your mates, what youre about to do / what youre planning to do 🙂

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