Tactics games on the map Pass

Consider the most popular schemes of combat on the map PEREVAL. From the first respawn, we take the tactics for the company format, there are three betachats, amkh, seven, three art, starting with the beta, we immediately start on the first line and with them let us assume two sevens, immediately rage, the remaining seven come in the square j2 and Stand in the def. One IC 7 necessarily looks at the bridge, in order to control the rage, tk. The adversary can send it there and see your movements, he might think that you are going into a stupid rage on the first line, respectively, just by your tanks to drive from the center over the bridge to the break. On the capture. Art from the first base, she also leaves with the tanks in the square j 1 and if the seven lights up that it is raging over the bridge, it just leaves, hides. I 7 squares j 2 approach a little closer, and begins to hammer on all the enemy tanks, if the bridge is moving. And to disassemble them is no longer a problem. The seven in square j 2 serve for the defa if the opponent moves in the center. Is 7 watches the first two minutes on the bridge and does not see any rage or activity, she just leaves to the base and watches possible races on the glacier. The main difficulty of this tactic from the first base is. That the first line you pass longer, that would occupy the key points. Because of this, if such a tactic will be from the second respawn, they will have time to drive up and line up. At least they will have time for amkh and batchats, they will meet you, you will only be stopping by. This is of course very difficult. So on the fence the French quickly kill similar French very quickly, plus seven, from the second bases come to the water. It is also possible to go ahead by everyone, but then we risk missing, or the rye on the bridge, or the rye on the glacier.

It is also possible with such tactics to let st-ku straight down to the bottom descends on the glacier, then the possible rage from the bridge and glacier shines. There are a lot of options, but only if there are only two sts plus two amkh here, then they can rip off a similar opponent. Which will stand in the defo. If, for example, the opponent did not let the stunt here, but went all at once. It is also very difficult to fight if the opponent simply goes to the square to 7 all seven and am, all that he has, that is, Non-stop comes to the base, and you will admit this moment was not enlightened. For this, amham needs to illuminate the water.

In the future, if you drove and captured the squares to 3, m 3, from the base you drag the art further and just squeeze the opponents out of the square j 7 if they stand in the def. Art directly shoots and knocks out their tanks.

From the second respawn you can play exactly the same way, send 3 batchats, 2 amkh and sevens at once in front of the water. The main thing is to take positions and meet enemy tanks, but we must take into account the fact that in this well we must carefully leave the batchats, because you can already wait. Just beware of the artifacts from the base, it can just bang. In this case it is better to drive up from the beginning with a batchat for light and immediately leave to hide. Ie the main thing is to meet an enemy breakthrough and hollow it as possible with an arta. In addition to the fact that you work on the focal point. You can also leave one tank to watch the rage on the bridge and let's say the seven remain on the center. All actions depend on the situation and the scheme of your game.

A version of the glacier is possible, it is rare enough to roll, but sometimes it benefits. The possible option is the same on the bridge, if you saw that there is an attack on the flanks, then it makes sense to break through the bridge. Then you need to act on the situation. Such attacks take place once in a while, it all depends on the opponent, but often you are met and quickly disassembled.

The moment is possible that you leave the batchata on the water for light. Watch the rivals and throw the arta, and keep the main forces on the base near the bridge. If the opponent moves to the bottom, we leave one tank for illumination, in the center there are 2-3 tanks in the def. The rest return to the base. Then one remains in the deface on the glacier and continues to move the shock group along the glacier and pinch the enemy, who descended to the water and is being struck from the bridge and the center. This is a common mistake at the landing, when the opponents are loaded onto the water and take an arta with them, if they stopped by, then the remaining art can no longer help. You hit on the right and go downhill, in order to hide from the art, and disassemble one by one.

For the boarding of the pass, it is not recommended to take a lot of artillery, a maximum of one or two.

Next we will consider the map replay for the pass. The game is played against aces. The game runs from the second base, the light went through the center, the opponent also goes to the first line. On the first line, we move with a large train, two batchats, two amkhs, three ises. 7. We line up for a strike. At the center there is only one 7 for viewing for the bridge, two sevens are looking at the center. In principle, the scheme described above is used. At the base remained E 100.

Consider a rage or attack. From the left flank, it is already clear that the attack will not take place. The enemy also noticed us. The replay is added for entertainment.

Apparently, the enemy arrived earlier. Most likely, the enemy waited for their sevens, they did not go to the maximum speed to attack, but all the same, they waited until the support comes. But apparently they came out not synchronously. We are in a defensive position. The fight turned out very interesting, almost to the last tanks. Our team sent three tanks to the center. Two in the center one by the bridge. T.K realized that most of the enemy troops were met at the very beginning. E 100 moves from the glacier to the center. Now the enemy is furiously attacking and at this moment our art is very blunted. Is 7 went to attack the artillery. As you can see the art missed, working on tracers. In this situation, the art had to shoot at the tanks. We must understand that support was required. The main goal is now to cut the enemy's enemy. We were behind the mountain, and the enemy's art for us could not work. This moment was missed. The fight was lost.

Our tanks passed through the bridge and the center, they could push. On the basis of met resistance, but the fight came in our favor. Our team was a little more fortunate because of the fact that we successfully met on the attack, immediately gave two minuses and further the advantage was in our direction.

Let's consider one more replay. Start from the first base, against BTR1. I want to say right away that BTR1 and BTR2 and other horseradess understand who in the clan BTR does not have a relationship.

In this battle the artillery decided that she was smarter than the commander and remained at the base. Only one arta went with us, as it was necessary to make a pass on the map. Well because of this we had some losses on the tanks. We pass, as was described above, we can say standard. The French are all going to attack. Is 7 slightly behind, they are slow in speed. One seven looks at the bridge, E 100 looks at the glacier. Now we noticed that there is a rust on the bridge. Because The enemy himself cheated, they thought then our team, all the heap went on the attack on the other flanks. But on the very same thing, you see on the map to us there were only two ICs 7. Three of them stayed closer to the center, now everything is turning around and shooting back. At the center we leave one batchat, that it would create an appearance that we are still here. And at this time break through on the left flank. If only two artifacts that were left on the base were moved as it should, then we would have scattered the rye in full. But unfortunately this did not happen.

Rivals non-stop went to our base on the capture, in the hope that we will not be able to return. The downside of the current situation is that artillery enemy art can calmly throw. Our team returned, but now we can get damage from the art. Since the respawn is completely shot through.

The battle ended very successfully.

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