Map Mondays: Frontline "Road to Glory"
Дата: 22.05.2018 02:38:21
Hambijon: Hello Tankers! We are going to do something a little
different for today's Map Monday! With Frontline in full
effect why don't we showcase some of the awesome guides fellow
tankers created for the Frontline Guide Contest? It's astounding
to see the amount attention to detail some of these guides provide,
so I'll do my best to compile them but I highly recommend checking
out the full versions if you're looking to improve your Frontline
game. Player Guides: JBomb001 timelabor sahmlockhart BlackFive Realign Map Overview: As
most of you know, this map is freaking massive since it has to
house 30v30 battles. For this reason, the map is separated
into 9x9 sectors and if you are just starting it can definitely be
a little daunting when spawning on a new sector, so having simple
map guide like the one below is extremely helpful. Courtesy of
JBomb001 for the tactic maps and timelabor map descriptions
Sector A Zone A
specifics: Ridge line in the East – good to support the
capture effort with TD fire – nice flank shots on defenders and
attackers alike. You will likely encounter enemies here as
well. As the attacker, work to control ridge first. As the defender
– die while focus firing on any enemy tanks on the cap. A-B
transfer – situational Primarily useful for the attacker, but if
the defense in “A” is going well – the defending team can slip into
“B” and create some flanking havoc. Defender – you must push the
cap area and work the ridge. “A” has been one of the hardest
zones to defend.
Sector B
Zone B Specifics:
Defender need to get into flanking positions that can shoot early
cappers Attackers not on cap focus fire on enemy tanks that can hit
the cap Expect fire fights in the center and eastern flank
Attackers may want to slide of the East ridge on Zone “A” and
overload that map making capture easier.
Sector C
Zone C Specifics: Attacker needs to
contest the Western “tower” area – Defenders really want this –
from there they can deny most capture efforts in this zone.
So, both sides really need to fight for this area. In a
similar manner the East will provide some cap flanking
opportunities – not as critical as the West tower. Attackers
– if not fast enough – will catch flank fire from the east as they
approach the cap.
Sector D Zone
D specifics – Play/experience so observations are limited:
Attacker – reorganize and, as always, press the cap ASAP The East &
West edges both offer a number of sniper locations for the Defender
– attacker needs to contest these locations to disrupt that flank
fire Transfer to “E” is more useful for the attacker SPG location
allows for cross zone fire Attacker can go wide in the west and
flank the defender – defender, key an eye on that.
Sector E
Zone E
specifics: Defender needs to be aware of Western D→E crossovers
clashes can occur anywhere along that mountain pass Eastern Ridges
– a fight will develop for control of these houses and sniper
zones. Neither side can afford to ignore it. Eastern ridge –
given the opportunity, the attacker can push right through here
unspotted and be prepared to cross into the Objective Zone ASAP.
Defenders – be aware Defender can cross in the North to from
zone “D” – this can flank fire into the advancing enemy after
taking zone “E”.
Sector F Zone F specifics: Regarded as
one of the more difficult zones to capture – defenders can get a
lot of angles on the cap and have covered positions from which to
shoot incoming attackers. Attackers taking the longer approach down
the narrow western trail can break the defense on that flank and
make capping much easier – but it is a long drive. Defensive sniper
nests typically form under cover directly north of cap and on the
eastern ridge. Attacker should contest the eastern ridge by assault
and clear it.
Objectives:
The objectives cannot be
repaired once damaged. Given enough time the attacker will
always destroy them. How much is enough? Depends on the
attacker, but as little as four minutes usually means an attacker
win. Flank fire on the objectives will generally pen… so
there’s no need to maneuver all the way to the rear of the turrets.
Anything that does NOT pen will not be of use. Attacking SPG
at this point can only interfere with defending tanks (well unless
you move all the way to the rear of the Objective) so don’t even
bother to shoot Objectives with SPG. Defending SPG as
useful (or useless, depending on your opinion) as ever and maybe
more so. Why? At this stage attackers will press on despite
damage. Therefore, many are more likely to be one shot kills and
the stun slows their rate of reload. Again, I’ve frequently
had multiple kills in the last couple minutes of FL using
artillery, small damage but crucial impact on preventing an
objective or two from being destroyed. Essentially these are
all attacked with the same approach. Gang up, focus fire,
bring one down before you jump another. Look at disposition
of defenders (TAB key) and go where they are not!
Defenders, don’t try and hold them all – and Kills on attackers are
critical – you need to send them away to re-spawn, focus fire!
If you die trying it’s not too bad as you respawn closer to
the action than the attacker.
If readings not your style, you can check out some of the
following videos for guidance: Thanks again
for all who participated in the Frontline Guide Contest







Map Mondays: Frontline "Road to Glory"