Jump to content


The art of capturing base

Cap capping base capture base capture capturing base

  • Please log in to reply
12 replies to this topic

minitelrose #1 Posted 24 January 2016 - 06:42 AM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

The art of capping
This was written as WOTB was in v2.5, for encounter.

for supremacy, see the next post.


Capping mean the action of capturing the base. It never meant you need to stay until 100. That depends on your goal.

noob means a new player, or a player with ignorance. Not an insult in anyway.

I was noob until my 12.000th game and I found a platoon mate who explained most of what I know now.

 

 

Introduction :

The game indicate to new players : "you win if base is captured to 100 or when all ennemies are removed". Most people have tried in their first game to find the base and cap it. At tier 3, most players have learnt that this is not a viable strategy. After this lesson, they never cap anymore. But there is more to it.

Why capping is even a mechanic in the game ? Many good use of the cap. 
 

 

Wrong capping
The only wrong capping is the one noobs use all the time : cap without a purpose or situational awareness.


1- go there and cap while all reds will decimate entire greens
this is wasting time and Dpm and not helping the team, and red guns will turn to you sooner or later. Fail. Most people stop doing that at tier3 but occasionally some tier7/8 can still do it, especially when driving a premium with no previous experience.
 
2- go there and cap while greens will decimate entire reds
 it's a total waste of otherwise good XP and credits earnings.

 

 

Good capping
About the good use of the caps, it's impossible to list them all, you can creatively elaborate new ones all the time, conditions permit. As most things in this game, it's very sensitive to when and how. Below is opportunity of good capping by yourself or in small numbers.

 

1- last enemy is a super fast tank and your team is slow ?
Just cap and wait. Don't chase him, don't exit. You should have decided to be close to cap at minute 5 in the game. -2 before the end. Plan more time to go to the base, according to your tank. Because you need to cap, and he will try to reset, so you will need time to cap again.

 

2- You have tremendous amount of armor but are slow ?
Just go near cap, wait until reds are busy all around and enter the cap to put pressure on them. Timing is especially important if you are not top tier 

 

3- cap has natural cover and protection ?
Go inside and snipe as the reds strive to come. Works depending on many conditions, of course on fails bridge map but including hopeless fort rock field or other maps you wouldn't expect.

 

4-  You have a fast medium ? They don't have any ?
Go cap first thing in game. They will all come for you and you escape there. While Your team knows their location and can surround them, they are exposed to fire all around and have no clue where the fire comes from. You are a bait and this is a valid trap strategy.

 

5- you are a slow lower tier heavy with useless gun ? Red team has no upper tier med ?
if they have  upper tier medium it's fail as he will come quickly kill you and return to business. while reds are engaged in other places, Sneak in the cap. You might die but it will force the reds to give up fight and move through the map. This will greatly reduce the pressure on your teammates so timing it perfectly is most capital there. If your teammates can make use of that shift (I know, team mates what is that word) the loss in red upper tier HP will far exceed your lower tier HP, and your gun was useless to begin with.

 

6- All reds are up and are gaining the upper hand over your team and you are near the cap ?
Cap will make them panic and split, rush and being spotted in the open, your team will gain local numerical superiority and major advantage. Just escape before they reach your [edited].

 

7- your team and red team massively go head to head on far side of the map ?
Go cap alone. None of the red can accept to give up as they drill your team, meanwhile you cap to 100, with 6 green dead and 7 reds live. scary, but a very self satisfying win every time.

 

Do
i often cap till 99 and exit right there, but only if I have time to do full cap again.

 

Do not
Exit base because there is an easy kill who just went to hide behind a corner. Don't worry he will show up again. Exit and kill him only if you have low points, more red will show soon, or you have ample time to cap again.

 

Conclusion
again, many good use of the cap, can't list them all.

 


The very special art of capping as a team.
why cap circles are so big ? Because they should accommodate all 7 tanks with some room to maneuver.

 

Time
The more tanks in the circle, the faster the capping. Holly cow have you ever capped any map with all 7 tanks ? Reds would better be really close by because there is no time to say UFF.

 

Cant reset
besides, any single or even platoon red showing up will receive 7 shots at once. Insta kill guarantee, while he would reset only 1 tank at the best. Any red coming after that has ever increasing trouble finding who really owns the cap points between seven targets and resetting becomes even harder. Players with more cap points should hide and people with no points should protect them. Even die in front of them.

 

Maps
For a good 30% of the maps all7 capping is such an effective strategy ! 
Hopeless fort, goldville, port bay, many others can be capped that way. if red has any camper, or any tank venturing in the far side, and don't decide to rush all together, they loose. Even if they rush they usually are more exposed as most map have some protection.P, and the difference of speed between their tanks means they will only show up one by one.


but well, most people don't know how to cap properly.

 

Variations
Even 6 tanks is a valuable strategy. If you need to be only 6 capping :
have your huge maus or AT2 Sidescrapping and barring the entry. Nobody can get close before he is dead. Which takes way more time than it takes to cap.
Have your huge alpha gun snipe and cover the base at an angle to shoot reds from the flank or back side. Trying to aim and guess in front of 6 tanks which to shoot at while you receive 600 or more HE damage in the a s s can give you some doubts about your skills.
have a scout spotting that they followed all together follow the redline around the map strategy. Guarantee none of them can make it in time If one of their mediums rushes, scout should engage him and track him.

 

Needs
1- Needs to be made as early in game as possible.
2- needs convincing 6 noobs, which is easiest part once they decided to leave spawn. Convincing 6 non noobs is much harder, usually semi noobs and semi pro will say you are crazy, never cap again, die, and won't join or help you. They will probably help you fail, and rage at you.

 

Do not
1- go alone. If you go alone rules are entirely different, obviously
2- Don't do it if reds are entire mediums team : of course the slower they are, the more fun.
3- big no-no when greens have bad viewrange and reds have advantageous sniping position over the cap. They would reset from afar  and you would get decimated one by one and it's a guarantee fail.
4- Noobs peeking out or even exiting cap one by one to get their own little shot at a red is of course big fail whereas the entire point is to retract and hide and stay all together.

 

 

 

* nota : I first posted this guide in the newcomer's forum by mistake, but isn't it where you would expect the game guides to be ? *


Edited by minitelrose, 21 January 2017 - 01:01 PM.

Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 


minitelrose #2 Posted 21 January 2017 - 01:00 PM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

Note for v3,5

 

With recent maps capping is not as easy as it was before, especially the loss of ok falls creek.

however those maps are still good for capping, and I will every time conditions will give me an advantage.

  • fort despair
  • Canal
  • vineyard

 

 


Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 


minitelrose #3 Posted 21 January 2017 - 02:11 PM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

Supremacy :

supremacy is really based on capping.

Doing damage or even killing all 7 reds is not enough. If base reaches 100, even seconds  after the last red died, the game is given to the team who capped. this precedence of capping over kills is the opposite of the encounter mode, but proves enough that capping should be the priority.

 

Intro

There are two types of maps, 3bases and 4bases.

As soon as you have capped a base, the points will add up to 1000, where the game is won. You don't need to stay in base as soon as the base is captured, you should in fact exit. 

There is only one way to reduce the base points : one tank removal will make his team lose 30 or 40 points, which is not much.

but for this reason, and especially for the interdiction of an area that you can create, staying alive with 10hp for as long as possible might even be more important than in the regular game.

 

Maps areangements

maps have three or four bases. Three bases are either aligned or in a triangle.

 

 

1. Four bases

Usually four bases situations, one base is close to each team. And two more bases are out of immediate reach, eithre equidistant from both teams. Either far and exposed enough that rushing will give no decisive result.

with four bases, the good strategy really depends very much on your tank skills, and especially team composition. so until I have a clearer opinion, one that is easy to share with you, I won't present it further here.

 

 

 

Three bases general recommendation 

This main importance for capping over damage means that for most maps, you should go to the side where the two bases are, as opposed to the side with a single base. This will lead to most maps main routes being inverted (left instead of right, r instead of l) compared to the encounter games.

three bases play differently according to the layout of the bases :

  1. three bases form a triangle, where each team has sort of a proprietary base close by the spawn, the third base is equidistant  and placed on the medium route 

  2. Three bases are aligned, where all three bases are placed upon a line equidistant from both team spawns

 

Three bases in triangle

this situation is found in maps like vineyard, Middleburg, and others. Many times  it will resembles the case of a map with four bases. Each team should cap the near base as a proprietary base as soon as possible, the far base will be contended, and then it turns into an attrition game of small difficult bits of advantage taken away the adversary until the win.

 

however there is something to be done about this : preventing enemy from capping their own base.

one tank is enough to cap the green proprietary, easy base. another force of tanks should dedicate itself onto preventing the enemy to cap their own base. In several map, there is a direct line of spotting and line of fire into their proprietary base. So one fast scout tank should go spot enemy base, and the rest should be in position to snipe into it, Especially a big alpha TD or heavy should make damage in there, even blind shooting HE if needed. That delay in points will give advantage for the duration of the game and most likely will win the game later. Even the damage made should give an advantage for brawling and contending later on.

In the meantime, having the early knowledge of how much strength enemy has placed inside his own base, the green main force should have invaded the easiest base, the one of the enemy or the one in the medium side. Most times, this defeat in their own base will enable your team enough time and HP advantage to force one side or another and finally own two bases, either yours and the enemies, either yours and the far base.

 

At which point the game is favorable, just save hp, and keep enemy far. The game should be won with time naturally.

 

 

 3. maps with three bases in line

This is the easiest to decide on strategy 

 

Middle base : surprise cap

The middle base (by default I will call it B) is usually impossible to cap, being too exposed from all sides. So Attempting to surprise cap it while most slow tanks are still at spawn, will often make the difference. If you have the ultra fast Dracula or RU, especially lower tiers with smaller viewrange, surprise capping B will give your team a huge advantage for the duration of the game.

especially if you are fast, you usually have a good viewrange, and if your team caps the same side base, which they should, they should be able to give a fire support. So in case anyone would come to decap B you can expect to outspot them and hide or escape, while your team has multi gun to shoot them.

if you platoon, all the better, because two tanks will cap faster, and if reds manage to shoot one, the other can hide behind his toon mate and finished the capture.

 

once middle base is capped, it is very easy to cap the base behind it, especially if the capper from middle base will add one more fun to win it over. With two bases you just need to survive to get the win. Never expose your self, just keep the reds far, and the game will be won in a minute.

 

 

middle base, later cap

In most maps where the two bases are in the slow and protected side of the map (usually a town) once you own one cap the game might be one cap for each team, at this point no advantage and it becomes a camping encounter game, or it becomes the luck of which team got his cap few seconds earlier. Both are not much reliable.

you will move into the most exposed base at a time where enemy is spread and can shoot from many angles. At this point mostly the middle base is impossible or difficult. luckily you should have a bit more cover than if better support from your side, and better cover than the enemy to cap it, however the late cap is much more difficult.so hopefully your entire team is With you in the two bases sides and you can brute force the second, nearby cap. This is not as good because it relies more on brute force, which is not always on your team, and if you don't have brute force it requires huge amount of skills from you and the teammates, which well, never expect skills from your teammates.

 

Follow up 

That is it for now, it might be a bit rough so I will come and clean up the text later on.

 please make your remarks below, It will make the guide richer with your contribution :

some different opinion with solid argument to back up

some question or misunderstanding,

some specific cases that I haven't touched and worth mentionning,

 

anythingnelse worth mentioning.

 

 

 

 


Edited by minitelrose, 21 January 2017 - 02:14 PM.

Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 


Chairman_merpug #4 Posted 21 January 2017 - 09:55 PM

    First Sergeant

  • Player
  • 51297 battles
  • 9,402
  • [AFK]
  • Member since:
    03-05-2013
I feel the strategy is more map dependent; on Fort Despair, base A is so very exposed it's suicidal to cap it until you know what red are doing. Castilla base C is a honeytrap for heavies, and dangerous to cap, but great to cover. And there may well be more, but I can't think right now...

Denoobing member of the Active Frontline Klan - and proud of it. Be nice to me..https://www.blitzstars.com/player/eu/Chairman_merpug


xFluffyDemon #5 Posted 21 January 2017 - 11:14 PM

    Sergeant

  • Player
  • 18215 battles
  • 481
  • [PINK]
  • Member since:
    08-17-2011

7 tanks capping in encounter is something that i never though at, i will try to give it a try.

 

Very nice guides btw



minitelrose #6 Posted 14 March 2017 - 01:21 PM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

View Postmrpgilbert, on 21 January 2017 - 10:55 PM, said:

I feel the strategy is more map dependent; on Fort Despair, base A is so very exposed it's suicidal to cap it until you know what red are doing. Castilla base C is a honeytrap for heavies, and dangerous to cap, but great to cover. And there may well be more, but I can't think right now...

Yup, as supremacy is settling down and WG gets more of us compelled to play it, the strategies for it are emerging.

 

In many maps a very fast and sly tank should engine boost rush into the middle base immediately form countdown.  Rush it, as it will be impossible to cap them later on. Although I admit this might be a bit of a suicidal move, when enemies are all slow and vision impaired, And you drive light tanks, Dracula, E25, etc... Tiers up to 7-8 you might very well try, it often wins the game from that early move. In later tiers tanks are not that fast, and viewrange is too big to be in there early enough and unspotted for long enough.


Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 


minitelrose #7 Posted 14 March 2017 - 07:58 PM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

View Postvianotik, on 22 January 2017 - 12:14 AM, said:

7 tanks capping in encounter is something that i never though at, i will try to give it a try.

 

Very nice guides btw

 

it goes by very fast.

I thought I had seen WG numbers somewhere but I can't find them.

it depends on the map and on how many tanks are in the cap, though the count doesn't go faster anymore after 3rd tank (apparently). 

Most maps take around 100s or 1.40 minute for a single tank, and around 60s for 3 tanks.

In 60s reds barely have enough time to make a decision and cross half the map into base. Especially often times reds don't do anything until base cap is past 50-80 points.

 

each of the 7 green tanks would need to receive some damage once to have their cap points lost. So all 7 tanks should hide in cap, but as soon as damaged, that tank should move forward to absorb more damage and protect the other tanks captured points thus the cap is not reset. 

 

Red usually arrive in haste, one by one, so they can't shoot each tank once, especially Seven shots is a lot for slow rof tanks, more than a full minute, which is the time it takes to cap. It is Especially a long time to survive,  because they receive shots from seven tanks in return.

 

As maps have become bigger, when cap is off centered and the meta says that all red go to an edge, seven into cap could hurt real fast. Only the faster reds could arrive first, the slower reds arrive way later, so you have clear advantage of fire concentration.

 

The real issue is that the playerbase is either noobs without a clue, and those would mess up any perfect plan, or they have strong habits and preconceived ideas, for unicums and seasoned players. Changing these habits is extremely unlikely. However if you never try you never make it, and once in a while it happens, which moment becomes every time a very strong memory.

 

i have a big respect for good players who pull off such unusual tricks, just for fun, or for testing things.  Especially since MM+1 makes any single encounter dangerous. In old times, as top tier MM+2 you could take a lot more risk and pull it off. In nowadays stat obsessed environment, less and less people try, more and more obey to the least risky and most tried strategy.


Edited by minitelrose, 14 March 2017 - 11:09 PM.

Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 


llo1 #8 Posted 14 March 2017 - 08:44 PM

    First Sergeant

  • Player
  • 29913 battles
  • 6,113
  • [1RTR]
  • Member since:
    06-27-2014

View Postvianotik, on 21 January 2017 - 11:14 PM, said:

7 tanks capping in encounter is something that i never though at, i will try to give it a try.

 

Very nice guides btw

 

Hardest part is trying to get ALL the greens to agree that capping is good strategy!

Mostly seem to be full of teammates who have no idea of left or right, and "affirmative " , and all tend to go into "run and hide anywhere" mode!



minitelrose #9 Posted 14 March 2017 - 11:22 PM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

I just played a MAUS in goldville. 

Slmeone says all up ! And 6 of them are gone already. I'm way too slow to help, so I reply "I will call them", "you kill them".... And proceeded to base, by the road.

 

reasoning was this : all went up, means the team is probably good.

if all reds are up, some of them will need to come reset. So most chances are my team will have more tanks than enemy and we will win.

if all reds are down, they will need to come out of town and expose themselves. At that point I have 6 guns on hill to shoot them. That's where I need my team to be somewhat good. 

 

All ll reds were in fact in town, except FV183 and someone else around their spawn. So I was alone vs very close 5 enemies.

from town, the base has great hull down and is sloped backwards, increasing the armor of the MAUS.

Before even the base, someone else was on the road and got spotted. He died. 

three people rushed me and died. Including a leopard who died in the circle giving me more cover, a T54 who could never pen me, an IS7 who struggled and didn't want to leave his cover, etc... We won 7-0, and it was a very fun game.

inplayed with the trucks, so they can't see my weakspots and have to make blind shots through them... With the slow reload of the is7 he had to stay exposed for three shots. He couldn't damage me. FV183 was in my back and hit me once, and I took a few more shots but less than 30% of my health. 

 

I would have liked the cap to reach the 80s a few times instead, because that's where the reds really do wild things and you can sense the sweat exiting everyones pores. At 90 you make sure to be near the edge with a wheel outside, and you exit at 99.... Making 14 people miss a heartbeat. 

But the circle is hard to see on this map or angle, I exited and reset the cap unintentionally three times, trying to dodge attacks. So that and a few shots, I could never cap past 40, that was the sad part of it.

 

but overall, I think my team will remember this game for some time.

 


Edited by minitelrose, 14 March 2017 - 11:25 PM.

Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 


Titus_Scato #10 Posted 15 March 2017 - 04:19 PM

    First Sergeant

  • Player
  • 42158 battles
  • 8,319
  • [1RTR]
  • Member since:
    10-18-2014

Great thread!

 

I went and capped on Temple yesterday in my bottom tier D2, as a distraction for the reds, while the rest of my team went to the lowlands on the flank. Unfortunately a fast T-28 came rushing to the cap and killed me.  (Although we did equal damage to each other, he had 100 more hitpoints than me.)  We lost the game despite my sacrifice.



Broadsword_ #11 Posted 15 March 2017 - 08:07 PM

    Sergeant

  • Player
  • 37351 battles
  • 345
  • [1RTR_]
  • Member since:
    04-03-2015

Matilda...The old girl struggles these days, but she still is the best capping machine. Sit there and await your victims.

 

Come to me my pretties!

 

Regards

 

Broadsword


In war it is the man that counts, and not only the machine. A good tank is useless unless the team inside it are well trained, and the men in the team have stout hearts and enthusiasm for the fight. Montgomery Nov 1944

 


Titus_Scato #12 Posted 17 March 2017 - 10:58 AM

    First Sergeant

  • Player
  • 42158 battles
  • 8,319
  • [1RTR]
  • Member since:
    10-18-2014
The Pzkpfw II Ausf J is a good capper too.  Especially when top tier.


minitelrose #13 Posted 30 April 2017 - 10:58 PM

    First Sergeant

  • Player
  • 76667 battles
  • 8,021
  • [AFK]
  • Member since:
    07-06-2014

In mines 2vs 4

 

both low health, enemy all full health hidden tanks. Including caernarvon, ISU, some Tiger thing and some low health medium. 

 

we Just won by capping. Red tanks had to come to decap, of course they came one by one. They only managed to reset once.

the random T34 green I persuaded to cap hid correctly, didn't show himself trying to shoot (he would have died) and I sniped the reds as they crossed from their campasniper's spawn positions on their way to base. We won easy.


Read my guides there

"I want the game to be just how it was launched, no MM limitations for platoons, some unbalanced match once in a while, and friendly fire should come back as well. The only thing they should remove is statistics." -phony1907, 08 July 2016, 05:45pm - 

I want just that, and replay files.

 





1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users