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The Art of Blitz Guide Sun Tzu

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MSixteen #1 Posted 06 November 2015 - 01:44 AM

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The Art of Blitz

By: MSixteen

 

(More chapters to come)


Edited by MSixteen, 06 November 2015 - 03:21 AM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #2 Posted 06 November 2015 - 01:45 AM

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Chapter 1: Laying Plans

 

 

     Sun Tzu placed the chapter about planning at the beginning of his writing, The Art of War, for a reason. Planning and knowing what you are going to do, or having a general sense at the very least, is vitally important in Blitz. You must have these plans, or general ideas ready to go before the pre-battle timer hits zero.


 

Five Factors

     Sun Tzu talks about the five factors that are constant in war. Those five factors are:

1.) The Moral Law

2.) Heaven

3.) Earth

4.) The Commander

5.) Method and Discipline

 

Meaning

     The Moral Law, Sun Tzu says, causes the people to be in complete accord with their ruler, and "...will follow him regardless of their lives, undismayed by any danger." Basically it means that if the ruler is morally right, and is seen as a good person, the army that follows him will do so with no regard for their own safety.

     Heaven, Sun Tzu says, "signifies night and day, cold and heat, times and seasons." This is fairly evident, and needs no layman's terms.

     Earth, Sun Tzu says, "comprises distances, great and small; danger and security; open ground and narrow passes; the chances of life and death." Earth can be taken to mean the size and shape of the campaign, or battlefield, along with the terrain within it.

     The Commander, Sun Tzu says, "stands for the virtues of wisdom, sincerity, benevolence, courage and strictness." This means that the person commanding the army must be wise, sincere in his actions, care for the people under his command, show courage and do this all the while keeping a standard, and not allowing his soldiers to fall below it.

     The Method and Discipline, Sun Tzu says, is meant to be understood as how the army is organized, and sustained. If the army has improper formations, and the supply roads are in shambles, there will soon be no army.


 

Blitz Translation

     The Moral Law, in Blitz, should be understood in a similar way, except it would be applied to the individual calling a battle, or the commander, since there aren't really any "rulers" in Blitz, and I am not going to talk about clans in this thread. If there is somebody you recognize on your team, and he begins calling the shots at the start of the match, you are much more likely to agree with him, and follow his "orders" during the match if you know him to be a genuinely good person, and doesn't act like a total you-know-what on the forums or in game.

 

     Heaven, in Blitz, does not really have any effect. There aren't any mechanics in the game that take weather or amount of light into account to change the actual outcome of the battle. Until there are actual night maps (maps where the lights on your tank matter), or hindrances from weather like rain or snow, this holds no meaning in Blitz

 

     Earth, in Blitz, is all about the size of the map and the terrain. I am going to further break down this section.

Map size

If you are on a relatively large map, like Oasis Palms, you must be weary of the fact that the cap circle may be rather far away, and you must always be ready to go reset the cap when needed. This is done by knowing that, with one person, it takes 100 seconds (1:40) to capture the base, and knowing how long it will take your vehicle to get to a location that you can reset the cap. Be careful, because you will need at least 10-15 seconds of leeway, because you must arrive at the reset location, find your target, take aim, and fire. RNG (random number generator) comes into effect here, because if you miss, or bounce, you will need those extra seconds to fire again.

Terrain

Knowing the terrain you are fighting on, and how to abuse it are pivotal to any battle in Blitz. Knowing that holding the high ground over an enemy gives you an advantage, because they must climb up to you, and expose their lower plate to damage you (do not hang over a ledge/ roll over a ridge or you are giving them the advantage). If you do not have enough gun depression to shoot at an enemy, and they can still put effective fire into your tank, you must reposition, and find a different firing angle. Also, if you hold the high ground. On relatively even ground, rocks, boulders, dead tanks, buildings and subtle rises and dips in the ground level are what you will abuse. You must know whether or not you can effectively go hull down, sidescrape or peek-a-boom in whichever tank you are driving, and be looking for different positions in which you can do so. The subtle changes in elevation like hills in the top right corner of Port Bay where mediums go to give flanking fire provide a good example of this. Once you are in the area of the hills, there is relatively little change in elevation, but the changes are still enough that most mediums will be able to successfully hide behind them, and they can also be used to use your gun depression by rolling forward, and increasing the angle of your frontal plate while also hiding your lower plate. Choke points, like heavy ally on Fort Despair, and the area behind the cap on Desert Sands are good examples of narrow fighting quarters that are excellent kill zones if you are positioned properly, while the dunes on both Oasis Palms and Desert sands provide sufficient room to maneuver to prevent being slaughtered.

 

     The Commander, in Blitz, is whoever gives forth the plan at the start of the match. As a forumer, most of you are capable of providing sufficient guidance, that you can call the battle and lead your team to victory the majority of the time.  This is, however, where teams often run into trouble. Players in random battles will often try to put forth a horrid strategy, like flanking on Winter M, or going town on Port Bay. A good commander is able to convince the team of the more logical, and strategically sound route to take, while also not wasting too much time as to give the opposing forces the opportunity to get into position first, rendering the plan useless. While commanding a battle, you must keep your eye on the minimap, and be aware of where all allies are while also keeping tabs on the last known locations of enemy vehicles, and if not spotted for a while, where they are likely to reappear. As the commander, you must not only give the initial plan, but also let your allies know when to reposition, and how to go about attacking a hull down/dug in opposing force.

     

     Method and Discipline, in Blitz, can be applied to clans, and clans alone, so I will not go into detail about this.


 

 

Other Important Quotes, and the Blitz Correlation

     "All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near." This can be applied to Blitz in several ways. When you are coming across an enemy vehicle, it is better for them to think that they have the advantage while you actually control the engagement, and decide the outcome through your own actions. Never let the enemy dictate the pace of the fight. When they think they have the advantage, draw them in, and slaughter them for being foolish enough to drive over a ridge while you perma-track them and whittle their HP down as you giggle with glee. When you are spotted after putting shot after shot into the enemy, you must pull back, wait until you are unspotted, and relocate to another unexpected position. This will make the enemy think that you are still at the previous location, and when they poke their nose around the corner and don't find you there, you see them and are putting more shots into them until you get spotted again, then you repeat the process.

 

     "Hold out baits to entice the enemy. Feign disorder, and crush him." An example in the previous section, of letting the enemy think they have the advantage, and letting them go over a ridge while you perma track them is an example of holding out a bait, and using their confusion to defeat them. Another example would be because players tend to stop and turn to shoot the first tank that is spotted, you can lure them into a kill zone if they take the bait and chase you down.

 

     "If your opponent is of choleric temper, seek to irritate him. pretend to be weak, that he may grow arrogant." In Blitz, or any online game, many players are prone to rage and frustration when they do not achieve success. If you bounce a shot from an enemy over and over again, they will get flustered, and move in to get a better shot. This is your opportunity to either catch them out in the open, or track them while they are going around a corner. Also, if you are spamming gold ammo, such as HEAT, and it is very obvious, your opponent will likely become irritated that their strong armor and any angling is negated because you have the means to penetrate when normally you would not, your enemy is, again, likely to hunt you down, giving you the advantage.

 

     "If he is taking his ease, give him no rest." In Blitz, this is simple. You must dictate the pace of the battle. You can achieve this by taking and holding the high ground, only poking out when you are reloaded and able to shoot. Another example would be when you are playing peek-a-boom, and you see an enemy start to reverse. This is when you press the attack, and do not allow them to get into a position in which they are comfortable in.

 

     "Attack him where he is unprepared, appear where you are not expected." This is self evident, and needs no explanation.


Edited by MSixteen, 06 November 2015 - 11:49 PM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #3 Posted 06 November 2015 - 01:46 AM

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Chapter 2: Waging War

 

     Chapter 2: Waging War, is all about the cost of war, contrary to what one might expect because of the title. Sun Tzu, again, would have placed this chapter here for a reason. The cost of war is important. You cannot go on a lengthy campaign if you do not have the funds for it, and you cannot have an extremely large army if you do not have the supply routes and resources to do so.


 

Important Quotes and Their Meaning

"When you engage in actual fighting, if victory is long in coming, the men's weapons will grow dull, and their ardour will be damped. If you lay siege to a town, you will exhaust your strength." This is easily understood as 'The longer you are at war, the less effective your weapons are and the less your soldiers are willing to fight. And if you are laying siege, you will also exhaust your strength, along with your enemy's'

 

"Again, if the campaign is protracted, the resources of the State will not be equal to the strain." Sun Tzu is just emphasizing here that the longer the war you are fighting lasts, the more economic strain the nation you are fighting for will go through in order to support the army.

 

"Now, when your weapons are dulled, and your ardour damped, your strength exhausted and your treasure spent, other chieftains will spring up to take advantage of your extremity. Then no man, however wise, will be able to avert the consequences that must ensue." This means that when your army's weapons are ineffective, morale is low, and you have exhausted your strength and money, other generals/leaders will be able to wipe you out, and no matter how great of a leader you are yourself, the outcome of defeat is inevitable for you.

 

"Thus, though we have heard of stupid haste in war, cleverness has never been seen associated with long delays." This is quite simple to understand. When planning, you must not take so little time that you are unprepared, but you must not take such a long time that the situation has changed before you can put your plan into action. You can foolishly rush into combat and die quickly, and you can also sit idly and watch the situation unfold, and have the situation change, then get killed quickly because you do not have the correct plan of action.

 

"There is no instance of a country having benefited from prolonged warfare." The longer a war is being waged, the more economic stress a country is placed under. Thus, the shortest time it takes you to win the war, the better off you will be.

 

"Hence a wise general makes a point of foraging on the enemy. One carload of the enemy's provisions is equivalent to twenty of one's own, and likewise a single picul of his provender is a equivalent to twenty from one's own store." This, too, is easy to understand. If you are able to take the enemy's resources from them, the less strain you place on your own nation to provide the resources for your own army, and the more strain you place on the enemy's nation to provide for their own army.

 

"In war, then, let your great object be victory, not lengthy campaigns." By now you get the gist of what the entire chapter is about. The longer it takes you to win the war, the more money you will spend, and the more likely you are to run out of supplies.


 

Blitz Translation

"When you engage in actual fighting, if victory is long in coming, the men's weapons will grow dull, and their ardour will be damped. If you lay siege to a town, you will exhaust your strength." There are a few ways this one sentence can be applied to Blitz. "The men's weapons will grow dull..." can be applied to your own tank taking hits, and if critical, lessening your own fighting capability. This is why I recommend a Multi-tool kit, so at the very least every 60 seconds you can return your crew and modules to full strength, but at the same time, can go roughly 59 seconds with diminished fighting ability. "Their ardour will be damped..." can also be applied, but first you have to know what ardour means. Ardour is, in layman's terms, enthusiasm, or morale. The longer the game goes on, the more allies will be killed, and they will start typing in team and global chat saying all of these negative things that don't help at all, unless you're the enemy. All those words do is distract your own team from completing the mission, so if you must say things in battle chat, try to keep them constructive. (I am guilty of raging, and I know I do it quite often, but I do it less than I used to.) "If you lay siege to a town, you will exhaust your strength," can most readily be applied to Blitz. If you are trying to kill a tank that is sidescraping or hull down, you're not gonna have a good time. The longer you stay in the position that the enemy wants you in (i.e. in front of them relatively stationary), the more hitpoints of your own, and the more time you are wasting. It is very hard to kill a hull down IS-7 or T-62A, and it is possible even more difficult to kill a properly sidescraping Maus. The next time you come upon a 'dug in' enemy, don't waste your time trying to kill them. Your options are to either A.) load premium ammunition (increasing the cost of the battle) or B.) relocate (decreasing the effectiveness of the enemy's own position).

 

"Again, if the campaign is protracted, the resources of the State will not be equal to the strain." The longer you are in a battle, the more often you will fire your gun, so the more you will have to spend on credits. Also, the more you fire, the more likely you are to need your premium ammunition because of the dwindling supply of non-premium ammo, and premium ammunition will deplete your supply of credits much more rapidly than the normal ammo. Another important factor to consider when the length of the battle is getting longer, you are more likely to be taking more and more damage, increasing your chance of getting killed and having a full repair bill. And if the battle really gets down to the wire, capturing the base is no longer a viable option because you will not have enough time, so you MUST find and kill the last enemy, and this often times leads to a draw.

 

"Now, when your weapons are dulled, and your ardour damped, your strength exhausted and your treasure spent, other chieftains will spring up to take advantage of your extremity. Then no man, however wise, will be able to avert the consequences that must ensue." To correlate this to Blitz, I will have to break this quote down some. The weapons are your tanks, the ardour is your frustration level/ calmness, your strength is your HP pool/ammo supply, and your treasure is the credit cost of battle.

Like I said previously in this chapter, your tank is your weapon, and the longer you stay in battle, the higher the chance that you've taken a critical hit becomes. When your tank has sustained multiple critical hits, and you do not have a multi-tool kit to repair them, or you had just used it, and need to wait 60 seconds until you can use it again, the less effective your tank is as a weapon. Just imagine that you are in a T95, and you somehow managed to shake off and kill that T-62A that got behind you when you're at the bottom of the hill on Mines. You had already used both your repair kit, and your first aid kit before he put 1 last shell into you damaging both your engine, and killing your driver. Now imagine that the base capture siren goes off. You're not gonna make it. This is why it is critical to at the very LEAST have a multi-tool kit on every tank that you own, because it gives you the opportunity to get back to full fighting strength immediately.

Now imagine as the T-62A is circling you, there is a friendly E100 spinning his turret trying to kill an M26 Pershing with the 105mm derp cannon that the M4 Sherman can mount. That'll get you pretty frustrated with him, correct? Because the enemy heavy cannot determine who the larger threat to the team is, you almost die, and are now critically damaged with no way to repair it. Now imagine that the Pershing managed to KILL that E100. You'd think he's a massive moron, wouldn't you? A LESS THAN STOCK (because you would have better guns from the T20) T8 tank managed to kill one of the most heavily armored tanks in the game using HE. By now you would be incredibly frustrated with your team, and specifically the E100. You no longer have a calm head, and you miss easy shots because you're so flustered. You end up losing when you had all of the chance in the world to win. If you are able to "keep calm and carry on," you will be able to win many more games than if you get flustered because of every potato you have on your team.

The longer the battle rages on, it is natural that your tank will lose more HP, and expend more of its ammunition. If a battle lasts until the very last second, and you keep the gun singing the entire time, whether it be you're racking up the damage, or you keep bouncing your shells, you will be running low on ammunition and HP (presumably HP, because if you're able to shoot the enemy, they can usually shoot back as well.) If you are not careful with your HP pool, and you don't make all of your shots count, the battle will last longer, and you have a greater chance of losing your tank, running out of ammo, and losing the match. That's why you must make every shot count, be cautious when enemies can shoot you, and know when it is safe to push the pace of the battle, and shorten the length of it.

Treasure is easy to understand. The more credits you have, the longer you can sustain high tier gameplay (3 equipment slots, premium consumables, premium ammunition.) Not everybody has enough credits to continuously play T10, and not everybody has enough real money to sustain a premium account. What's the best solution for this? The absolute BEST solution is to bite the bullet, and buy a T8 premium tank that you've done research on, and have an idea of how to play it, and can guess that it will suit your play style well. Also, you need to be careful of what type of consumables and ammo you use. I believe that every time you use the multi-tool repair kit, it costs you, just like every time you fire a shell, it costs you. If you are going to fire, make sure your shot counts, and if you are going to use consumables, use the basic, 1 and done consumables to lessen the credit cost. Don't use the rations/chocolate/tea/coca-cola etc. because it's a massive cost, and it is for EVERY battle. Use premium ammunition sparingly. You can almost always relocate to a better position to damage the enemy with normal ammo. Do so if you are REALLY low on credits.

To put this all together, I would say that you need to take careful aim, and make sure all of your shots count, be conservative with your HP pool, so you do not drain it quickly, and use cost-effective consumables if need be, because when the enemy sees that you are low on HP, and have damaged modules/killed crew, they are much more likely to take their brave pills and move in to kill you.

 

"Thus, though we have heard of stupid haste in war, cleverness has never been seen associated with long delays." Everybody gets those teammates that will separate from the pack, and then go full potato and YOLO into the entire enemy team, doing little to no damage, and then complain that you and your team did not back him up. That is the most obvious example of "stupid haste." Another, less obvious example would be to move up when you are unaware of the entire enemy team's locations. If you know where 5 enemy vehicles are, and they all just fired, but the other 2 enemies are tank destroyers, it is still unwise to press the attack and go over a ridge, because you are just exposing your lower plate to the 2 enemies with the 2 biggest guns, and the first person over that ridge is going to get a little rough handling. Long delays, on the other hand, are much worse than stupid haste. It is almost always better to take one for the team to get your entire team to take the fight to the enemy, than it is to wait for the enemy to do something, so you are reacting to them. If you are reacting to your enemy, instead of making your enemy react to you, you're doing it wrong. Do not take too long to formulate your plan before the battle starts, and always be thinking about your next move and then DO IT during the battle.

 

"Hence a wise general makes a point of foraging on the enemy. One carload of the enemy's provisions is equivalent to twenty of one's own, and likewise a single picul of his provender is a equivalent to twenty from one's own store." I am going to take this, and relate it to the HP pool of yours, and your enemy's tanks. Think of your HP being 20x more valuable than your enemy's. If you can take the enemy's HP away from them, while you do not lose any to them in turn, you are much more likely to come out on top. If a Maus and an Obj. 140 are playing peek-a-boom, and the 140 is too cautious, and waits too long after the Maus has fired, when the 140 pops out again, he will put a 310 average damage shell into the Maus, and the Maus will then have 2190/2100 HP, while he just put in a 460 average damage shell into the Obj 140, and the 140 now has 1390/1850 HP. The Maus is able to keep that up for much longer than the 140 is able to. If you cannot safely take a shot at an enemy, don't take it. You should either wait until he has fired at something else, sidescrape, go hull down, or get around to his flank. Do not go around a corner, or over a hill knowing that the enemy tanks have their guns loaded, and ready to plant some nice juicy shells into your lower plate, or your front drive wheel. Unless you can take a shot while being reasonably safe, do not take the shot.

 

"In war, then, let your great object be victory, not lengthy campaigns." You should always being trying to win, and not trying to draw it out. As long as you are alive, you have a chance to win, no matter how many enemy tanks there are. It's rare, but people DO get 7 v 1 Kolobanov's medals. I've got one or 2 myself. It's a privilege to have them, but it does come down to a lot of skill, and even more luck. If you have the opportunity to catch the enemy team off guard by pushing the pace of the battle, do it. It will get them flustered, and they will not survive. If you have the advantage in numbers, push the pace of the battle. If you have the advantage in HP and tier, push the pace of the battle. The longer you sit there around your corner waiting for the enemy to come to you, the more likely it is that you will be flanked by the remaining enemies, and the more likely it is that the game will end in a draw, which is a loss for both teams.


Edited by MSixteen, 06 November 2015 - 11:50 PM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #4 Posted 06 November 2015 - 01:47 AM

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Chapter 3: Attack by Stratagem 

 

Ranking Strategies

"Thus the highest form of generalship is to baulk the enemy's plans; the next best is to prevent the junction of the enemy's forces; the next in order is to attack the enemy's army in the field; and the worst policy of all is to besiege walled cities." This is yet another quote that must be broken down to understand each individual parts. Sun Tzu ranked these strategies thusly:

 

In order from best-worst

1.) Baulk the enemy's plans

 Foiling their plan by anticipating their move, and counter attacking before they even attack

2.) Prevent the junction of the enemy's forces

 Don't let the enemy get to full strength. Attack them when they are weak

3.) Attack the enemy's army in the field

► If the enemy is full strength, attacking him in a straightforward battle

4.) Besieging walled cities

► If it is at all preventable, don't do it. In previous chapters it is explained why. This is just reinforcing how horrible of an idea this is. "The rules is, not to besiege walled cities if it can possibly be avoided." "The general, unable to control his irritation, will launch his men to the assault like swarming ants, with the result that one-third of his men are slain, while the town still remains untaken. Such are the disastrous effects of a siege."


Blitz Translation

1.) Baulk the enemy's plans

► The general meaning, and the Blitz meaning goes together like peanut butter and jelly. Once you recognize the general strategies and the meta of each map, you can guess where the enemy is likely to be, and you can deploy your forces in such a way that they are caught out in the open, and not ready for your attack 

2.) Prevent the junction of the enemy's forces

► If the enemy is ever foolish enough to split their forces (i.e. going both town and dunes on Desert Sands), you should immediately press the advantage and push the pace of the battle while the enemy team is split up, because your team should not be split up if you called the battle correctly.

3.) Attack the enemy's army in the field

► If neither teams split up (because you shouldn't split up) and you arrive at the same location (i.e. hills on Middleburg or windmill on Winter M.), the next best strategy would be to duke it out, and have the player's individual skills decide the battle.

4.) Besieging walled cities

► Like I have said in previous chapters, attacking a hull down or properly sidescraping enemy is a waste of time, and your HP/ammo because it is incredibly difficult, and will almost always result in you losing more than the enemy does. This is never a good idea, and you should always attempt to relocate to a different position in order to render the enemy's location less effective, or completely ineffective. The rule is to not attack hull down or properly sidescraping enemies if it can possibly be avoided. If you are trying to attack a hull down enemy or an enemy that is properly sidescraping, you will get frustrated and move towards them charging like a madman, and the only result that will ever occur is you will lose a minimum of 1/3 of your health, with the enemy still being in their position, and your tank now being in a worse one.


Important Quotes and Their Meaning

"It is the rule in war, if our forces are ten to the enemy's one, to surround him; if five to one, to attack him; if twice as numerous, to divide our army into two. If equally matched, we can offer battle; if slightly inferior in numbers, we can avoid the enemy; if quite unequal in every way, we can flee from him." This quote is very plain and simple. No further explanation is needed.

 

"Hence, though an obstinate fight may be made by a small force, in the end it must be captured by the larger force." If you're ever outnumbered, the likelihood that you will still come off better than the enemy does are very slim.

 

"By commanding the army to advance or to retreat, being ignorant of the fact that it cannot obey. This is called hobbling the army."

You must be aware of the situation before issuing an order, or your army will suffer for it.


Blitz Translation

"It is the rule in war, if our forces are ten to the enemy's one, to surround him; if five to one, to attack him; if twice as numerous, to divide our army into two. If equally matched, we can offer battle; if slightly inferior in numbers, we can avoid the enemy; if quite unequal in every way, we can flee from him." If you outnumber the enemy 7-1 or 7-2, It is best to surround the enemy and attack all at once, instead of coming at him 1 at a time from the same direction. If you outnumber the enemy 6-2 or 5-2, it is best to attack the enemy all at once, crushing them under your tracks. If you outnumber the enemy 6-3 or 4-2, it is best to come at them from two different directions at once in a pincer maneuver. If equal in number, you can attack the enemy in normal combat. If the enemy has an extra tank or two, you can fall back to a more defendable location. If you are heavily outnumbered, you can run for your life, and if at all possible, make a last stand in the best possible location.

 

"Hence, though an obstinate fight may be made by a small force, in the end it must be captured by the larger force." In Blitz, you have a better chance of coming out on top than you would in real life. That is why there are epic medals like Kolobanov's, because it IS possible, but hard. In order to win such epic medals, you must limit the amount of enemies that are able to shoot you, and prevent yourself from being surrounded. You can do this by trying to keep the enemies in "line" by using one enemy as cover from the other. You must maneuver so the enemy tank is in the line of fire of the second or third enemy tanks. To keep yourself from being surrounded, finding cover where there are few avenues of approach, such as corners of the maps you can know for certain where the enemy will approach you from, and you can make a plan accordingly.

 

"By commanding the army to advance or to retreat, being ignorant of the fact that it cannot obey. This is called hobbling the army." If you are calling a battle, and you are up against a hull down enemy team, and there is little cover  besides where you are currently, you can neither move forwards or backwards without taking substantial damage from the enemy. Commanding them to do so will result in them being less trusting of your skills as a caller because they will take substantial damage, and the battle will result in a loss.


Five Essentials for Victory

1.) He will win who knows when to fight and when not to fight

► If you have just force marched your army for 16 hours, with little to no rest for water or food, it is unwise to engage the enemy. But if you know the enemy has just been marching all day while your army is rested in camp, it is wise to attack while the enemy is tired.

2.) He will win who knows how to handle both superior and inferior forces.

► If you are good at both defense and offense, you will not likely lose.

3.) He will win whose army is animated by the same spirit throughout all its ranks.

► If morale is high in every soldier, they will fight more ferociously than a soldier whose morale is low.

4.) He will win who, prepared himself, waits to take the enemy unprepared.

► You must always be prepared. You must wait for the enemy to be unprepared, and that is when you attack.

5.) He will win who has military capacity and is not interfered with by the sovereign.

► If the commander does not have his hands tied behind his back with rules of engagement, and can do what is necessary, he will not likely lose.


Blitz Translation

1.) He will win who knows when to fight and when not to fight

► If you are in a Leopard 1, and there is a hull down IS-7 300m in front of you, it is unwise to try to engage him, because you will lose. But if you are in a Leopard 1, and there is a Maus out in the open with no support, it is wise to close the distance and circle jerk him to death, then get out of there before more tanks arrive. You must know when you have the advantage, and when the enemy does by knowing the strengths and weaknesses of each tank.

2.) He will win who knows how to handle both superior and inferior forces.

► If you are good at both defense and offense, you will not likely lose. Also, if you know how to fight a tier higher than your tank is labeled, you will not likely lose.

3.) He will win whose army is animated by the same spirit throughout all its ranks.

► If you go into a fight expecting a loss because on unfair matchmaking, you have already lost because you expect the outcome to be such. I can't count the amount of games that the matchmaker gave me the shaft, but I won because the enemy team was overconfident, and YOLO rushed into a kill zone.

4.) He will win who, prepared himself, waits to take the enemy unprepared.

► You always have to be ready to engage the enemy, and when the enemy is distracted by something, be it a friendly tank he turned his turret towards, or if he is trying to maneuver tough terrain, you have to be ready to seize the advantage.

5.) He will win who has military capacity and is not interfered with by the sovereign.

► This doesn't really apply to Blitz. The only thing I can think of is: don't be afraid to shoot gold ammo, because if you need it to win, then it is necessary.


Most Important Quote of Chapter 3: Attack by Stratagem, and the Blitz Translation

"Hence the saying: If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you now neither the enemy nor yourself, you will succumb in every battle."

If you know the strengths of weaknesses of both your tank, and the enemy tank, you will be able to use the knowledge to outplay your opponent every time. If you know only the strengths and weaknesses of your tank, for every other battle will result in a loss. If you know neither the strengths and weaknesses of any tank, you will lose every engagement you will ever be in. You must know the basic weak spots of tanks such as the lower plate, cupola, machine gun port and the turret ring. These weak spots are on every tank in the game in some form or another. Use them to your advantage.


Edited by MSixteen, 07 November 2015 - 09:58 PM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

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May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #5 Posted 06 November 2015 - 01:48 AM

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Chapter 4: Tactical Dispositions 

 

The opening quote of this chapter is "The good fighters of old first put themselves beyond the possibility of defeat, and then waited for an opportunity of defeating the enemy."

That quote is the main theme of chapter 4 of The Art of War. In Blitz, this can be used to mean you must control the correct locations on a map before you try to win the battle. Almost every map has a location that if controlled, yields an extremely high chance of winning the battle.

On Canal, you go to the Southeast quadrant.

On Mines, you go to the Hill.

On Port Bay, you control the 1st quadrant (NE corner/hills).

On Falls Creek, you control the cap and surrounding area.

On Rockfield, you control the high ground.

On Deal Rail, you control the hills.

On Desert Sands, you control the dunes.

On Oasis Palms, you control the dunes.

On Fort Despair, you control either heavy alley, or the medium back road.

On Lost Temple, you control the obelisk, and surrounding buildings (temple).

On Winter Malinovka, you control the windmill.

On Castilla, you control the windmill.

These locations must be controlled in order to have a high chance of success in the battle.


Important Quotes, and Their Meaning

"To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself." It is your job to get into the correct strategical position, but once you are there, you cannot win until the enemy makes a mistake.

 

"Thus the good fighter is able to secure himself against defeat, but cannot make certain of defeating the enemy." This chapter is rather repetitive, but it is very, very important. A good fighter will get into a position that he cannot possibly lose, but still may not be able to defeat the enemy as of yet.

 

"Hence the saying: One may know how to conquer without being able to do it." When you are in your defensive location, the location where you cannot lose, you can know how and when to destroy your opponent, but still may not have been given the correct opportunity to do so.

 

"Standing on the defensive indicates insufficient strength; attacking, a superabundance of strength." It's simple. If you are of lesser numbers, go on the defensive. If you are of far greater numbers, go on the offensive.

 

"To lift an autumn hair is no sign of great strength; to see sun and moon is no sign of sharp sight; to hear the noise of thunder is no sign of a quick ear." Don't brag about easy s***.

 

"What the ancient called a clever fighter is one who not only wins, but excels in winning with ease." You cannot simply see the obvious in a battle, or you will have trouble being victorious. You must also see the subtle hints that are given underneath the surface to win with ease.

 

"He wins his battles by making no mistakes. Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated." This is pretty plain and simple. If you make no mistakes, you cannot possibly lose. So the enemy has already lost, even though he might not know it yet.

 

"Hence the skillful fighter puts himself into a position which makes defeat impossible, and does not miss the moment for defeating the enemy." Like I said... repetitive. Once you are in a strong location that cannot possibly be lost from, you must wait for the enemy to make a mistake in order to defeat him.

 

"Thus it is that in war the victorious strategist only seeks battle after the victory has been own, whereas he who is destined to defeat first fights and afterwards looks for victory." If you blindly rush into battle, you will lose to the man who is prepared. Likewise, if you are prepared for battle, and have everything set up like you want, then you will win over the man who is ill prepared.


Blitz Translations

"To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself." Once you get into the strategically dominant location on the map (listed above), you must wait for the enemy to make a mistake before you can damage him, and push yourself closer to victory. Likewise in a 1v1 or 1v2+ engagement, you must get yourself into the strongest possible location, and wait for the enemy to come to you. When they come to you, they are vulnerable. When they are vulnerable, is when you defeat them.

 

"Thus the good fighter is able to secure himself against defeat, but cannot make certain of defeating the enemy." If you're in a hull down IS-7/ T-62A, or a properly sidescraping Maus, you know you're not going to die. But you have to be patient and wait for the enemy to make a mistake before you can kill them. Likewise, once you control the hill on Mines, or the windmill on Winter M, you know you have the strongest locations on the map, but have to wait for the enemy to come to you before you can kill them and be victorious.

 

"Hence the saying: One may know how to conquer without being able to do it." Say you're in a medium tank, and there is an enemy heavy tank that is hull down, and impossible to penetrate, but you are also hull down and impossible to penetrate. You KNOW that you need that heavy to come out into the open so you can damage him and then circle jerk him to death, but you aren't able to DO it, because the enemy has not made a mistake yet. A recurring theme to this chapter is patience. Get some.

 

"Standing on the defensive indicates insufficient strength; attacking, a superabundance of strength." If you're in a 1v2 and the enemies are sticking together, get into a defendable location as soon as you possibly can. If you are in a 2v1, you must stay together and attack the enemy at the same time.

 

"To lift an autumn hair is no sign of great strength; to see sun and moon is no sign of sharp sight; to hear the noise of thunder is no sign of a quick ear." Don't brag about easy s***. This is more correlated to the forums than it is in game, but can be applied to both. Don't be the person that thinks they know what they're doing because you have a T10 vehicle. Anybody can fail their way to T10 if they suck for long enough. For the forums, don't make any brag posts about you doing 4-5k damage in a T10 tank. That is not difficult if you are playing solo. If you AND your platoon mate do 4-5k each and the rest of the team doesn't have 2k between them, then it would be more acceptable to make a thread showcasing your teamwork.

 

"What the ancient called a clever fighter is one who not only wins, but excels in winning with ease." The "clever fighters" in Blitz are the super unicums. You do not become a super unicum by just knowing where all of the spotted enemy tanks are. You also have to be able to make an accurate guess as to where the hidden tank destroyers, or flanking mediums are, and take cover from them as well as the heavy tanks in front of you. You cannot JUST know where your tank should go. You need to know where your team as a UNIT will excel, as well as where the enemy team as a UNIT will excel. On Dead Rail, it is far more strategically sound to take the high ground by the hills beyond the tracks, but if you have a T95 and a Death Star, it is unwise to tell your team to go there. If you are on Mines, and the enemy's medium tanks outnumber and out tier yours, it is unwise to rush your medium tanks up the hill. In that situation you send your medium tanks to the opening to slow them down, and then push the enemy mediums back with your heavies and TDs.

 

"He wins his battles by making no mistakes. Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated." This is pretty plain and simple. If you make no mistakes, you cannot possibly lose. So the enemy has already lost, even though he might not know it yet. If you have taken no damage, and every shot you fired has both penetrated and done damage, you are not going to lose. You can do this by getting into a defendable location, and picking your shots wisely. Only expose yourself when the enemies have fired, or are distracted by your teammates.

 

"Hence the skillful fighter puts himself into a position which makes defeat impossible, and does not miss the moment for defeating the enemy." Once you are in the strongest possible position for your tank (you know if you are based on the strengths and weaknesses you should already know), you must be patient, and when the enemy turns their turret, or fires and misses, that is when you roll out and plant a shell into their weak spot. Also, if your allies make a mistake, but the mistake distracts the enemies by making them turn their turrets, take advantage of this by popping adrenaline and planting as many shells as you can into the enemy tanks. That way, your YOLOing ally was still of some use.

 

"Thus it is that in war the victorious strategist only seeks battle after the victory has been own, whereas he who is destined to defeat first fights and afterwards looks for victory." If it is at all possible, and it almost always is, do not attack an enemy that has the upper hand. If there are a bunch of high tier russians that are hull down across an open field, you obviously should not cross said field. But if there are a bunch of high tier russians in an open field, you should get into a sidescraping or hull down location, and tear them apart.


Edited by MSixteen, 22 November 2015 - 02:54 AM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #6 Posted 06 November 2015 - 01:49 AM

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Chapter 5: Energy

 

Important Quotes and Their Meaning

"The control of a large force is the same in principle as the control of a few men; it is merely a question of dividing up their numbers." In essence, this means that if your force is properly divided into smaller units, with a rank structure, it is simple to control a large amount of soldiers.

 

"Fighting with a large army under your command is nowise different from fighting with a small one: it is merely a question of instituting signs and signals." Again, controlling a large army is made simple by having proper communication through signals and knowing what each means.

 

"To ensure that your whole host may withstand the brunt of the enemy's attack and remain unshaken- this is effected by maneuvers direct and indirect. That the impact of your army may be like a grindstone dashed against an egg-this is effected by the science of weak points and strong. In all fighting, the direct method will be needed in order to secure victory." This must be broken down some to understand fully. Your army, if commanded correctly, is an unstoppable force, like a stone being thrown at an egg, your army will crush it's opponent. Direct maneuvering is engaging in battle, and indirect maneuvers are what you do during and before the battle to secure your victory.

 

"Indirect tactics, efficiently applied, are inexhaustible as heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away but to return once more." This means that you must always be moving. When you stop maneuvering, that gives the enemy the chance to out maneuver your army, effectively making you lose the battle. If you are constantly flanking, and changing the direction of attack, you will be forcing the enemy to react to you, and that keeps them on their heels. Once the enemy is on their heels, all that is needed to defeat them is a small push.

 

"In battle, there are not more than two methods of attack- the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers. The direct and the indirect lead on to each other in turn. It is like moving in a circle- you never come to an end. Who can exhaust the possibilities of their combinations?" There are only 3 primary colors, and yet they give rise to every different combination of color you can possibly imagine, and even more than you cannot. Just like with the 2 different methods of attack, there are an endless number of combinations you can employ to defeat your enemy. The commander who runs out of ideas for maneuvers is the commander that will lose the battle.

 

"The onset of troops is like the rush of a torrent which will even roll stones along in its course. The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy its victim. Therefore the good fighter will be terrible in his onset, and prompt in his decision." A soldier must have a fire in him and the strength to crush his enemy with such force that it moves the earth around him, like the torrent of water that moves the stones, but the soldier must save that fire and strength until the right moment to defeat the enemy at the right moment, such as the falcon swooping down on his prey. You must have the patience to pick your moment to strike, and the power to finish your enemy with the single blow. The elegance in which a good soldier can do this will shake the confidence of the remaining enemies.

 

"Energy may be likened to the bending of a crossbow; decision, to the releasing of the trigger." The soldier will always have the ability to kill when during combat, but will pick his moment to deliver the death blow until the moment is right.

 

"Amid the turmoil and tumult of battle, there may be seeming disorder and yet no real disorder at all; amid confusion and chaos' your array may be without head or tail, yet it will be proof against defeat. Simulated disorder postulates perfect discipline; simulated fear postulates courage; simulated weakness postulates strength." A battle never seems to be going smoothly, but a good commander will always be putting his troops in the exact locations that he wants them in so they have the strongest chance of victory. If the commander is able to hide his true strength, and make his army seem weak and afraid when it is in fact strong and courageous, the enemy will become overconfident, and make a mistake.

 

"Thus one who is skillful at keeping the enemy on the move maintains deceitful appearances, according to which the enemy will act. He sacrifices something, that the enemy may snatch at it. By holding out baits, he keeps him on the march; then with a body of picked men he lies in wait for him." If you are keeping the enemy on his heels by always staying on the move, the moment you make your army, or a portion of it, look out of place or weak, the enemy will snatch at the opportunity to kill. In this moment, you must have a much larger force ready to destroy the enemy lying in wait for them to make the mistake of taking the bait.

 

"Thus the energy developed by good fighting men is as the momentum of a round stone rolled down a mountain thousands of feet in height. So much on the subject of energy." If your army and all of it's soldiers are masters in their art, then your army will be as unstoppable as a round boulder rolling down a mountain.


Blitz Translation

"The control of a large force is the same in principle as the control of a few men; it is merely a question of dividing up their numbers." If you are commanding a battle in Blitz, controlling your team can be as simple as using the command buttons in the bottom left corner. Through this, you can mark targets, ask for reinforcements, call them forward etc. If your team listens to the commands, you will have a successful battle.

 

"Fighting with a large army under your command is nowise different from fighting with a small one: it is merely a question of instituting signs and signals." The easiest way to communicate is through voice communication, such as Teamspeak, Discord or Mumble. Through this, you can be absolutely certain that all of the members of your team know exactly what needs to be done. In a public battle, this is impossible, but you can be on voice comms with a platoon mate, and use the command signals in game to talk to your team.

 

"To ensure that your whole host may withstand the brunt of the enemy's attack and remain unshaken- this is effected by maneuvers direct and indirect. That the impact of your army may be like a grindstone dashed against an egg-this is effected by the science of weak points and strong. In all fighting, the direct method will be needed in order to secure victory." If your team is properly positioned, no enemy team will be able to defeat them, and through short flanking and mini flanking, you keep the enemy on his heels, always trying to react.

 

"Indirect tactics, efficiently applied, are inexhaustible as heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away but to return once more." Although almost every map has a specific area of the map that will guarantee victory, there are thousands of ways to control that area of the map, and thousands of different things you and your team can do once to the area the out think the enemy, and make him succumb to superior strategy. Most maps have one area that needs to be controlled, but there is not 1 way that controlling the area can be accomplished.

 

"In battle, there are not more than two methods of attack- the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers. The direct and the indirect lead on to each other in turn. It is like moving in a circle- you never come to an end. Who can exhaust the possibilities of their combinations?" When you are in battle, you are always engaging, and reengaging the enemy with different methods and modes of attack every time. The team that stops maneuvering, or runs out of maneuvers first, will be the team that loses.

 

"The onset of troops is like the rush of a torrent which will even roll stones along in its course. The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy its victim. Therefore the good fighter will be terrible in his onset, and prompt in his decision." Every tank in the game has the capability to kill every tank that it will fight in normal combat (fail platoons of +/-1 or an IS-6 in a T10 battle do not count as normal). You will always have the ability to kill the enemy. You must know when to strike so your attack will be the most effective. If you are in a Leopard one, and you are pinned down by a sidescraping Maus, the most effective time to attack the Maus is not until your allies arrive to provide distraction/ support.

 

"Energy may be likened to the bending of a crossbow; decision, to the releasing of the trigger." Again, you always have the ability to kill your enemy. You must simply pick the right moments, and engage when the enemy is able to be defeated.

 

"Amid the turmoil and tumult of battle, there may be seeming disorder and yet no real disorder at all; amid confusion and chaos' your array may be without head or tail, yet it will be proof against defeat. Simulated disorder postulates perfect discipline; simulated fear postulates courage; simulated weakness postulates strength." Every tank has it's own little fight that it is carrying on. An IS-7 may be hull down defending the caves on BGV from being overrun, while the T-62A may be in the middle, shooting the tanks that are unable to enter the caves. While this is happening more heavies are in the caves making sure the IS-7 doesn't get rushed and forced out of his position. With each task that every player is attempting to accomplish, there is disorder. The IS-7 is nervous as hell that the enemies will rush him, the T-62A is nervous he will be flanked, the heavies backing up the IS-7 are nervous of snipers. It all seems like chaos, but because of the chaos with each individual tanker, there is order in that the enemy is unable to push into the caves to get the strategically dominant location, and they are being flanked to be finished off by the remaining friendly tanks. There is disorder on an individual basis, but in the grand scheme of things, it is all as it should be. The IS-7, seemingly alone, has the friendly heavies to back him up, along with the T-62A providing flanking shots.

 

"Thus one who is skillful at keeping the enemy on the move maintains deceitful appearances, according to which the enemy will act. He sacrifices something, that the enemy may snatch at it. By holding out baits, he keeps him on the march; then with a body of picked men he lies in wait for him." As in the above example, the IS-7 seems alone in his hull down location, but the enemy has to deal with flanking shots from the T-62A to get to him, and the other friendly heavy tanks are there to back the IS-7 up when needed. The IS-7 is the worm, and the rest of the team is the hook that seals the fate of the enemy team.

 

"Thus the energy developed by good fighting men is as the momentum of a round stone rolled down a mountain thousands of feet in height. So much on the subject of energy." A well coordinated team that trusts each other that consists of tanks that each tanker is a master in will be unstoppable.


Edited by MSixteen, 14 November 2015 - 12:17 AM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #7 Posted 06 November 2015 - 01:49 AM

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Chapter 6: Weak Points and Strong

Chapter 6: Weak Points and Strong is chalk full of useful quotes with meanings that must be understood in order to be a successful commander, soldier or tanker. This chapter will be quite long, because so much needs to be talked about.

 

Important Quotes, and Their Meaning

"...the clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed upon him." This is very simple. If you control the enemy, then you control the outcome of the battle, but if you allow the enemy to control you, then the enemy controls the outcome of the battle, and you will lose. Later, I will tell you how to control the enemy. It is actually quite simple.

 

"By holding out advantages to him, he can cause the enemy to approach of his own accord; or, by inflicting damage, he can make it impossible for the enemy to draw near." This quote's point have been discussed many time before, but because it is important, it must be repeated. The first part of the quote, means that you use bait to entice the enemy to attack, while the second half of the sentence means that when the enemy takes the bait, you strike where he is weak, forcing him to react to the attack, and defend himself.

 

"If the enemy is taking his ease, he can harass him; if well supplied with food, he can starve him out; if quietly encamped, he can force him to move." The "he" in this quote is the commander of the opposing army. If an enemy is resting, you can attack him because he is not prepared. If you have plenty of supplies, you can wait him out until he starves. If the enemy is basically just chilling there, you can make your presence be known, forcing him to move.

 

"Appear at points which the enemy must hasten to defend; march swiftly to places where you are not expected." This, again, is quite simple. If you attack the enemy where you are unexpected, then they must react quickly to the new threat by putting up a sloppy defense, and you have to move quickly to these locations so you are not discovered.

 

"An army may march great distances without distress, if it marches through country where the enemy is not." Who has ever been nervous when you know you're safe?

 

"You can be sure of succeeding in your attacks if you only attack places which are undefended. You can ensure the safety of your defence if you only hold positions that cannot be attacked." If you attack an enemy at a location that is undefended, and where you are unexpected, you will not need to worry about the outcome of the battle, because you will sweep through their defences, because there will be little to none. Likewise, if you are in the strongest possible location, and you have defended every possible avenue of approach, you do not need to worry about being overrun by an attacking force.

 

"Hence the general is skillful in attack whose opponent does not know what to defend,; and he is skillful in defence whose opponent does not know what to attack." If the enemy does not know from which direction you are approaching, and you come from the area that is least expected, then you will be successful in your attack. If the enemy force sees your defenses, and there is no area that is weaker than the other, and no area that can be assaulted without massive loss of life, then you will be successful in your defenses.

 

"If we wish to fight, the enemy can be forced to an engagement even though he be sheltered behind a high rampart and a deep ditch. All we need do is to attack some other place that he will be obliged to relieve." If the enemy is heavily dug in, but you want to fight them, all you need to do is attack from a different angle that he has not defended as well, and he will be forced to defend himself from an area sloppily defended.

 

"If we do not wish to fight, we can prevent the enemy from engaging us even though the lines of our encampment, be merely traced out on the ground. All we need do is to throw something odd and unaccountable in his way." If you do not have any defenses, so you do not wish to attack, all you need to do is throw something at the enemy that makes him think twice about attacking you. 

 

"By discovering the enemy's dispositions and remaining invisible ourselves, we can keep our forces concentrated, while the enemy's must be divided. We can form a  single united body, while the enemy must split up into fractions. Hence there will be a whole pitted against separate parts of a whole, which means that we shall be many to the enemy's few." This is very simple. If you know what the enemy is doing (i.e. where he is heavily defended, where all his troops are and how many there are), you can keep your forces all together while his are still separated. When all of your forces are together, you can attack him where you wish while the enemy's troops are not all together, and thus you will outnumber the enemy.

 

"And if we are able thus to attack an inferior force with a superior one, our opponents will be in dire straits." Obviously the larger your force, the greater your chance of victory. Likewise, if the enemy has only a fraction of his force where you are attacking, then you will have an excellent chance of victory.

 

"The spot where we intend to fight must not be made known; for then the enemy will have to prepare against a possible attack at several different points; and his forces being thus distributed in many directions, the numbers we shall have to face at any given point will be proportionately few." If the enemy does not know where you are attacking from, he will have to defend 360 degrees around him, and therefore his forces will be spread out all around him. When his forces our evenly distributed, there is only a fraction of his entire force at any given point, and so at any given point you can attack with a large chance of victory in the skirmish. 

 

"For should the enemy strengthen his van, he will weaken his rear; should he strengthen his rear, he will weaken his van; should he strengthen his left, he will weaken his right; should he strengthen his right, he will weaken his left. If he sends reinforcements everywhere, he will everywhere be weak." If the enemy thinks you are attacking from a specific direction, and decides to reinforce that area, the other areas will be weaker. While if the enemy decides to spread his forces out evenly, he is equally weak everywhere.

 

"Numerical weakness comes from having to prepare against possible attacks; numerical strength, from compelling our adversary to make these preparations against us." If you are going to attack an enemy, then he is forced to defend every possible location, spreading his forces out while yours are going to be concentrated in a single location.

 

"Knowing the place and the time of the coming battle, we may concentrate from the greatest distances in order to fight. But if neither time nor place be known, then the left wing will be impotent to succour the right, the right equally impotent to succour the left, the van unable to relieve the rear, or the rear to support the van. How much more so if the furthest portions of the army are anything under a hundred li apart, and even the nearest are separated by several li" First of all, a li is a unit of measurement to cover distances. If you know where and when the battle is to be fought, you are able to concentrate all of your forces in one area, and you do not need to defend other locations. But if you do not know the time or place, then your forces must be spread out to prepare for possible attacks from any direction at any time.

 

"Though the enemy be stronger in numbers, we may prevent him from fighting. Scheme so as to discover his plans and the likelihood of their success. Rouse him, and learn the principle of his activity or inactivity. Force him to reveal himself, so as to find out his vulnerable spots." If the enemy has superior numbers, so you do not wish to fight, you simply must frustrate the enemy so he reveals where he is weak. Once he reveals where he is weak, and you know how he will react to certain things, then you will be able to deduce the best possible place to attack from.

 

"In making tactical dispositions, the highest pitch you can attain is to conceal them; conceal your dispositions, and you will be safe from the prying of the subtlest spies, from the machinations of the wisest brains." Easy. Take the high ground. If you are at the highest possible location, than it is easier to defend, and the enemy cannot look down at your forces and easily discover where you are weak, where you are strong, and how you are defending each location.

 

"Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards. So in war, the way is to avoid what is strong and to strike at what is weak. Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing." One tactic will not work in every situation. You must be able to adapt depending on the situation. The United States Army has an acronym, METT-TC (Mission, Enemy Troops available, Time, Terrain and weather, Civilian Considerations). The acronym is a basis for adaptive leadership. Everything you do is METT-TC dependant. You will never attack an enemy stronghold where he is ready for you. You will always attack where he is weak. It is easier to attack from the high ground moving down, because you will have momentum in your favor. Every soldier will have to change his tactics for each enemy that he faces based on how they fight.


Blitz Translation

"...the clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed upon him." This is very simple. If you control the enemy, then you control the outcome of the battle, but if you allow the enemy to control you, then the enemy controls the outcome of the battle, and you will lose. You can control the enemy by forcing him to react to what you are doing. If you are in a static corner fight, you can send 2 tanks to attack from a different angle. Doing this forces the enemy to split his forces, even though they will all be there together, some of them will have their turrets and maybe even their hulls angled to deal with the new threat. While this is happening, the flankers will be able to put shots into the enemies focusing on you, and you will be able to put shots into the enemies focusing on the flankers. Your enemy will be disorientated by the change in the battle, and you will be able to take advantage of it and win.

 

"By holding out advantages to him, he can cause the enemy to approach of his own accord; or, by inflicting damage, he can make it impossible for the enemy to draw near." In WoTB, a lot of people have a bad habit of dropping any form of strategy or tactics when an enemy is spotted, and they will stop what they are doing, and move towards them in order to kill them, which results in a lot of friendlies or enemies getting caught out of position and then shut down quickly. You can use this to your advantage by using a small, fast tank as bait to draw the enemy into a kill zone where you are ready for them and then you will easily be able to pick them apart. This can be done with a medium tank that can get to a forward position, spot the enemy, and when spotted himself, he will leave the location and head in a direction towards the kill zone you have set up. once you have drawn the enemy into the kill zone, you all fire at once to destroy the first enemy or 2, depending on the caliber of your weapons.

 

"If the enemy is taking his ease, he can harass him; if well supplied with food, he can starve him out; if quietly encamped, he can force him to move." Don't let your opponents get comfortable. If they are relaxing, then they are controlling the pace of the battle. You must do something that is unexpected in order to fluster the enemy, then use the moment to attack, or at the very least do damage.

 

"Appear at points which the enemy must hasten to defend; march swiftly to places where you are not expected." If you are in the standard caves battle on Black Goldville, or the standard windmill fight on Winter Malinovka, and neither side is really coming out on top, you can do a short flank around the enemy, and put shots into their rears. This forces the enemy to either quickly react to the new threat, or die. Once they have reacted the the threat, and have successfully gotten into a defensive location for each direction of battle, the flanking tanks should fall back and attack from a different location.

 

"An army may march great distances without distress, if it marches through country where the enemy is not." If all seven enemies are spotted, and distracted by some members of your team, then you can safely maneuver to flank the enemy without fear of getting shot.

 

"You can be sure of succeeding in your attacks if you only attack places which are undefended. You can ensure the safety of your defence if you only hold positions that cannot be attacked." If the enemies are set up to defend the windmill on Winter M, they will have their turrets facing whichever way the enemy team usually approaches from. If you come from the opposite direction, from the area of their own spawn, they will not be ready for you, and you will be able to have shots at their rear, and the sides of their turrets. this is only accomplishable if the enemy has something to shoot at, however. If they do not spot any enemies, and the entirety of your team is flanking, they will be able to realize that you are not there, and spread out along the hill to defend the high ground, at which point you have lost. Likewise, if you have taken the hill on Mines, and you are in position to punish any enemy that tries to push you off the hill, you will be able to attack him from both sides. And if the enemy tries to flank, you will have a 360 degree view, making it impossible to do so. Once you have secured the hill on mines you are able to ensure that you will not lose by having the high ground, and by having vision in every direction.

 

"Hence the general is skillful in attack whose opponent does not know what to defend,; and he is skillful in defence whose opponent does not know what to attack." If you are unpredictable, the enemy will not know how to defend against you, which gives you the advantage, because he will always have to hastily react to what you end up doing. This does not, however, mean you should flank along the hill on Mines, or go to go bridge on Falls Creek. Being unpredictable means on Middleburg when the mediums have set up to defend against other mediums, and you roll up in an IS-7 and bully them out of their location. It means when you are attacking the windmill on Winter M, coming from both directions so the enemy has to split their 7 guns in 2 directions, while all 7 of your guns are facing the enemy, and from different angles of attack. Being skilled in Defense means that when you are in the caves on BGV, and have a hull down and sidescraping tank facing every direction, the enemy will not know which area to attack because they are all equally strong.

 

"If we wish to fight, the enemy can be forced to an engagement even though he be sheltered behind a high rampart and a deep ditch. All we need do is to attack some other place that he will be obliged to relieve." If the enemy is dug in at a location that you SHOULD be dug in at, and you still want to attack the enemy, simply go to a direction that the area they are at is weak against. There isn't any location that is safe from every direction. 

 

"If we do not wish to fight, we can prevent the enemy from engaging us even though the lines of our encampment, be merely traced out on the ground. All we need do is to throw something odd and unaccountable in his way." Almost every cap circle in WoTB is completely open to attack from almost every direction. If you are trying to capture the base on say Canal, you are open from every possible direction. In order so successfully cap, you will have to know for certain where the enemy is coming from, and have allies set up to punish any enemy that tries to reset the cap, because although every avenue of attack is available, every avenue is attack is also in the open as well.

 

"By discovering the enemy's dispositions and remaining invisible ourselves, we can keep our forces concentrated, while the enemy's must be divided. We can form a  single united body, while the enemy must split up into fractions. Hence there will be a whole pitted against separate parts of a whole, which means that we shall be many to the enemy's few." If you know where the enemy is, you can amass your team in one location to attack them where they are weak. If they are spread out on a map like Copperfield, you can rush one side with all 7 of your tanks, and then overwhelm half of the enemy team, then you will only have to deal with the second half of the enemy team while most of or all of your tanks are still intact.

 

"And if we are able thus to attack an inferior force with a superior one, our opponents will be in dire straits." If you keep all of your tanks together, and do not split your forces, you will at the very least have numbers even with the enemy's. If the enemy is foolish enough to split their forces, you will be able to attack them in a 7 v (7-N) fight, which gives you the numerical advantage.

 

"The spot where we intend to fight must not be made known; for then the enemy will have to prepare against a possible attack at several different points; and his forces being thus distributed in many directions, the numbers we shall have to face at any given point will be proportionately few." If you are assaulting the hill on Mines, or the hill on Winter M, then it is wise to not let the enemy know where you are coming from. on Winter M, there is a 50% chance they are facing the right way, or that they only have half of their turrets facing the right way. If they do not know where you are, they have to face all possible directions of attack, which means anywhere you attack, you will be attacking a fraction of the enemy's full force.

 

"For should the enemy strengthen his van, he will weaken his rear; should he strengthen his rear, he will weaken his van; should he strengthen his left, he will weaken his right; should he strengthen his right, he will weaken his left. If he sends reinforcements everywhere, he will everywhere be weak." This is easy. If you are attacking from 2 different locations, and the enemy sends tanks from one flank to the other to support the weaker side, they just weakened the previously strong side.

 

"Numerical weakness comes from having to prepare against possible attacks; numerical strength, from compelling our adversary to make these preparations against us." If you are attacking, you can attack with all 7 of your tanks at once, while the enemy will have to defend every possible location, so there may be only 4 enemies defending the side you decided to attack from. This gives you the numerical advantage in the first fight, which you should be aggressively pushing in so you can dispatch the first 4 enemies before the remaining 3 come to support their falling team mates.

 

"Knowing the place and the time of the coming battle, we may concentrate from the greatest distances in order to fight. But if neither time nor place be known, then the left wing will be impotent to succour the right, the right equally impotent to succour the left, the van unable to relieve the rear, or the rear to support the van. How much more so if the furthest portions of the army are anything under a hundred li apart, and even the nearest are separated by several li" If you know where and when you want to fight, you can easily have all 7 of your tanks in the desired location. If the enemy does not, he will have his forces spread out trying to find your tanks, and when his forces are spread out, his forces are weak and unable to support each other.

 

"Though the enemy be stronger in numbers, we may prevent him from fighting. Scheme so as to discover his plans and the likelihood of their success. Rouse him, and learn the principle of his activity or inactivity. Force him to reveal himself, so as to find out his vulnerable spots." If there is a team of 7 IS-7s that are perfectly hull down, and your team has only 4 T-62A's remaining, you have the mobility, and the penetration advantage. You can prevent the IS-7s from attacking by putting HEAT shells into their turret cheeks (you have around a 55% chance to penetrate if you hit the exact right spot). The IS-7s will likely become flustered because they are not able to damage a hull down T-62A, and they will rush into the open. Once he is out in the open, you can happily put shells into their sides/rear/lower plate while he cannot traverse fast enough to keep up with you.

 

"In making tactical dispositions, the highest pitch you can attain is to conceal them; conceal your dispositions, and you will be safe from the prying of the subtlest spies, from the machinations of the wisest brains." Take. The. High. Ground. The only map in the game where the high ground does not have the advantage is Falls Creek. If you are on the high ground, you can have some tanks pulled back where they are unable to be spotted, and you can shoot down on the enemy's upper plates, thus weakening their effective thicknesses. If you manage to get 7 tanks onto the hills on mines, there isn't an equal tiered team composition that can force you off of it if they are coming from the very bottom of the hill, because they will have to be coming from spawn, and the entire drive to the opening of the top of the hill by the mineshaft is open, and you can continuously poor fire into their tank from above making them incredibly weak when they get there when you should still have the vast majority of your health pool.

 

"Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards. So in war, the way is to avoid what is strong and to strike at what is weak. Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing." Once you take the high ground, it is easier to attack, just as it is easier to defend, but there is no one correct way to attack an enemy. You must change your strategy as the enemy changes theirs. If they are dug in at the hull down spots on Rockfield, you must simply short flank around the low ground, and shoot them in their rear, or you can eat a shell or 2 to move up under their guns, and shoot their lower plates.


Edited by MSixteen, 22 November 2015 - 04:01 AM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

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MSixteen #8 Posted 06 November 2015 - 01:50 AM

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Chapter 7: Maneuvering

 

There is nothing more difficult, and nothing more rewarding, than maneuvering to out think or out-play your opponent. In the real world and in Blitz, out maneuvering your opponent often means that you are attacking them from more directions than they can properly defend.


Important Quotes

"Having collected an army and concentrated his forces, he must blend and harmonise the different elements thereof before pitching his camp."

Simply put, this means that when you have managed to get a full army, you must concentrate your forces where they are needed the most, and the elements you have created (platoons, divisions etc.) must be created so they have the maximum effectiveness. This means that you cannot have units of all the same type, because your forces will all have the same strengths and weaknesses. If you have a seven units most effective at longer ranges, and they are attacked by a unit that has a mix between long, mid and short range combat, the unit with flexibility will win the vast majority of the time.

 

"After that, comes tactical maneuvering, than which there is nothing more difficult. The difficulty of tactical maneuvering consists in turning the devious into the direct, and the misfortune into gain."

Maneuvering your forces into the best possible position to destroy the enemy's forces if the most difficult thing you can do. If the enemy commander has any situational awareness at all, he will see what you are doing, and try to maneuver his forces in the best possible position to counter what you are doing. Both sides of the fight will be constantly maneuvering to gain the advantage. A good commander will be able to trick the enemy into exposing a weakness that he can take advantage of to gain the advantage. An even better commander will be able to recover from making the mistake, and regain the advantage he had just lost.

 

"Thus, to take a long and circuitous route, after enticing the enemy out of the way, and though starting after him, to contrive to reach the goal before him, shows knowledge of the artifice of deviation."

This is a rather simple concept to wrap your head around. If you can get the enemy to chase you instead of going for a strategic advantage, you can take the long way there, and still get to the strong point before the enemy will, thus putting you into a great position to destroy your enemy, and the enemy into a poor position (preferably where there is no cover).

 

"Maneuvering with an army is advantageous; with an undisciplined multitude, most dangerous."

Practice makes perfect. You cannot throw recruits who haven't even gone through basic training into combat and expect them to succeed. If you train and practice maneuvering with your units, when you ask them to do it in combat it will already be second nature to them, so you must practice before battle.

 

"If you set a fully equipped army in march in order to snatch an advantage, the chances are that you will be too late. On the other hand, to detach a flying column for the purpose involves the sacrifice of its baggage and stores."

This is, again, simple. If you want to take an advantage before the enemy does, fully equipped units with all of the extra weight will be slow, and you will be too late. If you have them lighten their loads, they can move faster, and get the strategical advantage, with the price of them not being fully equipped, so not being able to go through sustained combat.

 

"We are not fit to lead an army on the march unless we are familiar with the face of the country-- its mountains and forests, its pitfalls and precipices, its marshes and swamps."

Again, Sun Tzu has a knack for being able to explain things in a very simple manner. If you do not know the terrain you are moving your forces through, you are not fit to move them. You must know the country inside and out in order to give your forces the best possible chance of being able to be places in a strong position quickly, and be able to escape quickly if need be.

 

"Whether to concentrate or divide your troops, must be decided by circumstances."

This doesn't need much of an explanation. If you need a large force to succeed, concentrate your forces. If a portion of your force has the ability to hold a position, you can divide your forces in order to flank, or divide your forces to protect a possible weak point in your line.

 

"Let your rapidity be that of the wind, your compactness that of the forest."

Move quickly in tight formations in order to rush and overwhelm your opponents at the point of contact. Basically it's like playing Red Rover when you're a kid, except you're that one guy who weighs 50lbs more than everybody else, and it's all muscle.

 

"In raiding and plundering be like fire, in immovability like a mountain."

If you are attacking, you must attack with great force and speed so you confuse your enemies and gain the advantage. If you are defending, you must hold your position at all costs, and not give an inch of ground that the enemy didn't have to pay dearly for.

 

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt."

Don't let the enemies know what you are planning until it's too late. If it is easy to see what you are planning, then it will be easy to counter.

 

"Ponder and deliberate before you make a move."

Don't be hasty in your actions. It is important to be able to think quickly and adapt to the situation, but you also must make certain that your course of action is the appropriate one.

 

"It is a military axiom not to advance uphill against the enemy, nor to oppose him when he comes downhill."

TAKE THE FREAKIN HIGH GROUND. DON'T TRY TO TAKE IT IF THE ENEMY HAS IT. DON'T STOP HIM FROM COMING DOWN IF HE WANTS TO. I'm calm. I swear I am.

 

"Do not swallow a bait offered by the enemy."

If you see an oddly out of position enemy in organized combat, it will often be a bait that you are intended to pursue. When you pursue the bait, you will fall into a trap and lose.

 

"When you surround an army, leave an outlet free. Do not press a desperate foe too hard."

Ever heard of a tiger being backed into a corner when it's feeling threatened? Ever heard of it going well for those who have cornered it? Yeah... Don't do that.


Blitz Translation

"Having collected an army and concentrated his forces, he must blend and harmonise the different elements thereof before pitching his camp."

You have a team of 7 tanks including yourself. If you are going to call the battle, it is your job to put each tank where they are strongest, and each tank must have at least one other tank that can cover it's weaknesses.

 

"After that, comes tactical maneuvering, than which there is nothing more difficult. The difficulty of tactical maneuvering consists in turning the devious into the direct, and the misfortune into gain."

Once all 14 tanks have deployed to where they wanted to begin the battle, you have to be able to move your forces to the best possible position. No plan survives first contact. One the enemy team is spotted, both sides will start the maneuver to a position where they can shoot each other. The winner is decided by which team is able to maneuver into the better positions. This can be difficult if you have the wrong vehicle types, or if your vehicles do not have enough armor or are too slow. If they are not heavily armored enough, they will be penetrated by most shells that are fired at it no matter what position they are in. For tanks such as that, they must play a supporting role so they are not the main focus of the enemy, and they can simply rack up the damage. If you do not have the right vehicle types, you will also struggle. If you're in a slow heavy tank, and you're trying to rush the hill on Mines, you're not going to make it. You'll be caught out in the open, and you won't be able to make it there before most or all of your hit points have been depleted. If your tanks are too heavily armored, they will generally be too slow. 

 

"Thus, to take a long and circuitous route, after enticing the enemy out of the way, and though starting after him, to contrive to reach the goal before him, shows knowledge of the artifice of deviation."

If an enemy takes the bait you have set for him, causing him to deviate from driving towards a strong location, you can get there first with ease. If the vehicle you send out to spot gets spotted himself, send him in a direction away from where you want to go in order to try to get the enemies to chase. If they do not chase, then the scout is easily able to get on the flanks of the enemies and snipe them from afar.

 

"Maneuvering with an army is advantageous; with an undisciplined multitude, most dangerous."

Once training rooms comes out, you need to practice with your clan mates and prepare for clan wars. A "less skillful" forum clan that has rehearsed strategies will be able to out play a "skillful" forum clan the majority of the time. Likewise, if neither practice, then it comes down to raw skill, and the better clan will win.

 

"If you set a fully equipped army in march in order to snatch an advantage, the chances are that you will be too late. On the other hand, to detach a flying column for the purpose involves the sacrifice of its baggage and stores."

Slow heavies will all of their armor will not be able to reach a strategic location quickly. Send the mediums ahead in order to hold off the enemies until your heavies get there to push the enemies back, and crush them under your treads. The mediums will not be able to hold the position forever, though, so once the heavies get there, they must immediately push to the front lines and let the mediums regroup to flank, or give supporting fire. 

 

"We are not fit to lead an army on the march unless we are familiar with the face of the country-- its mountains and forests, its pitfalls and precipices, its marshes and swamps."

Know the maps inside and out before you give orders in a match. If you don't know the best firing lanes, and how to best counter the firing lanes, then you should not be giving the orders.

 

"Whether to concentrate or divide your troops, must be decided by circumstances."

If you've got an IS-7, a T-62A and a T110E3 all hull down, they can hold off just about an entire enemy team between them. This gives you the opportunity to use the rest of your team to flank the enemies as they struggle your allies that are distracting them from the front. But if you are faced with a hull down IS-7, T-62A and T110E3, you need every single one of your 7 tanks available to  rush into their position without stopping in the open in order to root them out. Other wise, your team will be torn apart within minutes. It is at the discretion of the commander whether or not to either concentrate or divide. It comes down to the skill level of your allies, and the tanks they are driving. The most important factor is the location they are in. If it's a bad location, you need to push through it with all of your tanks. If it's a good position, half of your team can stay while the rest goes to flank/support.

 

"Let your rapidity be that of the wind, your compactness that of the forest."

Few things are more terrifying to see in Blitz than 7 enemy tanks in a good formation steaming towards you at full speed. If you have 3 heaviums and 3 mediums backed up with a quick TD,  and they can all make contact with the enemies and get past their lines, there aren't a whole lot of teams that can recover. You need to use your speed to smash through the lines and disorient the enemies.

 

"In raiding and plundering be like fire, in immovability like a mountain."

There isn't really much more I can say about this. If you're attacking, do it quickly and with overwhelming force. If you intend to defend a location, you need to make the enemy pay for even thinking of rushing you out of your position.

 

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt."

If you're spotted while you're trying to flank, the enemies will easily be able to find a hull down or a sidescraping position to counter you. If you're flanking, do it quickly and where you will not be seen. This way, you will have the enemies by surprise when you attack from two fronts.

 

"Ponder and deliberate before you make a move."

Don't make a move unless you know where all of the enemy tanks are. If there is 1 enemy on your right flank, and 4 spotted on the left flank, you will need back up to go kill that 1 enemy on your flank, because the odds are that there will be 2 more tanks that have better camo rating that you just haven't seen yet on the flank that you will need to deal with if you go back to defend. Rushing into a situation that you assume will be a 1 on 1, only to find out you're out numbered 2 or 3-1 is how people YOLO. And we all know what people say happens when you assume...

 

"It is a military axiom not to advance uphill against the enemy, nor to oppose him when he comes downhill."

TAKE THE FREAKIN HIGH GROUND. DON'T TRY TO TAKE IT IF THE ENEMY HAS IT. DON'T STOP HIM FROM COMING DOWN IF HE WANTS TO. I'm calm. I swear I am. Trying to oppose an enemy speeding down a hill is how you get ram killed. Trying to take the high ground that the enemy tanks have occupied is how you lose too many hit points to do you any good by the time you get there. Taking and holding the high ground with your team is how you win the battle. Don't take the high ground of Falls Creek. The bridge is next to useless.

 

"Do not swallow a bait offered by the enemy."

This goes directly back to thinking before you make a move. That 1v1 situation you think you're going into will end up being 2 or 3v1, and then you're screwed. Don't move in on a lone enemy unless you know where his entire team is.

 

"When you surround an army, leave an outlet free. Do not press a desperate foe too hard."

The last thing you want the enemies to do once you have them in a tight situation is to push forward. If they're surrounded, they can attack in any direction with full force, while yours is spread around them, often unable to support everybody on your allied team.


Edited by MSixteen, 17 January 2016 - 09:51 PM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #9 Posted 06 November 2015 - 01:51 AM

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Chapter 8: Variation of Tactics

 

Intro:

Being the shortest chapter thus far in The Art of War (only a page and a half in total), this chapter of The Art of Blitz will not be very long either, but it will have some very important information in it. Enjoy.


Important Quotes:

"When in difficult country, do not encamp. In country where high roads intersect, join hands with your allies. Do not linger in dangerously isolated positions. In hemmed-in situations, you must resort to stratagem. In a desperate position, you must fight." In the real world, you do not want to camp out in extremely hard, rocky terrain,  because in the event of being attacked by the enemy, you will not have an easy escape, and your only option would be to fight. This could prove to be fatal for many people. The "high roads" that Sun Tzu mentions seems to simply mean roads that are positioned on the high ground. It gives several benefits, among which are the fact that roads are easier to travel on, which takes less energy from your soldiers, so they will not be as tired if they need to hurry to fight, and the simple fact that it is the high ground, it comes with all of the added benefits of that already. Dangerously isolated positions are positions that you cannot quickly leave and rejoin your allies if they need help in the fight, or that your allies cannot quickly get to if you come under attack. Some examples would be swampy areas, or very rocky, bouldery mountains that are difficult to climb or travel through. Being separated in these areas could mean death. Being hemmed-in simply means that you are surrounded, or enclosed. Therefore you must resort to stratagem that was talked about in previous chapters. In a desperate position, like if you have your backs against a wall, and no means of escape, retreating is not an option, so you must fight or die. Putting yourself in these types of positions means that something has already gone wrong, and you must fight to salvage it.

 

"There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged, positions which must not be contested..." Some roads which must not be followed would include roads that cut through areas where you are easily ambushed, such as valleys, or roads that lead into strategically bad locations. Armies that must not be attacked would include armies that are greater in number, armies that have the proper equipment to support them, or armies with much more firepower. Also, armies that are in good spirits are armies that are much more difficult to defeat than armies that are already expecting to die. Towns that should not be besieged are those that the defenses are too well put together that it would wipe out the vast majority of your army if you were to try and attack. Positions which must not be contested are those that the enemy has a very clear, very strong strategical advantage, such as high ground, or narrow passes.

 

"The general who thoroughly understands the advantages that accompany variation of tactics knows how to handle his troops. The general who does not understand these, may be well acquainted with the configuration of the country, yet he will not be able to turn his knowledge to practical account." If you are in a situation where you are in your own territory, and you are either attacking or defending, and you know more than one way to be successful, and come out on top, and also how to counter each position that you yourself would have taken, you will be successful. If, however, you know only one way of doing things, you will be predictable, and defeated easily. 

 

"Hence in the wise leader's plans, considerations of advantage and of disadvantage will be blended together." You must take into account the strengths and weaknesses of each position you put yourself in. For example, if you are surrounded by solid cover on three different sides, there is only one possible direction the enemy can come from, but there is also no means of escape when the enemy does come from that direction. Also, if you are in a position where you are surrounding an enemy, your army is spread out compared to the enemy, and if they concentrate their attack in one direction, you are likely to large portion of your army than the enemy will of his.

 

"If our expectation of advantage be tempered in this way, we may succeed in accomplishing the essential part of our schemes." If you take into account the strengths and the weaknesses of each position you are in, or every tactic you decide to deploy, then you will be able to abuse the strengths, and negate or diminish the weaknesses. This will allow you to be successful.

 

"Reduce the hostile chiefs by inflicting damage on them; make trouble for them, and keep them constantly engaged; hold our specious allurements, and make them rush to any given point." These points made in the last quote have been talked about before in The Art of War. Being a nuisance to an enemy leader by pecking away at his numbers will irritate him. If he's constantly being attacked, even minor damage will begin to add up over time. If you leave a portion of your army slightly exposed, the general will not be able to resist going on the offensive, and that is when he will rush into an ambush that you have set, and he will fall.

 

"The Art of War teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable." This is a very important part of the chapter. If you think the enemy will not attack you, and you do not make your defenses in a manner as if an attack is imminent, then if the enemy does attack, you will not be ready. However, if you "practice like you play" then you will have your defenses so strong that if and when an enemy does decide to attack you, it will be impossible for you to lose. 

 

"There are five dangerous faults in which may affect a general:

 

1.) Recklessness, which leads to destruction

2.) Cowardice, which leads to capture

3.) A hasty temper, which can be provoked by insults

4.) A delicacy of honor which is sensitive to shame

5.) Over-solicitude for his men, which exposes him to worry and trouble

 

These are the five besetting sins of a general, ruinous to the conduct of war. When an army is overthrown and its leader slain, the cause will surely be found among these five dangerous faults. Let them be a subject of meditation."

I am going to talk about each of these 5 faults one at a time, and break them down for you. 

1.) Recklessness, that leads to destruction

If a general is overly eager for battle, or one that does not think his opponent worthy will rush forward into an ambush, and he will lose all of his men because he either was too bloodthirsty, he did not think of his opponent as dangerous, or he wanted a swift victory. All of those things will lead to you losing your entire army, and never being able to recover from the massive blow, you will be captured, and killed.

2.) Cowardice, that leads to capture

The opposite of being reckless is being a coward. If you do not want to fight, so you simply encamp your army, and do not attack, or you refuse to move your army, the enemy will be able to easily outmaneuver you, because you have fixed yourself into a position, and you will be flanked and killed swiftly. 

3.) A hasty temper which can be provoked by insults

If you've got a quick temper that a few insults will send you past your boiling point, you are very likely to become reckless, and make the same mistakes that a reckless general would, but possibly even to a greater degree.

4.) A delicacy of honor which is sensitive to shame.

If you have lost a battle, but may still win the war, yet you are ashamed at the fact that a battle was lost, you will become hesitant, and overthink things. You will second guess yourself, and you will only begin to lose more and more battles until the war is finally lost, and you are captured. And killed.

5.) Over-solicitude for his men, which exposes him to worry, and trouble.

Your men are soldiers. They know what they are getting themselves into. Not everybody can come out alive every time. It's an ugly truth of war. Yes, you need to try to preserve the health of your army, so they do not dwindle in size, but if you are unwilling to take any risks, and you do not have any audacity, then you will not be able to win a war because you will not attack, and when you go on the defense, you will exhaust too many resources into defenses, that you will not have the supplies to care for your troops.

 

If a general is guilty of having any of these character flaws, then he will not be a good general, and he will get many a soldier killed.


Blitz Translations:

"When in difficult country, do not encamp. In country where high roads intersect, join hands with your allies. Do not linger in dangerously isolated positions. In hemmed-in situations, you must resort to stratagem. In a desperate position, you must fight."

In Blitz, you cannot really "encamp" in the sense that Sun Tzu is talking about, but you can snipe. "Difficult country" to snipe from would be very hard to get to areas that take too long to get to. If you take the first minute or more of the game just getting to your sniping position, your gun is inactive for 1/7 of the game, which puts your team at a big disadvantage. If you're going to snipe, you need to snipe from a location that you can get shots on the enemy as soon as they are spotted. "In country where high roads intersect," in Blitz, would simply mean the high ground. You need to get your team to the high ground, and you need to keep it. Shooting down on your enemies flattens out their armor, and makes yours even more angled. Even Leopard 1s will bounce some shots off of their turret when they are on the high ground using all of its gun depression, forcing an enemy to shoot up at it. "Dangerously isolated positions" are simple. If you cannot shoot any enemies, and your team mates can/are getting shot at by them, then you are being useless, and you  need to move to a location that you can .help them, because either A.) they will die and you will be all alone, or B.) the rest of the enemy team will find you, and kill you. You never want to go off in any direction by yourself in Blitz. The buddy system is the best system, but staying with all of your allies, even when they go in a bad direction, like town on Port Bay, is a better decision than to go to the strategically better position by yourself to die. The hemmed-in positions where you are surrounded simply means you and your team must all push in one direction, and then turn around after you get into cover, and keep the enemy team in 1 direction the best that you can. In desperate situations where you must fight, such as when you find yourself in a 2v1 or more, the best thing to do is to circle around one of the enemies, and use one of them as cover from the other. AKA if you are in a medium, and you are circling a heavy with another near by, you have to 'juke' back and forth and try to make the heavy miss, because if you circle completely around him, you will get shot by the other one.

 

"There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged, positions which must not be contested..." Roads that must not be followed are the ones that lead into towns. On every single map, besides Falls Creek, Fort Despair, Lost Temple (sometimes) and Himmelsdorf (obviously), going to the city/town/place where the most building are is a surefire way to get your team to lose. I don't know what it is about towns on Blitz, but the town on Port Bay, Middleburg, Desert Sands, Oasis Palms, Canal and Winter Malinovka are terrible places to go, and you will almost always lose. Also, on most of those maps, the town is in the low ground, so there is another reason to not go town also. Now towns that must not be besieges, in Blitz, are just about all of them if the entire enemy team went into the town. When you are a smart person, and don't go town, and you get your team to also not go town, you need to not go into the town. If you do what you should, and not go into the town, the last thing you need to do is send tanks in 1-2 at a time into the town to die in a 1-2 v 7. I have lost hundreds of games because of teams that do just that. If you must go into the town, you must all do it together and as a team or you will get slaughtered. Positions that must not be contested are the ones where the enemy very clearly has the advantage from that direction. If there is a hull down IS-7 and T-62A, attacking them head on is a good way to get slaughtered very quickly. However, if you relocate to their side, where they do not have the ability to go hull down, then you can have a fighting chance. If there is a sidescraping IS-4 or Maus, it is best to not come at them from that side, because you will not have an easy time penetrating their hulls.

 

"The general who thoroughly understands the advantages that accompany variation of tactics knows how to handle his troops. The general who does not understand these, may be well acquainted with the configuration of the country, yet he will not be able to turn his knowledge to practical account." If you are going to be calling a team battle, or a battle for clan wars, or any battle in general where the entire team can hear you, and they will actually listen to your commands, knowing the map isn't enough. If you only know of one way to win on the map, then you will become predictable and easy to defeat. However, if you know of multiple ways of winning on the map, and also how to counter each of those ways, you have flexibility. Flexibility is the best way to be unpredictable, and being unpredictable is the best way to keep the enemy team on their toes and to catch them off guard.

 

"Hence in the wise leader's plans, considerations of advantage and of disadvantage will be blended together." When you are attacking the enemy, or when you are on the defense, you must know the advantages and disadvantages of the position you are putting yourself in. This will help to predict the enemy's movements. Predicting your opponent's movements successfully is the easiest way to put yourself into an even better position

 

"If our expectation of advantage be tempered in this way, we may succeed in accomplishing the essential part of our schemes." If you have planned ahead, and know the strengths and weaknesses of each position that you have put yourself in, so you are able to abuse the strengths, and minimize or negate the weaknesses, you will be successful in Blitz.

 

"Reduce the hostile chiefs by inflicting damage on them; make trouble for them, and keep them constantly engaged; hold our specious allurements, and make them rush to any given point." The "hostile chiefs" are simply your enemies. If you are constantly pecking away at them, damaging them, even a little bit, they will be forced to either rush into cover, rush toward you, or rush towards your allies. Even if you only track them, preventing them from moving, they will become flustered, and make a mistake.

 

"The Art of War teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable." If you are in a tank that has a very strong turret, you don't need to worry about any any facing you head on as long as you are hull down. If you are in a tank that can side scrape, then you don't need to worry about being engaged frontally as long as you are in a good sidescraping position. If you are in a fast medium tank, and an slower enemy decides to rush you in the open, you do not need to worry about fighting them, because you can simply circle them, and they won't be able to kill you. It's all about putting yourself in the position that your tank is meant to be in. An IS-7 or T-62A is supposed to be hull down. An IS-4 or Maus is supposed to be side scraping, and a Leopard 1 or Obj 140 are supposed to be circling enemies in the open, making them look like fools.

 

"There are five dangerous faults in which may affect a general:

 

1.) Recklessness, which leads to destruction

2.) Cowardice, which leads to capture

3.) A hasty temper, which can be provoked by insults

4.) A delicacy of honor which is sensitive to shame

5.) Over-solicitude for his men, which exposes him to worry and trouble

 

These are the five besetting sins of a general, ruinous to the conduct of war. When an army is overthrown and its leader slain, the cause will surely be found among these five dangerous faults. Let them be a subject of meditation."

Again, I will break this quote down section by section.

1.) Recklessness in Blitz can be many things. The most common forms of recklessness that I personally see in Blitz are going around a corner, or cresting a ridge to put one shot into the enemy when you know there are multiple enemy tanks waiting for you to do just that so they can put a shot into you, or rushing forward way ahead of your team and getting yourself into a position where there are multiple enemies shooting at you, and no allies close enough to back you up.

2.) Cowardice in Blitz is obviously camping. Don't camp. Ever. If your allies have shots on the enemies, and you do not have shots on the enemies, you need to move to a location where you can be effective in killing your opponents. If you refuse to move to a location where you can help your team, then your team is at a disadvantage, and you will end up having to face multiple opponents at once, and you will lose the match.

3.) Hasty tempers are bad. I am, however, guilty of raging at teammates every more often than I'd like to admit, because stupidity is a pet peeve of mine, and I see a lot of people doing very, very stupid things. I am trying to cut down on it, and I always make sure that I never cross any lines that should never be crossed. As long as you're trying to not rage, it's OK if some slips out every once in awhile, but never go overboard.

4.) "A delicacy of honor" in Blitz would be if somebody was absolutely obsessed with their stats. To the point that when they do poorly in a match, it stays with them, and it just turns into a snowball effect that is difficult to undo. Remember that Blitz is in fact, just a game. Even the very best lose 20% of the time. When you are on the enemy team of one of the very best, and you beat them, it's best to not message them after the game with a "GG," because it is rude. I know that you will usually have good intentions, but when we tend to lose, we tend to lose badly, or because there were a couple of brain dead potatoes that probably have to remind themselves to breathe. After either A.) being completely blown out of the water, or B.) watching people who have no right to call themselves fully evolved play Blitz, we do not want to be told "GG," because it very clearly was not.

5.) Over solicitude of his men, in Blitz would mean that if you are calling a battle, and you are in a position that is good, but not great, and you are unwilling to take any risks to get into a better position, or to drive the enemies back, then you will lose the match because they will eventually come at you from a different angle, and you will not be ready for them, and you will lose.


Edited by MSixteen, 07 March 2016 - 03:59 AM.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

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MSixteen #10 Posted 06 November 2015 - 01:51 AM

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Chapter 9: The Army on the March

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #11 Posted 06 November 2015 - 01:52 AM

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Chapter 10: Terrain

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #12 Posted 06 November 2015 - 01:52 AM

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Chapter 11: The Nine Situations

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #13 Posted 06 November 2015 - 01:53 AM

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Chapter 12: The Attack by Fire

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MSixteen #14 Posted 06 November 2015 - 01:53 AM

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Chapter 13: The Use of Spies

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


Ryan_Dazel #15 Posted 06 November 2015 - 01:53 AM

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Something constructive

Edited by Ryan_Dazel, 06 November 2015 - 02:14 AM.

I like turtlez


johndd1_winner #16 Posted 06 November 2015 - 01:55 AM

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Reserved just because it's trendy

You're just a bag of particles obeying the laws of physics

 

 

 


AmmorackedIS6 #17 Posted 06 November 2015 - 01:55 AM

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View PostRyan_Dazel, on 05 November 2015 - 07:53 PM, said:

Chapter 14: Double Posting

This isn't double posting...


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MSixteen #18 Posted 06 November 2015 - 01:57 AM

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Ryan please edit your comment to something constructive. My other thread was asking to see if people would like me to do this, and this is the thread where it will actually be.

"I'm not a sore loser, l just prefer to win and when I don't I get furious." ~ Ron Swanson

"If you can't figure out how to win in tier 8 against a tier 10, you're not going to be winning in tier 10" ~ PC9684

 Click here for The Art of Blitz Click here for my YouTube channel!

May my M60 and BOUGHT IS-6 Fearless forever give me bountiful harvests of whiners' salt


MRKKW #19 Posted 06 November 2015 - 01:57 AM

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View PostRyan_Dazel, on 05 November 2015 - 08:53 PM, said:

Chapter 14: Double Posting

 

View Postjohndd1_winner, on 05 November 2015 - 08:55 PM, said:

Reserved just because it's trendy

 

View PostShawk_91, on 05 November 2015 - 08:55 PM, said:

This isn't double posting...

 

:facepalm: What does not posting mean? Oh crap I just posted

Edited by MRKKW, 06 November 2015 - 02:00 AM.

 

 


Ziggoulous_Alpha #20 Posted 06 November 2015 - 02:03 AM

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You forgot Schifflen plan 3.0




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