Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 18

Before starting a series of guides on basic strategies for 1vs1 maps, I would like to talk about basic

terms that are key to all subsequent considerations. Since I am a supporter of warfare through
maneuvers by combat groups, most of what is said below will be applicable primarily to this style
of play.

Maneuver (fr. Manœuvre - action, operation) is the organized movement of troops (forces) in the
course of a combat mission in order to occupy an advantageous position in relation to the enemy
and create the necessary group of troops (forces) and means for the most effective destruction of
enemy groups and objects .

Maneuver is carried out by formations, units, subunits, forces and means, strikes and fire. Types of
maneuver are: coverage, bypass, change of area or position. In our case, the maneuver is carried
out by mobile groups.

Mobile group is a group of troops capable of quickly and effectively occupying the necessary
positions and possessing the necessary firepower for effective offensive operations to seize a
Schwerpunkt. Based on the definition, it is obvious that I am talking primarily about tanks.
Nevertheless, the assignment of infantry fighting vehicles and armored personnel carriers to the
mobile group is not a mistake. Which units you make up the mobile group of is up to you.

Bridgehead is the territory (or part of it) of one or another state used in preparing an offensive into
enemy territory as a base for the concentration and deployment of armed forces. It can have
strategic or operational value.

Schwerpunkt is a specific area of strategic importance to the attacker.

My goal is not to teach you how to combine units correctly or how to maneuver well. I want to
show you where and for what purpose to strike.

Highway to Seoul
One of the best maps for maneuver warfare. To determine the main area of our interests, it is
necessary to divide the map into zones:
1) Zone 1 can be used for some base cheese, otherwise it is an absolutely useless area.

2) Zone 2 contains two areas with an income of 1 point each. The distance from respawn and
the lack of opportunities for maneuver after its capture make this zone less prioritized compared
to Zone 3.

3) Zone 3 contains only one 1ptr and is at the same time the most important part of the map,
the highway. The highway is sheltered in a lowland and difficult to view with recon. The
combination of these factors gives the player controlling the highway excellent opportunities for
maneuver.

4) Zone 4 is the flank of zone 3. It contains several significant positions for controlling the
Delta point and an area with an income of 1 point.
Logistics on this map is very important. Let’s highlight the main Bridgeheads for attack and
defense, while simultaneously considering the importance of supply roads:

In simple terms, blue player must capture Bravo schwerpunkt (red player’s bridgehead), and red
player must accordingly capture Foxtrot schwerpunkt (blue player’s bridgehead). Having lost
the Bravo/Foxtrot respawn, the player automatically loses the game. So gotta press dat
surrender button. Capturing the remaining schwerpunkts (enemy bridgeheads) is not of strategic
importance, but can still be useful for distracting attention or for generating additional income.

The main tactical tip is to use tanks as the backbone of a mobile group. I repeat that it is
necessary to control the highway and the central zone of the map. Mobile group maneuvers
need to be carried out through the highway and the central region of the map. Highway offers
you the opportunity to "semi cut" both Delta and Charlie-Golf zones very easily with low effort.
Given the great attacking opportunity, you might decide what you want to cut off fully and take.
You will decide as a result of the recon provided during semi- cut off

and you will simply strike where it is weaker. Achieving numerical/point advantage on the
chosen vector of attack making it easier for you to get good trades. After a full control of Delta,
you are basically sieging the secondary spawn. Which as was stated before is the no return zone
when lost in most cases so you can call that centre of gravity in a military sense.

So that you have a rough idea of how the deployment should look like, I am attaching an
example of a game I recently played:
Punchbowl
Punchbowl is a map for which the linear approach to fighting works very poorly. Let's look at
the map and determine specific clues for creating proper battle plan and frontline:

Based on logistics and terrain we can determine two approximate battle plans for both spawns:
1) Attack on Bravo with further capture of the bridgehead on the enemy 2ptr. Capturing Bravo
allows you to solve the logistics problem and move troops to the enemy 2 ptr through the center
of the map, which saves a lot of time. Seizing the Bridgehead buys you time to reinforce your
positions and cap 2ptr since the enemy is unable to bring troops fast.
2) Fast attack on 1ptrs followed by a flanking attack on Bravo. Capturing zones allows you to
take the initiative by placing CVs there, and infiltration into the forest (especially closer to
Golf) opens the opportunity to intercept reinforcements and create pressure on the enemy
spawn, forcing the enemy to respond to the threat and temporarily postpone plans for further
offensive.
General tips:
1) Use MANPADs (if possible) because of especially high intensity of air battles (due to the
specific location of air spawns).
2) When attacking the central town, do not skimp on infantry and fire support, the more tanks
and DPS you have, the easier it will be for your infantry to clean up the city.
3) Use planes and watch out for enemy aircrafts as well, they are especially strong on this map.
4) Try to create tension in the secondary sections of the front to gain the initiative via minor
breakthroughs or at least distract the enemy's attention. It is almost impossible to create a
decent continuous front line on this map.
5) Establish control of open areas by placing ATGM teams and vehicles in properly covered
places (townblocks and bushes).
6) Keep in mind high probability of basecheese.

I also applied an example of somewhat cheap defense of 2ptr suitable for the early stage of the
game:
Paddy field

The most generic and therefore popular map for in-house games. Filthy Frank describes all my
feelings about this map tbh.
Let's analyze the map:

As far as I can tell, it is rare for a player to capture the bridgehead far from the frontline.
Therefore, we will mainly talk about map control and the map’s important key zones. .
Logistics: the Hotel-Golf-Foxtrot zone allows effective control of supply lines. Meanwhile, the
territory of Alpha-Bravo-Charlie is mostly covered by forests and therefore it is very difficult to
control the enemy supply lines.
This leads to optimal battle plans for Delta and Echo players:
Initially, the battle imposes the Echo spawn player by selecting the main attack vector (marked
with numbers 1 and 2 on the map accordingly). Therefore for the Delta player, the initial
reconnaissance using a helicopter is especially important. Based on the data received by recon
helo, he either reacts to the "red" player's attack on Bravo, or chooses between attacking the
square or triangular forest in the case that the“red” player goes for the triangular forest.

Let's take a closer look at the attack on the triangular forest. In the forest itself, infantry and
light armored vehicles are sent, while tanks operate outside the forest and destroy enemy tanks
and other means of support. Also worth noting is the key area on the opposite side of the river:
it is very convenient to place scouts and ATGM teams to support tanks. It is not an exaggeration
to say that the player who has captured this flank controls the engagement zone around the
triangle forest.Subsequently, the player who wins the battle must capture the square forest and
develop an offensive on Golf/Foxtrot using the advantage in initiative and keeping in mind the
importance of bridgeheads.

In the case of an initial battle for Bravo, the main task of the red player is to establish control
over the entire forest and get to the key area. This way he will be able to effectively hold Alpha
and Bravo while gathering forces to attack the remaining key areas for map control. A
secondary task is to capture towns to eliminate pockets of resistance behind the front line.
Based on the goals of the red player, the blue player, on the contrary, must eliminate the main
strike group, and gain a foothold in the forest in order to completely capture the flank in the
future. It would not be amiss to send a small strike force into the triangular forest to try to
establish control over it.

General tips:
1) Use helicopters for initial reconnaissance.
2) pay due attention to the composition of the strike group: medium or heavy tanks and infantry
with long-range anti-tank weapons (such as Eryx and Bumbar) for open spaces and infantry
with rapid-fire anti-tank weapons and medium tanks for CQC.
I also applied an example of flanking attack to support main push for triangular forest:

Hell in very small place


A bit tricky map to play because just look at this:
The ultimate goal for both players is the same - to lock the enemy on the opposite side of the
river.
To do this, the red player must quickly develop an attack on the center of the map and the Golf
sector. The last thing to do is capture the town on the road between Bravo and Foxtrot.
The choice of the main attack vector determines the subsequent strategy as follows: in an attack
on Golf, the subsequent attack on the Foxtrot is carried out by flanking through a high ground
from the Golf sector side and backed by proxy frontal push. In case of an initial attack into
Foxtrot it is necessary to cut off the enemy's reinforcements in the Golf sector using the same
Golf-Fox path and develop a frontal attack supporting it by flanking through the forest.
The red player must also take into account that he does not have the advantage of gaining
victory points as a blue player, so he must act more decisively.

The blue player, in principle, operates according to the same scenario, except for a few
important nuances:
First, the encirclement of the Golf sector is carried out by capturing the city at the intersection
of roads.
Secondly, it is more difficult for the blue player to fulfil the final goal, so he must use the
advantage in capping (small forces to capture Bravo and, if possible, put the CV on Charlie)

General tips:
1) Use medium and cheap tanks (starting from the Leopard 2A1 and ending with the T-72A)
because most of the engagement distances on this map are quite short.
2) Combine infantry with good anti-tank abilities with line infantry, don't forget about fire
support as well
3) The battles on this map are particularly intense and very often turn into grinding, so I advise
you to pay attention to microcontrolling and improving your infantry combat skills

Nuclear winter
An interesting map that pushes players towards asymmetric deployment. To make it clear why
so let’s take a look at map:

It is noteworthy that the blue player, due to logistical peculiarities, has the opportunity to arrive
at the Alpha sector faster than the red player. On the other hand, the red player can succeed in
attacking the India sector, since after occupying key points it is almost impossible for the blue
player to back cross the river and reach this sector. Thus, it is especially easy to define tasks for
this map: defend your 2ptr and capture the enemy 2ptr respectively.
Speaking of opener, I want to note that motorized and heliborne deployment is particularly
strong on this map.
It is necessary to understand that Alpha sector is controlled by capturing the surrounding
forests. By controlling the forests, you control the paths for bringing reinforcements, this
statement is true for both attacking and defending players:

Speaking of the Delta sector, you should keep in mind that flanking attack capabilities are
limited because of the river and the town on the road leading to the alpha sector.
Therefore, if you are aiming a strike at Delta, then ensure that you either have a high attack
speed or a significant numerical advantage.
For the attacking sector of India, it is necessary to knock out the enemy from the town and the
surrounding forest as soon as possible. This will allow you to establish control over the bridges
and lock the enemy on the spawn.
Always look for holes in the front line and sneak through them, use bridges across the river for
unexpected attacks, and pay attention to helicopters.
Plunjing Valley

Quite an unbalanced map because Charlie spawn provides somewhat of an initiative from the
start. To clarify it let’s take a look at map and logistics routes:

As you can see Charlie (blue) player can effectively siege both Foxtrot and Bravo flanks.
There’re several opinions on proper openers for this map:
1) Main heavily armored push into road between Bravo and crescent forests with further
advance into Bravo and gathering foothold on Delta/Alpha for sieging enemy 2ptr.
You should consider putting atgms and some cheap units into defensive positions on your
flanks to prevent enemy capturing your bridgeheads through which you always can recapture
said flanks
2) Heavy push for one of flanks (for Echo spawn Foxtrot is preferable). In this case you play
defensively in the middle and other flank while putting all efforts to capture primary flank
entirely, because screwing said push basically means GG for you. Also I should mention that
for Charlie spawn 1st and 2nd opener variants are actually quite similar.
3) Warning: very risky and micro intensive. Deploying into both flanks meanwhile putting
quite few forces to defend 2ptr in initial phase. In this case you have to determine enemy
main push and ambush it with 1 of your assault groups (either Bravo or Foxtrot troops)
meanwhile capturing entirely the other flank. So your main goal is to capture 1 flank entirely
and get some solid foothold (or capture it in case you managed to defeat enemy push).
Now I will outline some general considerations based on the experience of playing this map.
The whole trick of this map is in the complete capture of at least one enemy bridgehead. After that,
you get an undeniable advantage over the opponent (for example, the player Charlie can effectively
intercept enemy reinforcements using crescent forest as cover). But specifically on this map it’s
extremely difficult to capture even one bridgehead, so basically the games on this map are reduced
to capturing and holding something like the frontlines of defense (marked as white and black
circles) and subsequent capping. Intense grinding in one of 2 ptrs should also be expected since
fights on this map tend to turn into stalemate.

Mudfight

Alright, Mudfight is a very small map and therefore our standard approach based on bridgeheads
works poorly here. There’re 2 possible opener strategies for each player:
Let's take a closer look at the most standard deployment pattern for both players (marked in blue
and red accordingly). A dispersed attack on town between Alpha and Delta and Alpha forest
should be made in order to seize the initiative and gain the advantage of partial control of Delta cap
zone and full control of Alpha. This advantage blue player should realize with the help of CVs in
both cap zones, as well as an attack from two directions (a square forest and a captured town) on a
town between Delta and Foxtrot. Red player has similar purposes: capping zones and attacking
square forest. Since it’s the most common deployment pattern you should expect a frontal clash for
said town between Alpha and Delta. In case of defeat in a frontal clash, it makes sense to either
impose a protracted battle for the town and Alpha, or change the attack vector as soon as possible
and try to capture the square forest / town between the Delta and Foxtrot. I also marked with red
and blue circles crucial points which should be protected.
Here’s an example of initial battle for key town:

There is also another rather a risky strategy (marked in dark blue and dark red accordingly):
The idea is to deploy into weakened enemy flank and capture it ASAP. Usually people bring some
recon and ATGM there so you have good chances to overwhelm your enemy and gather some key
points. The Dark Red player must capture two rectangular forests and then form a crescent front
and begin to siege the spawn, also attacking the town between Delta and Charlie to complete the
complete "lock" of enemy on his spawn. Thus, in the future, you can also methodically knock out
the enemy from the Delta and Alpha.
On the other hand, a dark blue player cannot lock the enemy on the spawn with such a maneuver,
but if the initial maneuver succeeds, he gains a more stable position in the town, which allows him
to establish control over the Delta and Foxtrot.
Post Scriptum
It should be noted that I have only provided you with the basic points of interest and strategies for
ranked maps. If you are confident in your abilities and map knowledge, you can interpret this guide
much more freely and experiment with strategies. The main advice is to think over the strategy
several steps ahead to avoid a situation when you basically lost and don’t know what to do after a
successful or unsuccessful deployment phase.

You might also like