Some general tips for playing the WT

Since the WT is much harder this year, this is what I've found to be helpful when playing as the WT:

  • The Harriers are playing against the clock. Your general strategy should be to run down the clock and to burn their time. This is especially true when your shields are down.
  • Your general goal when your shield is down is to hide and avoid taking damage. DO NOT SEEK OUT THE HARRIERS when your shield is down, or when your shields are about to go down. Avoid being caught in the open – find some cover that limits the directions that the Harriers can attack you from. You have a lot of warning when a generator is about to going to go down, so plan ahead on this.
  • If a generator is about to go down, try to be as far away from the Harriers as possible so that they burn time coming to you. If you have a teleport available, consider teleporting as far away from the Harriers as possible (start your teleport at least 8 seconds before the generator is about to go down, as teleports get cancelled if they're still pending when the generator goes down)
  • Do not go over to generators that are imminently about to be captured by multiple Harriers – if you do that, you've just delivered yourself as a target to multiple Harriers that just received +25% damage boosts, and they will deal you LOTS of damage. Consider whether resetting a generator is realistic before heading over to one, as if you fail you will take a lot of damage from the Harriers. Consider trying to reset it from long range.
  • Use Hyperions if available to deal with generators being captured by multiple Harriers. Use it at least 10 seconds before a generator is going to go down, as it takes time to aim. Hyperion takes 6 seconds to activate, and it gets cancelled if a generator goes down before those 6 seconds are up.
  • Prioritize destroying Harriers with high damage boosts (the blue power up bars), as killing them resets their damage boost down to zero. High damage boosts can lead to sentinels going down much faster, which can be a problem since:
  • Avoid having the Harriers destroy all 6 rounds of generators and sentinels as you lose your shield and your power ups permanently. The later sentinels are much tougher though, so this does not happen very often (it's happened maybe once in the 30+ games I've played so far), so don't worry about this until several rounds of generators/sentinels have gone down. However, if the Harriers have high damage boosts this can be a serious concern.
  • The 2 attack is very useful for resetting generator capture. Try to reserve it for that use.

Source: https://www.reddit.com/r/WorldofTanks/comments/16wizmp/some_general_tips_for_playing_the_wt/

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