Autoloader: Frontline 2020 - Episode 4

A few thoughts on Frontline as it enters its final week of 2020.

Gee, thanks Wargaming

In the previous 3 episodes of this season the games were almost fun. I was playing fairly well, making credits, and there was just enough variety to keep it interesting. The arty and air strikes were a bit annoying, but not unplayable.

Then, in the days before episode 4 started, Wargaming decided to put the EBR on sale. Great. Now there are EBRs all over the Frontline battles like cockroaches. I had a battle this morning where at one point there were 3 or 4 EBRs, all swarming together, just racing around being aggravating.

Wargaming already caps the number of arty in a battle. I think next season of Frontline they should do the same to wheelies. Only one wheelie per side, per division. So a TOTAL of 3 wheelies on either team in the entire battle.

Map balance

The map balance seems better, so far, in episodes 3 & 4 than it was in episode 2.  In episode 2 I got the Kraftwerk map something like 17 out of 20 battles. In episode 3, and now in 4, it seems like a pretty even mix of the two maps.

In praise of speed capping...

Though it's dangerous to try and cap before you own either flank, there is still one advantage to it - it takes about 2-3 minutes for the Arty strike reserve to heat up, which means that if you get in the cap immediately you'll have at least a minute or two of cap time where you don't have to worry about those arty strikes. Naturally the traditional arty can still crap on you, but at least you won't get blasted constantly by the Frontline arty strikes.

Normandie - Cap B

Cap B on Normandie is still trivial to capture, and for some reason I seem to get assigned to "Defense B" on that map a lot. If the attacking team just sends 4-5 tanks to cap immediately they can almost always cap it out right away - especially if those tanks have maxxed out engineering skill.

Wargaming tried to make it easier to defend by opening up the porch above the cap, but it's too easy for the attackers to shoot any defenders up there - even by TDs in the back. 

When I get defense B I go straight to that porch, shoot what I can and when there are enemies in the cap below I'll just rush down the ramp into the cap and slug it out with them until I die. I usually get at least to sergeant that way, and after I die, I just go to C or A...because defending B is pointless unless the attacking team are total morons.

Kraftwerk - Cap B

Cap B on Kraftwerk is the opposite - it's BRILLIANT for the defense. If you've got a mobile tank, just push right to the cap and tuck into the wall. When the enemy get on cap from their side, you'll be earning block points. I've gotten most of the way to MAJOR just by sitting there and blocking cap.

Eventually you'll lose it because of arty, or the other team flanking, but you can really rank up in the meantime, which is all that really matters

The reward tanks

We've got three choices of reward tank, assuming you've gotten to Tier 15 on all four episodes of Frontline. I'm hearing that the Object 777 is a little underwhelming so for me the choices are the AE Phase I or the Char Furtura.

The AE Phase I is a unique American heavy; the Char Furtura is a French autoloading medium.

My choice is the AE Phase I, as I already have the BatChat 25tAP and I feel like the Char is pretty similar.

What should you get? Depends on what you like and need. :-) 

DatBoyGuru

DatBoyGuru has a TON of great content on how to play Frontline. Here's his latest. Spoiler alert: He's not a fan of the EBRs either.



GLHF!

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