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TCSG's Guide to Map and Tank Meta in Tournaments (7/68 Edition).

fkquan meta tourney 7/68

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Haku #1 Posted 02 May 2016 - 12:11 AM

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A few months ago, I wrote an article for the meta of 7/54 – 7 players, with a total tier limit of 54 points and a maximum individual tank tier of 8. This season, Wargaming decided to change the format to 7/68 – 7 players, with a total tier limit of 68 points, and a maximum individual tier of 10. With the Grand Finals in Poland ending this month, seeing Na’Vi crowned champions once again (albeit in a very dramatic fashion), what better time than to review the meta of 7/68?

 

 

In the past, the audience bore witness to very fast tempos; swashbuckling moves to get the team the decisive advantage to win a match. EL Gaming, for instance, were very well-known for executing breathtakingly daring manoeuvres to catch their opponents off-guard.

 

However, with the advent of 7/68, the speed of the tanks has been generally lowered, and hit points are much higher compared to that of 7/54, meaning that the margin of error for taking hits is larger. In addition to that, there is much more variation in feasible tanks for tournaments. The tanks that are now available to players mean that gameplay has been slowed down as tournament teams adopt more tactical approaches to attack and defence. However, the teams now get many more specific tanks to perform the roles that they envisioned, and the audience gets to see many more tanks in the game.

 

There are only two possible tank combinations: 5 Tier 10 tanks and 2 Tier 9 tanks, or 6 Tier 10s and 1 Tier 8 tank. What teams choose is simply up to the style of the maps and the teams’ preferred styles on those maps. The mapmakers at Wargaming have decided that the maps would be best suited for players by cordoning off the map into 3 separate flanks. This predictability, combined with the format, allows teams to field one Tier 8 light tank (our old friends, the T-54 LT, Ru 251 or AMX 13 90) to act as a scout, preferring to focus their firepower into as few tanks as they can, trying to maintain efficient movement (6 tanks trying to rush say...the hill on Mines is much easier than trying to rush 7). At the same time, the team is able to make sure that if the enemy tries something funny, they are at least forewarned.

 

However, unlike the previous format where teams preferred to focus all of their firepower into 6 tanks, leaving one tank as a Tier 6, this is not iron-clad. Tier 9 is host to a multitude of very powerful tanks in their own right. For instance, examples like the Conqueror, T-10 (formerly IS-8), WZ-111 1-4, Object 430 II, Lorraine 40 t, Škoda T 50, the quintessential T-54, T54E1 allow teams to split their firepower up into 7 tanks and still maintain flexibility to perform the roles that they want. Teams can also choose to bring one Tier 8 artillery piece, which still hits very hard and yet you are not compromising in tier points to allow the team to maintain indirect fire at a target, as this video clip shows.

 

https://www.twitch.tv/wgleu/v/59285237?t=04h03m53s

 

Other combination types where teams bring a Tier 8 heavy or a Tier 8 medium tank are very rare, barring some very, very specific roles (T32, with its impenetrable turret armour, for instance) and so we will not be touching on them this time.

 

Besides the tier changes, there were also changes to how games are played in the new format. Previously, teams played a best-of-9 series, where we had 2 maps, playing 4 rounds on each map and 2 on both attack and defence. Now, teams play 2 rounds (1 on attack and 1 on defence) on each map for 4 maps. Not only did this meant that teams are now much less able to predict and adapt to their opponents since the match stipulations constantly changed, the audience were less likely to feel bored watching tournament games and were better able to see the large variations in map locales on World of Tanks, allowing them to see more of the game as more maps were now played.

 

The most drastic change in tank class when the new format was introduced is tank destroyers. At tier 8, I said that they were fragile and generally immobile compared to their more illustrious. The inclusion of Tier 10s allowed them to bring many more varieties of tank destroyers that had staying power in engagements and could inflict massive amounts of damage. The most popular tank destroyers in this new meta are the T110E3 and Waffentrager E-100; the former for having very formidable armour, even against premium rounds, and the latter for having an all-rotating turret with an autoloader clip that could erase almost any tank in the game.

 

The roles of light tanks from when I last talked about them have not changed: to gather intelligence for the team to decide what to do next and exploit the opponent through movements (be it grabbing tactically important positions or flanking). Cases can be made for each tank; the T-54 LT has armour that does not allow high-explosive shots to consistently penetrate, the Ru 251 has the highest DPM in its class, the AMX 13 90 is an autoloader. While the WZ-132 and T49 are capable of performing, they are simply not used very often; the WZ-132 is still a victim of power creep, while the T49 does not have the ability to stand and fight on its own compared to the German, Russian and French light tanks.

 

In the new meta, heavy tanks have more variety to perform their main role: lead the line against the enemy, taking hits and dishing back massive amounts of damage Traditional heavy tanks that favour armour over mobility are the E-100 and Maus. At the other end of the spectrum, T110E5, FV 215b and 113 are very popular, allowing teams access to a good package of amour, mobility and firepower. The AMX 50B is fast, mobile, and is an autoloader.

 

Far from the jack-of-all-trades, master-of-none tanks at Tier 8 that I discussed about, medium tanks are infamous destruction-dealing monsters at Tier 10. Almost all of the tanks are able to offer their very own specific role in the game. For instance, if the team prefers autoloaders, they have the Bat Chat 25t and TVP 50/51 for choice. One has better alpha and a bigger clip, the other has a much faster reload rate. The Object 140 is Russia’s medium tank representative at this level, being able to reload quickly and move nimbly. The STB-1 and Centurion Action X have very heavily armoured turrets, allowing them to capitalise very easily in hull-down situations. Germany’s E-50M is the most heavy-like medium tank in the game, allowing its use as a battering ram and assaults.

 

The tournament format change allowed artillery to remain relevant in tournaments. Artillery could now occupy a tier 8 slot, allowing teams to bring 6 tier 10 tanks. The most popular artillery guns are the M40/43 (for its wide gun arc, alpha and splash radius) and Lorraine 155 51 (for speed at relocating, accuracy and reload rate). Tier 9 and worse still, Tier 10 artillery guns are not picked simply because they take too much firepower away from the other 6 tanks in the team.

 

I would like to conclude this section of the article by stating that the new changes made for more enjoyable watching for the audience, and thus helps move World of Tanks e-Sports in the right direction. Like us on Facebook at this link, and subscribe to our YouTube page at this link!


Edited by Haku, 03 May 2016 - 12:02 PM.

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