War Thunder

War Thunder

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How to win Ground Assault
By Eriksson VIII
This guide tries to address all the different aspects of the ground assault gamemode and therefore to increase the average player's win rate. All examples are taken from the highest brackets (BR 6.7-8.0 and 8.3+) A contribution to #WTGuide2
   
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The Basics
How does this mode work?
In the ground assault mode a team of players fights against eleven waves of AI controlled vehicles. For every wave two enemy strike or fighter aircraft with ordnance spawn while the tanks will always approach the base from three different directions. Their numbers vary according to the amount of players present in the session similar to the air assault mode.

All in all you will face four different tanks throughout one game. They get progressively harder to kill and they will always spawn in the same order. Let's take a look at the tanks on the Mozdok map at BR (battle rating) 8.3+:

Wave 1: TAM, (A)
Wave 2: Kpz-70, (B)
Wave 3: Leopard 2A6, (C)
Wave 4: Kpz-70, (B)
Wave 5: Leopard 2A4, (D)
Wave 6: Leopard 2A6, (C)
Wave 7: TAM, (A)
Wave 8: Leopard 2A4, (D)
Wave 9: Leopard 2A6, (C)
Wave 10: Leopard 2A4, (D)
Wave 11: Leopard 2A6, (C)

For a complete table of all tanks on all maps I highly recommend the WT wiki entry on the assault modes: https://wiki.warthunder.com/Assault_Mode

Once the enemy tanks reach the base (blue square) your team starts to bleed tickets. Ticket bleed also occurs when tanks on the player's side are destroyed. Your goal is to survive all eleven waves and to stop the enemy tanks from reaching the base.

Moreover this mode is set in the arcade difficulty and uses similar gameplay options such as the temporarily available aircraft. (Default key 7, 8 and 9)

What should I look out for when starting to play at higher brackets?
First things first: what am I talking about when using the word "bracket"? It's simply what I like to call the different "levels" of the assault modes e.g. the lowest bracket is BR 1.0 - 2.3 and the highest is BR 8.3+.

For the two highest brackets you should look out for anti-aircraft guns. They spawn only twice in the 6.7 - 8.0 bracket as long as no one plays helicopters. Yes, you can take your own helicopters into the ground assault mode! However, right now there are only two helicopters that fit into that bracket: the Swedish HKP3C (questionable choice) and the Italian AB 205 A-1 (don't even think about it). If you are playing that bracket you should focus on eliminating the AA with temporarily available aircraft (default key 7, 8 and 9) since the AA won't respawn AND poses a notable threat to your bombers/attackers.

In the highest bracket the temporarily playable aircraft are replaced with helicopters. They can be quite useful, but are very vulnerable. The AA spawns with a higher frequency and in higher numbers (up to four times per battle and three AAs per wave)

Advice that applies to all brackets
  • If there is a tank in the base, focus it! Try to destroy it as quicly as possible.

  • Observe the positioning of your teammates. If they are concentrated on one spot and ignore certain waves because they don't want to move, then don't be in that spot too.

  • If you lack firepower, then try destroying the tracks of the tanks infront. They may block 3-4 other tanks which might give your team just enough time to finish them off.

  • If you go flanking make sure to not stray too far away from the base. The further away you are the less likely it is for you to shoot incoming waves from the other side of the map. Try to be useful during most waves. (Play a bomber or helicopter during one of those waves for example)
The Maps
Sinai
Sinai is a very open map. The waves 2, 3 and 4 spawn on high ground and can be rather difficult to deal with because there is little to no (hard) cover. Charging right at them screaming "You underestimate my power!" will with absolute certainty also end like in the movies.

You will face these Britisch and South African tanks:
VFM5, (A)
Chieftain Mk 10, (B)
Olifant Mk.2, (D)
Challenger 2 (2F), (C)


These are the directions from which the waves can approach the base. Both medium tanks (between number 7 and 1; as well as between number 1 and 2) are in favourable positions to fight these waves because they can retreat behind some rocks while reloading.

Kursk
This map can be a bit tricky, although most of it can be overseen from the base. Soviet tanks are rather difficult to deal with, especially if you are stock (which implies HEAT-FS for most nations). Aim for the lower plate or the driver port.

You will face these Soviet and Russian tanks:
Object 685, (A)
T-72A, (B)
T-90A, (D)
T-80 BVM, (C)


Whenever the waves are approaching from three different directions make sure that all sides are covered. Change your position if you notice that your team is mainly focusing one wave.

Mozdok
Mozdok has a lot of small hills that can block your line of sight. There is also a huge gap between the time that the different waves need before they start capturing the base. Make sure to eliminate waves coming from number 1 and 4 quickly. When the tanks from number 1 start capping you can't shoot them until you drive right into their face. Those coming from number 4 have a very short distance to travel until they start capturing the base.

You will face these German and Argentinian tanks:
TAM, (A)
Kpz-70, (B)
Leopard 2A4, (D)
Leopard 2A6, (C)


This is a very dire situation. As described above the wave coming from number 1 finished us off. Although the team managed to destroy the remaining tanks.

Ardennes
This map probably has the worst spawn point for player controlled vehicles out of all the maps. On the flip side it also has quite a few spots from which you can easily flank incoming waves. Make sure to help your team where it's necessarry. This includes going from one side of the base to the other as the example in the picture below shows.

You will face these US-American tanks:
T95E1, (A)
M60A1 RISE (P), (B)
IPM1, (D)
M1A2 Abrams, (C)


When all three waves come from number 1-3 you pretty much have no chance of surviving a fresh spawn. This is why it can be viable to focus these waves first before turning towards the waves coming from the numbers 4-6. In this case, however, I should have changed location and helped the team on the other side of the base.

Fulda
Surprisingly the waves coming from number 5 and 7 cause most defeats in my experience. That is probably due to the fact that if they get too close the players need to extend more and therefore show more of their own tanks. For all the other waves there are small hills to hide behind during reloads.

You will face these Britisch, French, German and Swedish tanks:
Ikv 91-105, (A)
Challenger Mk.3, (B)
Leopard 2A5, (D)
Leclerc, (C)


Fulda is probably the only map where charging infront of a wave can be a viable tactic. This position on the map can be very helpful, when all three waves approach from the numbers 1-3. However, this was also the last wave of that game. I wouldn't advice the whole team to take that position.

Japan
Although Japan is relatively open, the tanks are not too difficult to destroy. Good spots can be found around the capture point and further to the south. In my experience SPAAs and light tanks with autocannons and APDS/APFSDS work better on this map than on any other.

You will face these Japanese tanks:
Type-74 (C), (A)
Type 90, (B)
Type 90 (B), (D)
Type 10, (C)


That light tank in the south-west is actually in a good position. There is a hill covering him so that he can peak and retreat pretty quickly. Another very rarely used position is in the very south behind number 1. From that hill most of the map can be overseen.

Maginot Line
This map has lots of hills that can end a teams effort pretty quickly if certain waves are not dealt with consequently. Waves coming from number 1 and 2 are particularly dangerous since they are in cover most of the time. Those from number 2 only really show themselves when they are already capturing the base while those from number 1 can already capture the base while still being in that narrow path. However, it's not just those waves that come and go and then suddenly stand in the base. The team should focus on spreading out, since this base in particular doesn't offer many positions to counter the incoming waves in time.

You will face these French and Austrian tanks:
SK-105A2, (A)
AMX-40, (B)
Leclerc, (D)
Leclerc SXXI, (C)


Favourable positions to counter the waves coming from number 1 and 7 are between the hills in the south. Other spots that provide great cover are just outside of the base to the west or in the north behind the ridge.
Tips And Tricks
Which tanks to play?
Since most people use this mode to grind the modifications of their newly researched tanks I'll talk about that separately. If you simply want to grind or get that juicy 300% booster you might want to consider these points:
  • Have APFSDS unlocked and loaded - use the strongest round even if it's expensive; ammo doesn't cost anything in this mode. Just make sure to check the remaining amount because you can actually run out of ammo. There is no need to re-buy those rounds when you are back in the hangar either; they are refilled automatically after you have played a match or you have logged out.

  • Preferably use a tank with an autoloader. You can continue reloading even if your loader was knocked out. Also: having a high rate of fire has never done any harm in a tower defense game :)

  • High penetrating rounds are not a must have. SPAAs work wonders against certain MBTs. Maginot Line and Japan both feature MBTs with glaring weakspots whereas the ones on Kursk are tough cookies to crack.

  • HELIKOPTER, HELIKOPTER. No, seriously. Especially the Soviet Mi-28NM and Ka-52 simply clean the map with their S-13OF rockets. If you are playing a Mi-24 take some bombs with you. Those can be pretty decent as well. The fire-and-forget PARS of the Tiger UHT are just as much a nice tool to have.

Up to this day I have yet to see someone topping this guy in his Ka-52.

HELP, I'M STOCK!
The good parts, The bad HEAT-FS and the ugly FPE. Sadly, depending on the tank and the player, you are more of a liability to the team than a help. Here are a few tips on how to deal with this situation:
  • Most tanks can be penetrated and critically damaged by shooting their lower plate. Another option is to disable their tracks. Aim for the tanks infront and watch them block 3-4 more tanks. Just keep in mind that they can repair that damage rather quickly. This is a very valuable tip, especially if you notice that your team is not fast enough with stopping the incoming waves. You can also ...

  • ... spawn a helicopter and either try to destroy the tanks or intentionally aim for the engine compartment and immobilize them.

  • HEAT-FS might feel wonky from time to time, but it consistently blows up tanks if they are hit in their ammo rack. Learn where the different MBTs store their ammo; the AI tanks always spawn with full ammo!


    This is where you should aim when fighting Leopard 2 tanks. French Leclercs and Japanese Type 10s store their ammo on the opposite side.



  • When damaged, you can always try to get to the base point and repair your vehicle there. Most of the time you are done for, though.
What Not To Do
Before you ask what you could possibly do excpet from dying a lot and purposefully ramming your teammates:







Don't smoke! *Insert obligatory it's-not-good-for-your-health-joke*
No, seriously. You gain a few more seconds to live while hindering your team from destroying the approaching tanks. In lower brackets it takes time to drive around or through the smoke and if you do you are cannon fodder and not the AI as its supposed to be.

You are also ill-advised to play a fighter or a helicopter without any secondary armament. Save your points for the bomber. If there are too many planes in the air switch to a SPAA that can deal damage to tanks and aircraft equally. Great allrounders are light tanks that feature APFSDS for their autocannon(s) and proxy-fuze shells.

Lastly, bringing a vehicle which is not bracket appropriate (is several BRs lower than what is advised) is counterproductive. There obviously are exceptions to the rule, but taking your M22 Locust or Tiger H1 to the top bracket is definitely not a good idea.

The Basecamping Controversy
You might have encountered people who, sometimes more friendly than others, advise the team to not just camp in the base. There is a certain truth to it, but it would be wrong to say that games are lost because people don't flank. That depends immensely on the tanks used and the teamwork at play. Let's quickly go over a few points that determine your usefulness outside of the base.

Pros
  • A good spot offers good protection while reloading. You die less and that means less ticket bleed.

  • Good positioning also means that you can shoot the side of the approaching tanks and don't have to aim for weakspots. It is safe to say that you deal more damage per shot than facing the incoming waves head-on.

  • This on the other hand leads to a faster destruction of incoming waves.

  • The optimal position is close to a pickup spot. (By that I mean the floating symbols which instantly repair all damage, replenish all of your ammo and add another FPE and spare crew member if researched) This is necessarry if you don't want to run out of ammo and thus have to give up your spot.

Cons
  • Depending on the position you are in, many spots outside of the base can only cover around 3 waves. If a team makes heavy use of those spots on only one side of the map the imbalance will be counterproductive.

  • If there are no pickups close to your position you need a tank with a high first-ammo stowage otherwise you have to go rearm in the base pretty quickly. During that time you are not contributing to the team's win.

  • Depending on how far away that spot is from the base you won't have enough time to get back in it after you have died once. Then you should focus on finding a good spot close to the base.

  • If things go south you have no way of helping your team on the other side of the base. I want to stress the point of being pretty immobile, if you don't give up that position in order to help your team out.

All in all taking a position outside of the base can be very effective. However, if you have the necessarry siuational awareness to see where your team struggles, you should be ready to change your plans accordingly.
Conclusion
If you want to win in the ground assault mode it is not necessarry to follow all these tips by heart. Except for the smoking part. Don't smoke.

Shortcomings of certain tanks can be overcome with proper teamwork. If you are lucky enough to have a squad of 3 or more people you can come up with strategies beforehand and have a huge impact on the game.

The best tanks for this mode feature:
  • fast reload
  • fast chassis or mediocre-good protection
  • high penetrating round with good post-pen damage

The best helicopters for this mode feature:
  • S-13OF

Always keep in mind that, although this is a PvE gamemode, the teams consist of ~9 individuals, who all have made different experiences on the map you are playing and with the tanks they are using. If the team simply gets overrun from all sides there is not much you can do. However, if you focus the tanks which are the closest to the base and actively help out at the sides that need help, then you can call yourself a valuable teammate.