

If your team goes town, you can fall back to G7. If your team does go caves, you can advance to G6 when you're out of targets. If your team heads to the flag or into town, you will be quickly annihilated by the red team that goes caves. There are a few bushes here you can camp in for cover and you have a nice FoV on the caves side of the map. G1 - This is a great spot for TDs if the rest of the team is heading to caves. Additionally, the caves is harder to take/hold from this side so the Factory is better, but few players ever get their team to go that direction together. A lot of inexperienced tankers just "go straight" and thus the team is heavily split right off the bat. North Spawn (Red): It seems teams lose more often on this side due to lack of coordination because the spawn points you in much different directions. The Factory and Flag are much less tactical from this spawn side due to superior Red sniping positions on the Cap. I do indeed like going caves from this side of the map if you have the right tanks to also hold the midfield. South Spawn (Green): This side of the map IMO has the tactical advantage, all things equal. The call you will hear most often: "CAVES!!!" But is that the right call? It absolutely depends on your tank, the tank mix and which side of the map you are on. Here is a visual strategy guide, with more in depth information (credit given to 0707 for this work): Heavy armored heavies can join their team in the push for the caves. Mediums can also flank via the middle and TDs can snipe via positions near their bases or the middle. However, this is a risky tactic as it gives the enemy the high ground as easy access to shots. Alternatively, heavies and some tank destroyers can push the town, using the buildings as cover. The first utilizes the caves: heavies and strong-turreted mediums can push the caves, and gain the high ground. Several strategies are available for use on this map.
.png)
#Forts game split map update#
Introduced in Update 1.3, this is a desert map characterized by its three areas: the town-refinery, the middle with rocks and shallow hills, and the caves. Moreover, capping can often result in a team finding themselves locked down in a vulnerable cap location and surrounded on all sides by the enemy team, so the decision to cap is one that always must be carefully considered. However, you will earn more experience by killing all of the enemy tanks compared to capturing the base to score a victory.

There are opportunities for a team to split themselves into two, with slow tanks moving in one direction and fast tanks in another, but make sure you always have support.Ĭapturing the base (capping) is useful in certain situations, for example when the enemy is camping and needs to be drawn out of their locations. This is frustrating for the player and their team, so moving as a team at all times is recommended. It is recommended that tanks never go alone, only as you have a scouting roll, as this often results in encountering multiple tanks on the enemy team and being rewarded with a very quick death. Each map offers different opportunities for each different tank type to use their strengths to their team's advantage, and thus players should be aware of the different optimal locations on each map and understand the role their tank is best suited to be in at the beginning of each battle. Each map in Blitz possesses different characteristics of size, terrain, weather, and tactics.
