Advanced Tank Driving - Using the tank in its full potential

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Reznor

FNG / Fresh Meat
Mar 18, 2006
449
0
0
Darmstadt, Germany
Since the mod times till last week, I've mainly been an infantry-player - on tank maps I prefered being a anti-tank-soldier. But lately I tried out tanking and while I didn't like it at all in the beginning, I finally found a very interesting and fun way of using tanks. Now I actually love driving tanks, I prefer it by far to being the gunner.

Normally people use tanks like moveable turrets: They go somewhere, maybe place themselves for their advantage and shoot at other "turrets" passing by while moving to their desired location.
Normally it doesn't take long (or just a clever enemy) untill you get killed, because someone went into a "counter-position" of you, where he has the advantage. I hated this style of playing, since its so stationary and the driver is rather useless in such cases. The solo-tanking-attitude at public servers make this play-style the dominating one.
In open field its mainly about who does more damage per time, so the enemy dies first and as a solo-tanker you havent got many other ways of handling it, since the gun doesn't reload if there is noone in the gunner position (AFAIK), so driving in the middle of the combat leads to less damage-per-time in most cases.

Now the interesting bit: Advanced Driving-Tactics!
Yesterday I played a few rounds of Arad as a driver, with someone else as the gunner - as I wrote above I'm still fairly new to tanks myself and he wasn't that experienced too.

With a normal Axies panzer IV we manged to survive against 4 (although the 4. one came a bit later) russian tanks for quite a while on open field without proper cover, being able to get 4 or 5 shots off as far as I can remember. We only took out 1 of them though, since some got reflected or missed. (Btw, that was on north field on Arad)
The russian tanks used the "turret-style", while we used the advantage a two-man-crewed-tank gives you: Being able to quickly stop, shoot and move again - while still keeping the reloading speed.

How we managed to do that:
The main strategy was to dodge the first enemy shot, stop in his reload time for a shot and start moving again, dodging the next shot.

Of course that dodging-tactic doesn't work on close range, you need at least medium distance between you and the other tank. You need to use the traveling time of the shells to your advantage, I'll give an example for that: Imagine you are driving a 2-man-crewed-tank on open field and on medium-distance appears a hostile tank.
What is your usual reaction? Stop as quickly as possible and shoot him. He does the same and its all about killing the other tank quickly before he does the same to you.
Now what I usually do:
I drive towards him, but not directly - I keep him roughly at 10-11/01-02 (o' clock), doing short but sharps turns right and left. Those little turns make my movement less regular and makes it a lot harder to hit me (it "changes your speed" at which you move at the horizon)! But you need to watch out not to stay in a flat angle for too long. And even if I get hit, it's usually at a flat angle, so I dont take damage. A turret hit is very unlikely, duo the unregular movement.
Like this I await his first shot. After the shell missed or reflected I quickly stop, aim and shoot, then start dodge-driving again. Since I was constantly moving, proper angleing was very difficult for him - you should actually try to get into a good angle to the enemy while dodge-driving - and my chances for a hit are somewhat good: If he moves he can't reload&shoot and vice versa (thats only for fighting solo-tankers though).

This dodge-driving does not only work against a single tank: As I told you above, I managed to do that against several tanks at once. It's not like you actually "dodge" their shots, but you make yourself a very hard to hit target.
I drove in a wiggly line, as unregular as possible. Then the volley of the tank-shells came: Most of them missed me duo my movement and the rest reflected because I kept a flat angle towards the enemys.
Then when most of the enemys were reloading, I angled towards the tank I exspected to shoot next and stopped, so my gunner could get off a shot onto the most dangerous tank. Like that we survived several volleys of shells, that would have been impossible if we used the turret-style or if I had been solo-tanking.

Here is a little picture to show it a bit better (excuse my cruddy paint-skills :p )


Axie Tank = Grey
Axie Tank Movement = Black Line
Russian Tanks = Red Circles
Russian Shell = Red Line

When dodge-driving, you need to keep a flat angle at your main path (Main path = BLUE) but use short-but-sharp turns to make your movement irregular to make yourself hard to hit, duo the traveling time of the shells. Chose your main path wisely, so the most tanks you fight against have a low chance of penetration.
You can actually stay out of the hatch most of the time, since you are somewhat save while on the move! The further you are away from the enemy, the less likely he will hit you.
When you think its time to take a shot, kill the most dangerous tanks first! In this case, it would be the very low russian tank, because his shells are less likely to be reflected when you are on your main path.

It's similiar to the situation of bolt-rifleman on open fields: Of course you can shoot right away (even hip-shoot), but if you dodge his first shot you can usually take him down much easier, because he is very vulnerable right after the shot and you got enough time for a well aimed shot.
He can sprint, to be hard to hit (~moving tank) or bolt, but like this he can't sprint.
Laying down or taking cover instead of shooting as quickly as possible is similar to angleing a tank before shooting.

Conclusion:
In Red Orchestra intelligence and patience beats reaction time and speed in many cases. Dodge-driving is a very deadly tactic against solo-tankers and against other dodge-drivers it will surely be a very intense fight.

Dodge-driving doesn't actually require that much communication between gunner and driver, so its very usefull on public servers (where you face mainly solo-tankers, another plus). Actually with this style of driving, the driver is the "commander", while the gunner just shoots, reloads and acts a a spotter... tell your gunner to wait for you to stop for shooting, tell you where enemys are ("2, 2, 2, 3 [o' clock]" would be an example refering to the picture above) and pick the most dangerous tank to attack, as described above.


Fully crewed tanks need a huge advantage over solo-tankers? They already have, just use them right! The tank isn't just a moveable turret, don't use it like one!

Oh, and by the way:
Greeting to loneranger if he reads this! He was my gunner on arad and later on Ogledow, it was an awesome experience! :D
 
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Oberst Freitag

FNG / Fresh Meat
Feb 19, 2006
329
0
0
not trying to be a dick...but those tank in the field didnt have good gunners...and thats what matters...it isnt that hard to pick off a moving tank in this game...and granted i've done what you did in the IV while driving(which i rarely do...i m a gunner), and barely get hit...it still happens. It was more luck than skill that you lasted that long

and i love doing the stationary postioning in a solo panther on Ogledow. I like to play for the team...and when im hull down at the middle wall picking off tanks left and right...that heps the team. A mkIV has no chance against a IS2 thats fresh...but he does have a chance against one thats been tagged and is in the red
 

Reznor

FNG / Fresh Meat
Mar 18, 2006
449
0
0
Darmstadt, Germany
Oberst Freitag said:
it isnt that hard to pick off a moving tank in this game...and granted i've done what you did in the IV while driving(which i rarely do...i m a gunner), and barely get hit...it still happens. It was more luck than skill that you lasted that long
Picking of a moving tank is easy? If its moving regular, yes! Just aim ahead according to distance and speed and shoot, I agree with that. But the shell needs time to travel and you need time to adjust the ahead-aiming. If the speed of the tank changes in that time the shot doesn't hit the tank at the point where you wanted it to, resulting in longer aiming times, a miss (if you aimed at the turret, there a little off-aiming is enough for a complete miss) or you hit the tanks body, where angleing should save you.
Even a skilled gunner should have a hard time damaging a tank moving like that.

Of course you can still be hit, but if you focus on it as a driver, it really isnt that hard to "dodge" shots. I've mainly been a driver in my "tank time", you have been a gunner. I doubt that most of your enemys tried to move irregular, so don't underestimate it. I do it every time I find someone willing to be a cooperative gunner and most of the time they were pretty suprised how well that worked.

That stationary style of using a tank isn't bad at all, a good angled or hull-down-positioned tank is very deadly. Those tactics aren't "rivals", they are just for different situations.
 

hachichin

FNG / Fresh Meat
Mar 29, 2006
66
0
0
I would agree with Freitag. You were probably not up against very good gunners in those soviet tanks. Irregular driving sure, but you are still in a tank, not a beachbuggy (or whatever they're called). The P4, like all tanks, is slow to accelerate and turn. All it takes really is to wait for the right moment and then take you out. You can't be totally irregular since you will want to avoid exposing your rear, aswell as not be stationary for too long. Furthermore you are heading in a general direction, which gives me as an opponent a pretty good chance of predicting your moves.

And as a final note, what stops any of them from just holding their sights on you and waiting for you to stop and then take you out? You will have to stop occasionally if you are to be able to shoot back. If you are up against 4 tanks on Arad its enough if any one of them does this and your're toast.
 

{YBBS}Sage

FNG / Fresh Meat
Apr 15, 2006
1,338
0
0
I've had tank drivers try stuff like that against me when I'm gunning, and all I do is wait until they make a direction change. Their speed is lowered enough that they're easy to hit, and if they try to change back, they just slow down more.

Having your armor square (a flat angle) to the incoming shells is a good way to ensure they penetrate your armor. I get more bounces when the hull of the enemy tank is at around a 45% angle to my tank... hitting turrets I haven't had good luck with, either (unless it's the box on the back of some turrets.. BOOM!), there seem to be an awful lot of bounces off that area. I was hull-down in an IS-2 on Barashka (I think... that's the one with the Rail Bridge and Peninsula, right?) and took about 8 hits from Tigers in the turret... and my tank was already at "yellow." (Heh, I killed something like 4 or 5 Tigers there. :D )

It's still a good tactic, keep moving at an odd angle, change direction/speed and all that. I also prefer to stay in depressions when I can (infantry, tanks, cars/halftracks... works the same) since the enemy has to go to a spot where they'll be an EASY target for your teammates in order to get you... and they can't shoot at you unless they get pretty close to you. An Example for Arad: I'll leave Axis spawn, and go into the river, then follow the river till I'm either in a position to hug the edge of the forest to enter North Field (slice that pie) or follow a bit further along, and again hug the forest and enter North Village (the main road = death. Much more cover between the forest and the village.)
 

TAW_BigBird

FNG / Fresh Meat
May 8, 2006
43
0
0
Good guide, the thing that people forget is realism, i hope they increase the transfer time to different positions in a tank because they are ment to be manned by teams. All this solo tanking rubbish is for people who dont know what the hell a team is. What is the fun in 2 tanks not moving in a field taking pop shots, the fights are supposed to be dynamic have movemet and capture the objectives not sit back and snipe.
 

Reznor

FNG / Fresh Meat
Mar 18, 2006
449
0
0
Darmstadt, Germany
TAW_BigBird said:
What is the fun in 2 tanks not moving in a field taking pop shots, the fights are supposed to be dynamic have movemet [...]

Thats exactly my point. If you got two people in the tank driver and gunner can act at the same time, which is the weakness of solo-tankers. If you only use the driver as your armed-cab-driver this advantage is nearly wasted.
 

Spade

FNG / Fresh Meat
Nov 27, 2005
113
0
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All I need to do is to wait you to stop to have your shot and you're toast :)

You were lucky you had bad gunners shooting at you...
 

Reznor

FNG / Fresh Meat
Mar 18, 2006
449
0
0
Darmstadt, Germany
Well, if I stop to shoot its basicly what everyone else does... so at that point the chances are "normal". Normally you shouldn't engange several tanks at once anyway ;)
And when I stop to let my gunner shoot, I obviously keep good angleing etc. to get the most out of it. Heck, if they just wait for me to stop I'll go on driving and let my gunner try hitting them on the move, that will make them shoot! :rolleyes:

And about that "oh, just bad gunners" argument:
Of course they weren't all tank-loving specialists, but I did get several hits while moving - those got reflected. And hitting the turret is pretty hard while moving like that, even for a good gunner.
 

Bezukhov

FNG / Fresh Meat
Dec 30, 2005
49
0
0
Actually shooting tanks on the move whether their driving in a non-dodging line or zigzaging is very easy you just got to be a good gunner and tanks. as ive learned in the 2nd SS being a Tank commander being a sationary target is good and bad. If your in a Hull down position(meaning your hull is not exposed to fire) works wonders if your in a Turret down(your entire tank is not exposed) is better but cant pop off any shots. but having a good cover spot and shooting is what a good tank crew will try to find as in real life combat they do fight in sationary positions and move after the engagement
 

Debaker

FNG / Fresh Meat
Apr 1, 2006
8
0
0
Another good tip is not to skyline yourself on ridges and hill. Go around these features in a map not over them exposing yourself to an easy frontal shot straight into your weak underbelly. Use infantry to scout out positions for you, they have better hearing and field of view then a tanker.
 

Pz502_swiss

FNG / Fresh Meat
Apr 23, 2006
37
0
0
Tucson, AZ
I think the most important thing to remember while playing this game, is to keep your opponant guessing, and IMO this post is very well placed. The biggest reason the US Army has always been so difficult to beat, is because everyone in the chain of command is allowed to change tactics on the fly based on the situation. I remember studying Russian tank tactics and they are EXTREEMLY rigid for every situation. Part of what makes this game fun for me is the ability to not play it the same all the time. Change up your tactics, try different thing. When I get a sniper rifle, for example, I don't always go to the best firing position for my side. The other snipers and MG guys know where the good spots are, and they have them sighted in. Go to where they don't think about. The same with a tank, use all your imagination to find new and better ways to keep your enemy off balance. The longer you can keep him guessing, the longer you will stay alive, and the quicker you side can win!!

Great post!!!
 

Reznor

FNG / Fresh Meat
Mar 18, 2006
449
0
0
Darmstadt, Germany
Very well said swiss! I do also play tanks the normal way, but trying out dodge driving is a very nice change of using tanks, and since I had some amazing results (heck, do you know what feeling the action has when you survive against 4 enemy tanks firing at you, and you actually are a threat to them? THATS what makes RO so satisfiingly good!) it very interesting to get better at that tactic.

In the suggestion-forum was a class balance discussion and I did a rather large post about the classes there, it describes that with the infantry classes: http://www.redorchestragame.com/forum/showpost.php?p=109359&postcount=15