Thursday, March 5, 2015

World of Tanks Generals Overview - Part 6: Basic HQs gameplay


A quick rundown of the playthrough of each basic deck based on what advantage they confer.:

 
USSR: Training Unit
I haven’t used the USSR HQ much, but I’ve run into quite a lot of them. They have the most HP, and thus their playstyle tends to be about outlasting their opponents, waiting till they burn through all their cards and then striking when all their defences are down. A sort of Attrition deck.

In my opinion, this is the safest deck available as it provides the best balance between resource gain, firepower and health. It's also the most likely to last long against an aggressive opponent... like the Germans







 





 German: Trainingslager
The German HQ is a little different, they don’t have much in terms of resources, so if their opening hand isn’t optimal, they will start at a disadvantage. However, they have 1 extra firepower above the rest and trust me that’s a lot especially when you can buff it up even by just 1. For this, the gameplay I’ve found most workable with German decks is build up a small force at the start, and from the beginning, quick thrusts at the enemy HQ… a Blitzkrieg strategy if you will :-)




 I've found that the German basic HQ to be the most aggressive of the three. It promotes a high risk, high reward playstyle. Games can end quickly when playing against the Germans, especially those that really know what they're doing.





What is it with the US and screaming drill sergeants?
USA: Training Camp
Finally, the US HQ. They have the most resource gain of all 3, which means early on in the game they can already drop high cost cards, especially ones with high health. Since quite a lot of these high cost cards are heavies with resource gain, you can snowball the advantage pretty quickly and drop bigger units. A deck relying on massing units… I think i’ll call this a Normandy deck :-P

I have to note though that eventhough you'll be the ones dropping the big units, you won't necessarily be the one winning. The US HQ I feel is extremely weak against a well played and aggressive German HQ, who will whittle down what little health you have very quickly.




 

These advantages may not be the same with subsequent HQ, but just a quick look at how the games tend to play out in the early stages especially considering how everyone is basically running the same set of basic cards.

World of Tanks Generals Overview - Part 5: HQs

HQs are essentially your character in Hearthstone (just so those of you who play Hearthstone can wrap your heads around it quicker), they are where you spawn your units and losing your HQ by having it’s HP drop down to 0 means you lose. 

 
The HP of every HQ is indicated in the Shield to the bottom left of the card portrait. All HQs can also fire an artillery shell at either spotted enemy units or the enemy HQ (which is always spotted), the amount of damage done is indicated in that green circle right above the HQ’s hp. Finally, each HQ generates a set amount of resource each turn, indicated by the jerry can to the top right. The resources can then be spent on either spawning units or using up orders. You gain more resource per turn by having putting down units that generate resource. Any unused resource is not carried over to the next round, so it’s best if you use up what you can… strategically of course.

World of Tanks Generals Overview - Part 4: Tech Tree (HQ)

So these are all the HQs for the USSR tree, the branch on the right are the Consolidated HQs, the middle ones are Assault HQs, and the one to the left are the Support HQs. According to the game guide, Consolidated HQ have increased HP, Support have increased Resource Growth while Assault have increased firepower… if none of that made sense, it will in the next post. Also, on top of their stats, each HQ also has their own special ability, such as gaining resource for every 5 tanks that you lose… a grisly ability is one looks a bit too deep into it :-P.


Each HQ as before will unlock their own sets of cards, some of which emphasise the playing style for that particular HQ. Some abilities on these cards may also only activate for that type of HQ, like the T-34-85 having an ability that only activates with assault HQs.

World of Tanks Generals Overview - Part 3: Tech Tree (Cards)



Unto the tech tree for the HQ. Thinking of the HQ as the tank, then the cards you unlock are it’s modules (not exactly, but I’ll cover that later.) You use your HQ’s XP to unlock cards, then use credits to buy one copy of that card. You’ll also notice that there are cards in the tech tree, like the SU-26 which cost almost 7k XP to unlock… those aren’t normal cards. They are what is termed as mercenary cards, which you can rent with either Tokens or credits. Not exactly sure how strong they are, never actually used any of them yet.



Note also the bottom bar, which shows what HQs can be unlocked next.



You can buy up to 3 copies of each card, there are exceptions where you can buy up to 10… like the Easy 8, T-34-85, tanks that were Mass Produced basically.
Now, cards that you unlock in this HQ can be used in ANY deck, seriously, you can put in BT-2s into German decks, no problem.... well, a little problem, but not a major one... we'll get to that :-).

World of Tanks Generals Overview - Part 2: Garage

So, here we have the 'Garage'/Main page of the game. This is where you choose the decks that you're gonna take into battle with you. The decks are built on top of your HQ, and the HQs accumulate their own XP (The green numbers right above the Battle button) with which you can unlock new cards within that HQs tech tree (I'll give a look into that later). Each deck is given their own rating based what cards are in the deck, that is signified by the number next to the fist.

Your decks are your tanks... get it?

The top bar of the screen from left to right, credit amount, free xp and tokens(gold). Credits can be used to purchase cards (a look later), free xp can be used in conjunction with HQ XP to unlock cards for purchase and tokens are for buying premium time, more credits, and premium cards and HQ. Essentially, just like WoT :-P.

World of Tanks Generals Overview - Part 1: Disclaimer

Alright guys, World of Tanks Generals preview is here :-D, to start off with, DISCLAIMER: this is Closed Beta... (which for some reason gave me an Alpha Tester forum title... :-P), so the cards may not be final and some of the interfaces might change but this is as close as they're gonna get to the final Interface. With that in mind, let's take a looksy :-).


Oh and before I forget, the game is played on my desktop, from a browser (Chrome specifically). They do not currently have a version native to any mobile platforms, so PC is the default way to for atm.


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