Difference between revisions of "User:J26Lennox26@psn/Shoot-and-scoot"

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== Overview ==<!-- Explain generally and briefly how the tactic works on War thunder (Modes), what vehicles can make it and what is the purpose/benefit of it to the performer player.  -->
 
== Overview ==<!-- Explain generally and briefly how the tactic works on War thunder (Modes), what vehicles can make it and what is the purpose/benefit of it to the performer player.  -->
  
The ''shoot-and-scoot'' is a basic ground vehicles tactic that allows players to engage other ground vehicles without permanently exposing their own vehicle to the enemy line-of-sight (LOS) thus effectively reducing the risk of being destroyed. It can be done by any ground vehicle with the ability to maneuverer on the battlefield.
+
The ''shoot-and-scoot'' is a basic offensive and defensive tactic for any ground vehicles, it allows players to momentarily engage other ground vehicles without extendedly exposing their vehicle to the enemies' line-of-sight (LOS), thus effectively reducing the risk of being destroyed. It can be done by any ground vehicle with the ability to maneuverer on the battlefield. It can be used to great effect on Realistic and Simulator battles and in a lesser extent, on Arcade battles.
  
This tactic can be considered one of the most natural ways of armoured warfare fighting within Warthunder, as the players will usually try to hide their vehicles and come out to attack a clueless or already engaged enemy.
+
This tactic can be considered one of the most natural ways of armour fighting within the game, simply since players will usually try to hide their vehicles and come out to attack, either a clueless or already engaged enemy. As solid visual concealment is most of the times, enough to provide protection.
  
It can be performed to great effect on Arcade, Realistic and Simulator battles. As solid visual concealment is most of the times, enough to provide protection.
+
== Concept ==<!-- Explain broadly what the tactic conveys in the Gameplay and for the player. If possible, list the steps and different ways of how to perform this gameplay tactic. Be general in location exemplification and save location details for the next sections.  -->
 +
 
 +
The idea of the tactic is that the enemy generally cannot fire something they haven't noticed first. At least, after the initial attack has been made or unless an enemy scout communicates the player's location beforehand. If the player position has been noticed, the shoot-and-scoot tactic will remain effective but the risk is increased exponentially the longer the same scooting position is kept. This tactic should result in the increased survivability of the vehicle used and with at least one enemy vehicle destroyed.
 +
 
 +
'''First step'''
 +
 
 +
The player must '''find an adequate spot'''. An adequate spot will provide total vehicle concealment from the enemies' line of sight. E.g, a large rock, a corner or a slope. After the player's vehicle is visually covered, the spot should be strong enough to withstand enemy fire; a wooden shack is unlikely to survive extended enemy fire. Therefore the best locations to perform shoot and scoot are the landscape's covers; either rocks or solid ground. Equally reliable are the indestructible structures as buildings, debris or stone walls. In the heat of the battle, this adequate positioning should be implicit as the first step for the successful use of the tactic.
 +
 
 +
'''Second step'''
  
== Concept ==<!-- Explain broadly what the tactic conveys in the Gameplay and for the player. If possible, list the steps and different ways of how to perform this gameplay tactic. Be general in location exemplification and save location details for the next sections. -->
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Once the position is set, the player needs to observe the battlefield and '''find an unsuspecting target'''. This can be done integrally by the use of the binoculars or using the commander's optic, another simple and effective way to do so, is using the free lock camera, by default the C key. Ideally, the target must not realise your vehicle - at least not until is too late. When feasible, make sure there is no other enemy vehicle in the immediate surroundings. This checking for any other enemy vehicles is crucial since if too many, the player will get caught during the tactic. If possible, use your range finder beforehand and set your gun, setting everything for the perfect shot. 
 +
 
 +
'''Third step'''
 +
 
 +
Once everything in place, '''the only thing left is to attack'''. Jumping out of your cover and shooting as fast and decisively as possible, and then scooting to your previous perfect spot. If done right, this tactic can be repeated several times until is time to change position. This is at the discretion of the players, whether or not the position is being effective, compromised or completely useless. Keep in mind the enemy aircraft will be eager to eliminate your vehicle the longer you stay in the same place. 
 +
 
 +
As simple as it seems, with an appropriate vehicle in the right spot and under the right hands, this tactic can influence heavily the outcome of many battles.
  
The idea of the tactic is that the enemy generally cannot fire something they haven't noticed. At least, after the initial attack has been made or until an enemy scouting communicates the player location beforehand. After the player position has been noticed, the tactic remains effective but the risk is increased exponentially the more the user exposes its vehicle.
+
=== Variations of the tactic ===
 +
'''Repositioning'''
  
It involves several steps that should result in the increased survivability of the vehicle used and at least one enemy target destroyed.
+
The fundamental three steps remain the same, in this more defensive variation there is now the fourth step; repositioning. Once the attack has been done, the player will hastily leave the area completely and move to an adjacent position. This increases the safety of the tactic but might decrease the number of enemies destroyed. This more dynamic approach should be based upon the player's preference, patience or vehicle choice.
  
'''First step'''
+
'''Leap-frog'''
  
The user player must find a target. This can be done integrally by the use of the binoculars which are placed over the Commander's cupola.
+
While being alone performing this tactic works just fine, a bit of teamwork won't hurt anyone but the enemy. This variation of shoot and scoot involves an allied vehicle. Following the three main steps, the friendly vehicle will proceed to cover the player's retreat and so repeat all the steps once again. This tactic works excellent in extreme long-distance gunnery duels, where two tanks can even manage to halt any assault if done correctly. 
  
 
== Optimal vehicle requirements ==<!-- Talk about what type of vehicles can perform this to greater effect. If there is any special requirement or if there is certain traits that enhance and increase the effectivity of this tactic (e.g Good reverse speed, depression, etc) -->
 
== Optimal vehicle requirements ==<!-- Talk about what type of vehicles can perform this to greater effect. If there is any special requirement or if there is certain traits that enhance and increase the effectivity of this tactic (e.g Good reverse speed, depression, etc) -->
 +
The tactic involves the quick forward and backward motion of any ground vehicle. This means the player should have a decent amount of horse powers to show up outside their cover, fire and then go back, as quickly as possible. Second but equally important, the vehicle needs to be decisive in the shooting, of usually only one chance. As such the optimal requirements to perform this tactics are:
 +
 +
'''Forward speed'''
 +
 +
The vehicle doesn't needs an extreme top speed, but it does need some acceleration to show up timely enough. Any slumbering tank coming out of cover will likely result in an enemy frag. Heavy tanks have an issue in this aspect, especially if they have a large size or low top speed ([[IS-2 (Family)]], [[Tiger I (Family)]] or [[Churchill VII]]) Their attempt to perform this tactic can surely end in a rather pity vehicle immobilization.
 +
 +
'''Capable main gun'''
 +
 +
If a gun lacks the needed punch, the enemy might survive and even fire back. Follow-up shots are risky since they will make you vulnerable to any incoming enemies, therefore is a must to incapacitate the enemy vehicle in the first attempt. Anti-aircraft as [[R3 T20 FA-HS]], [[BTR-152A]] and IFVs such as [[Warrior]], [[Ratel 20]] or [[Marder A1-]] might suffer on this aspect if their main gun (Generally automatic cannons) is not powerful enough to pierce armour. In these situations the shoot and scoot is not a viable tactic, unless as last resort deterrent.
 +
 +
'''Reverse speed'''
 +
 +
Essentially for scooting, the vehicle needs to quickly go back to safety. A reverse speed should be adequate enough to give the player a second chance to retreat or reposition, in case they fail the attack; a poor reverse speed is only likely get the player destroyed. Notably, most early British vehicles (Rank I-IV) and late Soviet MBTs (Rank VI+) suffer from the lack of reverse speed.
 +
 +
'''Stabilization system'''
 +
 +
As a bonus for the tactic, one positive feature in the offensive department is any sort of stabilization system. Even the vertical semi-stabilized guns as those on the [[T-10A]] will drastically increase the effectiveness of the shoot and scoot.
 +
 +
Aside from the optimal requirements, this tactic can be performed by anyone and any class of vehicle. Depending only of the need for an offensive or defensive stance, with a right situational awareness and the tacit reminder of the steps. Yet is true some vehicles with decent mobility and powerful main armament are likely to excel in this tactic. Mainly the medium and light tanks, followed by some SPGs and at last, some faster heavy tanks. Most MBT's are exceptionally capable in this tactic since the needed combat capacities have been standardized towards the top-tier ranks. 
  
 
== Best locations ==<!-- Note any spot or map location in which this tactic can be applied, if there is any special location within the game's permitted limits. Explain why this location works for the tactic or for what vehicles.  -->
 
== Best locations ==<!-- Note any spot or map location in which this tactic can be applied, if there is any special location within the game's permitted limits. Explain why this location works for the tactic or for what vehicles.  -->
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'''Pros:'''
 
'''Pros:'''
  
* The attacking player is in control of the initial engagement
+
* Attacking player is in control of the engagement; the vehicle remains safe before attack
* It can be done almost on every map; easy tactic to perform
+
* Can be done almost everywhere on every map  
 +
* Doable by most, if not all classes of vehicle
 +
* If done right, the player is likely to preserve the vehicle through the entire battle
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Countered with ease by 2 enemy vehicles  
 
* Countered with ease by 2 enemy vehicles  
* Could require a partial exposure of the vehicle; risking to get destroyed  
+
* Vehicles with lacklustre reverse speed can't perform this tactic 
 +
* Requires a temporal exposure of the vehicle; risking to get destroyed
 +
* Low-penetrating autocannons and low calibre guns will struggle with this tactic
  
 
== History ==<!-- Provide a historical background of how the vehicles/nations present in WT used this tactic.  -->
 
== History ==<!-- Provide a historical background of how the vehicles/nations present in WT used this tactic.  -->
  
== Media ==<!-- Extensive explanatory imagery or videos should be added in this section.  -->
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== Media ==<!-- In case of extensive explanatory imagery or videos, they should be added in this section.  -->
  
== See also ==<!-- Links to related tactics, vehicles mentioned and maps should be placed here  -->
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== See also ==<!-- Links to related tactics, a large variety of the type of vehicles mentioned and maps should be placed here  -->
  
 
== External Links ==<!-- Links to any reliable external source used to compile information for this article (e.g, Historical books, military manuals, web videos, ect) -->
 
== External Links ==<!-- Links to any reliable external source used to compile information for this article (e.g, Historical books, military manuals, web videos, ect) -->

Revision as of 06:46, 7 June 2021

Overview

The shoot-and-scoot is a basic offensive and defensive tactic for any ground vehicles, it allows players to momentarily engage other ground vehicles without extendedly exposing their vehicle to the enemies' line-of-sight (LOS), thus effectively reducing the risk of being destroyed. It can be done by any ground vehicle with the ability to maneuverer on the battlefield. It can be used to great effect on Realistic and Simulator battles and in a lesser extent, on Arcade battles.

This tactic can be considered one of the most natural ways of armour fighting within the game, simply since players will usually try to hide their vehicles and come out to attack, either a clueless or already engaged enemy. As solid visual concealment is most of the times, enough to provide protection.

Concept

The idea of the tactic is that the enemy generally cannot fire something they haven't noticed first. At least, after the initial attack has been made or unless an enemy scout communicates the player's location beforehand. If the player position has been noticed, the shoot-and-scoot tactic will remain effective but the risk is increased exponentially the longer the same scooting position is kept. This tactic should result in the increased survivability of the vehicle used and with at least one enemy vehicle destroyed.

First step

The player must find an adequate spot. An adequate spot will provide total vehicle concealment from the enemies' line of sight. E.g, a large rock, a corner or a slope. After the player's vehicle is visually covered, the spot should be strong enough to withstand enemy fire; a wooden shack is unlikely to survive extended enemy fire. Therefore the best locations to perform shoot and scoot are the landscape's covers; either rocks or solid ground. Equally reliable are the indestructible structures as buildings, debris or stone walls. In the heat of the battle, this adequate positioning should be implicit as the first step for the successful use of the tactic.

Second step

Once the position is set, the player needs to observe the battlefield and find an unsuspecting target. This can be done integrally by the use of the binoculars or using the commander's optic, another simple and effective way to do so, is using the free lock camera, by default the C key. Ideally, the target must not realise your vehicle - at least not until is too late. When feasible, make sure there is no other enemy vehicle in the immediate surroundings. This checking for any other enemy vehicles is crucial since if too many, the player will get caught during the tactic. If possible, use your range finder beforehand and set your gun, setting everything for the perfect shot. 

Third step

Once everything in place, the only thing left is to attack. Jumping out of your cover and shooting as fast and decisively as possible, and then scooting to your previous perfect spot. If done right, this tactic can be repeated several times until is time to change position. This is at the discretion of the players, whether or not the position is being effective, compromised or completely useless. Keep in mind the enemy aircraft will be eager to eliminate your vehicle the longer you stay in the same place. 

As simple as it seems, with an appropriate vehicle in the right spot and under the right hands, this tactic can influence heavily the outcome of many battles.

Variations of the tactic

Repositioning

The fundamental three steps remain the same, in this more defensive variation there is now the fourth step; repositioning. Once the attack has been done, the player will hastily leave the area completely and move to an adjacent position. This increases the safety of the tactic but might decrease the number of enemies destroyed. This more dynamic approach should be based upon the player's preference, patience or vehicle choice.

Leap-frog

While being alone performing this tactic works just fine, a bit of teamwork won't hurt anyone but the enemy. This variation of shoot and scoot involves an allied vehicle. Following the three main steps, the friendly vehicle will proceed to cover the player's retreat and so repeat all the steps once again. This tactic works excellent in extreme long-distance gunnery duels, where two tanks can even manage to halt any assault if done correctly. 

Optimal vehicle requirements

The tactic involves the quick forward and backward motion of any ground vehicle. This means the player should have a decent amount of horse powers to show up outside their cover, fire and then go back, as quickly as possible. Second but equally important, the vehicle needs to be decisive in the shooting, of usually only one chance. As such the optimal requirements to perform this tactics are:

Forward speed

The vehicle doesn't needs an extreme top speed, but it does need some acceleration to show up timely enough. Any slumbering tank coming out of cover will likely result in an enemy frag. Heavy tanks have an issue in this aspect, especially if they have a large size or low top speed (IS-2 (Family), Tiger I (Family) or Churchill VII) Their attempt to perform this tactic can surely end in a rather pity vehicle immobilization.

Capable main gun

If a gun lacks the needed punch, the enemy might survive and even fire back. Follow-up shots are risky since they will make you vulnerable to any incoming enemies, therefore is a must to incapacitate the enemy vehicle in the first attempt. Anti-aircraft as R3 T20 FA-HS, BTR-152A and IFVs such as Warrior, Ratel 20 or Marder A1- might suffer on this aspect if their main gun (Generally automatic cannons) is not powerful enough to pierce armour. In these situations the shoot and scoot is not a viable tactic, unless as last resort deterrent.

Reverse speed

Essentially for scooting, the vehicle needs to quickly go back to safety. A reverse speed should be adequate enough to give the player a second chance to retreat or reposition, in case they fail the attack; a poor reverse speed is only likely get the player destroyed. Notably, most early British vehicles (Rank I-IV) and late Soviet MBTs (Rank VI+) suffer from the lack of reverse speed.

Stabilization system

As a bonus for the tactic, one positive feature in the offensive department is any sort of stabilization system. Even the vertical semi-stabilized guns as those on the T-10A will drastically increase the effectiveness of the shoot and scoot.

Aside from the optimal requirements, this tactic can be performed by anyone and any class of vehicle. Depending only of the need for an offensive or defensive stance, with a right situational awareness and the tacit reminder of the steps. Yet is true some vehicles with decent mobility and powerful main armament are likely to excel in this tactic. Mainly the medium and light tanks, followed by some SPGs and at last, some faster heavy tanks. Most MBT's are exceptionally capable in this tactic since the needed combat capacities have been standardized towards the top-tier ranks. 

Best locations

Counter-tactic

If the tactic fails, the player was likely immobilized, noticed and destroyed in the spot.

Pros and cons

Pros:

  • Attacking player is in control of the engagement; the vehicle remains safe before attack
  • Can be done almost everywhere on every map
  • Doable by most, if not all classes of vehicle
  • If done right, the player is likely to preserve the vehicle through the entire battle

Cons:

  • Countered with ease by 2 enemy vehicles
  • Vehicles with lacklustre reverse speed can't perform this tactic
  • Requires a temporal exposure of the vehicle; risking to get destroyed
  • Low-penetrating autocannons and low calibre guns will struggle with this tactic

History

Media

See also

External Links