Frontline 2020: Rules & Regulations

Tank Commanders!

This Season, Frontline will be available in 4 Stages rather than the previous Episode format, each lasting for a week. It will also share a progression system with Steel Hunter, known as the Expedition. Each Stage will reward you with up to 3 tokens, the Expedition event currency, instead of the Prestige Points of last Season. Use the tokens you've earned here and by playing Steel Hunter to redeem any two of three exclusive reward vehicles:

  • The Object 777 Version II, a brand-new Soviet heavy tank
  • The Char Futur 4, a unique new French medium tank
  • The AE Phase I, an American heavy tank with four segmented tracks

All these vehicles feature a built-in Large Repair Kit as a handy bonus. Please note that if you already have the AE Phase I on your account, you will not be able to redeem a second one for tokens.

About the Expedition

Also, instead of 30 Frontline Tiers, there will only be 15 Tiers per Stage. Completing them will require almost half as much Frontline Experience as the last Season. Upon reaching the final Tier, you will receive all 3 tokens for that Stage, regardless of how well you have performed in battle, as well as special daily missions, which will grant you even more rewards.

It won’t be possible to replay any missed Frontline Stages, so skipping one may mean losing the opportunity to earn its tokens. After the completion of each Stage, progress is reset and you’ll begin the next Stage the following month from Tier 1.

Check out the mission conditions and further information in the official Frontline 2020 announcement!

Rewards

As usual, good performance in Frontline will bring you heaps of rewards: credits, directives, and Personal Reserves, as well as bonds. They include the following:

  • Rewards for each Frontline Tier – for those who want to play casually.
  • Rewards for completing daily missions – for those who have completed all 15 Tiers and want more!
  • And finally, exclusive Tier IX Tanks – a worthy reward for perseverance and progress through the Expedition!

Be sure to join the event so you don't miss out!

Event Announcement

Frontline 2020 Schedule

 

Start

End

Stage 1 9 March 2020
07:00 UTC +8
16 March 2020
04:00 UTC +8
Stage 2 6 April 2020
07:00 UTC +8
13 April 2020
04:00 UTC +8
Stage 3 April 
Stage 4 June

Each Stage will have ceasefire periods during which the mode will be unavailable, from 04:00 to 07:00 UTC +8.

Select the corresponding tab in the battle type drop-down list to enter the Frontline queue.

General Overview

  • Battles take place between two teams, with 30 players on each side.
  • Only Tier VIII vehicles are allowed in this mode.
  • To take part in Frontline mode, players can use any Tier VIII vehicles available in the Garage, as well as the special vehicles available for rent.

Objectives

Each team has its own objectives:

  • The attackers should break through the defense and destroy at least 3 out of 5 pillboxes on the enemy territory.
  • The defenders should repel enemy attacks until the battle timer elapses.

The combat takes place on two 9 km² maps (Normandy and Kraftwerk) that can be divided into three horizontal lines:

  • First defense line (zones A, B, and C): starting point for the attacking and defending teams.
  • Second defense line (zones D, E, and F): the frontline is shifted to this map area once at least one zone at the first defense line is captured.
  • The third defense line (not divided into zones) represents the map area, where the final battle takes place. The main objectives are located here — pillboxes with powerful, high-caliber guns. The attackers must destroy them to secure victory. These pillboxes do not rotate or move, but have the ability to spot attackers. The maximum spotting range of the pillboxes is 445 meters. However, they can transmit radio intelligence to all allies without distance limits.

  • Normandie
  • Kraftwerk
 
 
 
 
 
 
 
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Resupply point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone

 

 
 
 
 
 
 
 
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Capture Zone

An area on the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: once the attacking vehicles enter the circle, the front begins being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.

Repair and Resupply Zones have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Battle Progression

  1. In the beginning, the teams are evenly distributed on each front: 10 vehicles per front, at the zones of the first defense line.
  2. Each of the zones in the first and second lines has a base. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
    1. E.g. After capturing a base in zone A, the attacking team is able to capture zone D.
  3. If at least one zone of the second line is captured, the third line becomes available and the attackers can then attempt to destroy the main objectives (pillboxes).
  4. If the attacking team starts capturing a base, it is performed according to the standard rules, but with minor additions:
    1. Base capture points will be reset only after destroying an enemy vehicle that is capturing the base. 
    2. Causing damage to a vehicle or damaging a vehicle's modules blocks base capture by this enemy vehicle for 5 seconds.
    3. The more bases captured on the first defense line, the fewer points will be required to capture bases on the second defense line. If the attackers capture one base on the first line, they will have to earn 450 points to capture a base on the second line; two captured bases on the first line reduces the required number of capture points on the second line to 250; capturing all bases on the first line reduces the required number of capture points on the second line to 150.
  5. Upon reaching a certain number of base capture points, you will no longer earn XP. This restriction is aimed at avoiding potential cases of mechanics abuse.
  6. Captured zones cannot be reclaimed.
  7. If the defenders lose a zone, they must vacate it within 1 minute, after which an air strike will be called in at this zone, causing significant damage to all defending vehicles there.
  8. Conversely, if attacking vehicles enter a zone at the second defense line without capturing the previous zone, they will also receive significant damage from an air strike in a matter of seconds.
  9. Once attackers have captured at least one zone at the second line, they can begin to destroy the main objectives – five large pillboxes with coaxial high-caliber guns.
    1. Each objective has 3,200 hit points
    2. Front armour / turret: Cannot be penetrated or damaged by firing HE shells
    3. Side armour: 180 mm
    4. Rear armour: 90 mm
    5. Vulnerable spots: 70 mm (hatches) and 25 mm (vent holes)
  10. The basic battle duration in the Frontline mode is 12 minutes. This time can be extended by the actions of the attacking team.
    1. Each of the captured zones (A, B, C) adds 2 minutes to the battle timer.
    2. Each of the captured zones (D, E, F) adds 2 minutes to the battle timer. 4 minutes will be added for capturing the last zone.
  11. If the battle time elapses and at least one player from the attacking team remains in the base circle, overtime triggers.
    1. The maximum possible overtime duration is 90 seconds. There will only be one period of overtime, after which the defenders will be deemed victorious.
    2. Overtime ends if none of the attackers is capturing a base.

Other Game Mechanics

RespawnsResupply Points, and Combat Reserves (that can help win even in a desperate situation) will be available in Frontline mode.

Respawns

  • At the beginning of each battle, each player will have one respawn. 
  • Every 5 minutes, one more respawn will be added, but you cannot accumulate more than 2.
  • The total number of respawns is unlimited.
  • Players will not be able to respawn in zones where 12 or more allies are already fighting.
  • There can only be 1 SPG per zone; if there is already one in the current zone, you will not be able to respawn in an SPG.
  • In the previous Season, you could only choose the direction in which to respawn, and the specific point of your entry into the game was determined automatically. This time, players on the attacking team will have up to 4 dynamic respawn points to choose from, and the defending team up to 6, including those behind the front lines. The defending team has more respawn points because they must be able to fall back and repel the enemy’s attack if it breaks through to the pillboxes.
  • If the player's vehicle is destroyed and there are respawns available, the player will be transferred to the respawn screen, where they can select an appropriate vehicle and a respawn point within the zones controlled by the player's team. Respawn points that are under attack are highlighted in red and are not available.
  • Changing lanes in battle: This feature was introduced due to the large map size. It can be useful when you have destroyed the enemy on a flank and captured the last zone, and need to move to another flank quickly to support your allies. Pressing J will display the vehicle selection panel, and allow you to choose another vehicle and respawn in another flank. This will cause your current vehicle to self-destruct after a short countdown; smart deployment of this feature may lead to victory in certain situations.

Combat Reserves

There are 6 types of Combat Reserves available for use in Frontline mode. You may select them in the Garage, but only before entering battle. The Combat Reserve slots are displayed to the left of the standard consumables.

Each vehicle type has a certain number of slots for Combat Reserves:

  • Three slots for heavy tanks
  • Two slots for tank destroyers and medium tanks
  • One slot for light tanks and SPGs

This distribution will help each vehicle type influence the battle in different ways.

Each Combat Reserve has 5 levels, and can be upgraded using the Combat Reserve Points received for earning Frontline Tiers. You will need to manually unlock and upgrade your Combat Reserves once you have sufficient Points.

How Combat Reserves Work

Effectiveness values specified below are for Reserves at maximum level (5)

 Airstrike

Calls in a bomber that drops 60 bombs over an area of 45 x 45 metres. Vehicles within the strike area receive insignificant damage and get stunned for 26s. Airstrike is most effective against swift targets and large enemy formations. Players will earn a small amount of experience for causing damage with this Combat Reserve. Players will also earn an additional reward for stunning enemy vehicles.

Experience and credits will be earned for causing damage using this Combat Reserve.

 Artillery Strike

An artillery unit fires 20 shells within 5 seconds at an area of radius 10 metres. Vehicles in the center of the artillery strike receive considerable damage; at the same time, vehicles at the edge of the strike are relatively safe. Artillery Strike is most effective against slow targets. Players will earn a small amount of experience for causing damage with this Combat Reserve.

Experience and credits will be earned for causing damage using this Combat Reserve.

 Engineering

Provides a constant 50% bonus to resupply speed and 50% bonus to the refresh speed of Resupply Points. The attacking team receives an 80% bonus to base capture speed. When causing damage to an attacker, base capture is paused for another 10 seconds. Additionally, the defenders can block base capture by entering the base circle. The Engineering Combat Reserve is most effective for either attacking or defending bases, or frequent use of the Resupply Points.

 Inspire

Inspire improves the crew performance of the vehicle and of all allies (15% to the major qualifications) within the radius of 40 metres for 60 seconds. When a vehicle leaves the area, the effect stays active for an additional 10 seconds. Inspire stacks with other crew bonuses, making it most effective in combination with other Premium consumables and equipment (for example, Extra Combat Rations and Improved Ventilation). When allies cause damage under the effect of your Combat Reserve, you will earn additional experience. If several players activate the Combat Reserve at the same time, the first one to do so will receive the bonus.

 Recon Flight

Upon activation, commands a reconnaissance plane to spot a 300 x 750-metre area. Recon Flight lasts 15 seconds and spots vehicles in the plane's sight that remain visible for 30 seconds. Recon Flight will be most effective when used around a player's vehicle that is not supported by allied scouts. All information about spotted enemies is received only by the player who has activated the Combat Reserve, but transmitted within the Signal Range; the player will earn experience for damage caused by allies to spotted targets.

Experience and credits will be earned for damage caused to enemy vehicles spotted by the reconnaissance plane.

 Smoke Screen

Five smoke grenades are fired into the specified area (200 to 50 metres). The smoke screen lasts 50 seconds; it blocks the view and conceals vehicles within the specified zone. Vehicles within the smoke screen have 2/3 of the View Range value. The Smoke Screen will be most effective for concealing allies from enemy fire or for creating a safe spotting position. Players will earn experience when concealed allies cause damage to enemy vehicles.

Resupply Points

In addition to a base, every zone has a Resupply Point where players can replenish shells and restore vehicle durability, damaged vehicle modules, and injured crew members.

  • If a player's vehicle receives damage during repair, the process is paused for 5 minutes.
  • Once a vehicle is fully repaired, the Resupply Point becomes unavailable for 3 minutes.

At the end of the battle, players will be charged the full cost of the restored vehicle durability, but no more than 100% of the vehicle’s durability.

Examples:

  • A player repairs a vehicle three times, for 20% of full vehicle durability each; they will pay for repairing 60% of the vehicle's durability.
  • a player repairs a vehicle three times, for 40% of full vehicle durability each: they will pay for repairing 100% of the vehicle's durability, instead of 120%. This applies even if the vehicle has been destroyed in the meantime.
  • Thus, any repairs over the vehicle's full durability are free of charge.

The total cost of replenished shells will also be charged.

  • In this case, if the number of spent shells exceeds the ammo rack's capacity, the ammo cost will be deducted from the credits earned in battle.

Consumables work in a similar way to Random Battles: they will be deducted if used at least once, irrespective of the total number of uses.

Tank Rentals

All rental vehicles are only available in Frontline; it’s impossible to enter Random Battles or other modes using these tanks.

To play Frontline, you will need at least one Tier VIII vehicle.

However, for a more enjoyable experience, it’s best to have three or more vehicles ready, as your tank will not be able to respawn for a few minutes after it is destroyed. To quickly get back into battle, simply pick another vehicle and roll out!   

If there are not enough suitable vehicles in your Garage, or you do not own a Tier VIII tank, you can rent vehicles.

  • All rental tanks are replicas of existing vehicles, with the same characteristics and properties.
  • A total of 12 rental vehicles will be available.
  • In the previous Season, only one base tank, the T-44 FL, was available for credits. Now another versatile warrior, the T32 FL, has been added to the list of basic vehicles that will be available throughout all Frontline Stages. In addition, these tanks have special vehicle status — this means you can move crew members from another tank of the same nation and class into them without incurring a penalty. The remaining ten vehicles will be replicas of existing Premium tanks.

    All rental vehicles available for gold will be accessible during all the Stages, and the list of them will remain fixed for the entire Season:

    • WZ-120-1 FT FL
    • Strv S1 FL
    • FV 4202 FL
    • M4A1 Rev. FL
    • AMX M4 49 FL
    • Löwe FL
    • Т-54 prot. FL
    • T26E5 FL
    • ELC EVEN 90 FL
    • IS-6 FL
  • Rental tanks come with “virtual” slots and will remain on your account until you remove them manually.

  • Rental tanks will be available even if you already have the original version of the rental vehicle. So for example, you may have two identical tanks on your account – the T-44 and the T-44 FL.

    • However, it’s impossible to rent the same vehicle twice. For example, there can be only one T32 FL per account.

  • There are no restrictions on the total number of rented vehicles, so there can be up to 12 rental tanks on your account.

Rental Leases

There are 3 types of rental leases:

  • First rental for one Stage (1 week). If you are renting a vehicle for the first time, the tank will be issued with its own Crew.
  • Renewal for one Stage. If you have already rented a vehicle and its lease has expired, the vehicle will remain in your Garage and extending its lease will cost less than its First rental. This can be done even if the tank is not available for rent in this Stage.
  • Special weekend offerIf you initiate a First rental in the final 2 days of the Stage (Saturday and Sunday), the tank will be rented for the remaining two days, plus the duration of the entire next Stage. So the actual rental period will be 8 or 9 days. Those of you who prefer to play on weekends won't want to miss this deal!
 

First Rental (1 week)

Renewal (1 week)

Т-44 FL

240,000 

120,000 

T32 FL

320,000 

160,000 

Heavy

Premium tank

800 

600 

Medium

Premium tank

500 

400 

Rental Tank Crew

  • Premium vehicles are credited with a free 100% Crew.
  • If necessary, you can move your own established or veteran Crew to the rental vehicle.

Lease Expiration

  • After the expiration of the weekly rental period, rental tanks remain in your Garage but become unavailable for battles.
  • You can remove a rental tank from your Garage or extend its lease. To do this, right-click on the tank in the Garage or Depot and select the appropriate item from the menu.

Discounts on Original Versions of Rental Tanks

All gold spent on rentals, regardless of which tanks were rented or rental duration, will go into a special fund that can be used to get an equivalent discount on purchasing the original versions of any of the leased tanks. So the more gold you spend, the greater the discount you will get!

Discounts will ONLY be in the form of gold, and may be applied at any time during the Season. Any gold not used to get a discount remains in the fund and may be accumulated to spend on discounts later on, but be sure to spend it before the end of the Season, as all unused gold in the fund will then be removed from your account.

Economy

There are five simple yet important aspects of the economy: how experience/credits are earned, and how repair and shell costs are calculated. 

  1. Players pay repair costs only once per destroyed vehicle, irrespective of how many times it was destroyed during a battle.
  2. Players will only pay for consumables and shells that they have used in battle. The main cost is charged only for replenishing shells and consumables when a vehicle is destroyed.
  3. Credits are earned according to formulas similar to those in Random Battles.
    1. However, considering the long battle duration and the possibility of using a considerable number of vehicles, adjustment coefficients have been applied to prevent players from losing credits and to allow them to focus on gameplay.
  4. Unlike in Random Battles, credit-multiplying coefficients will not be applied for victories. Instead, you get a fixed number of credits per battle: 30,000 if your team wins, and 10,000 if it loses.
  5. Experience is earned by analogy with Random Battles, plus additional coefficients for the ranks achieved. Experience is distributed among all vehicles that participate in each battle, according to the player's performance in each vehicle.
  6. Personal Reserves, Battle Payments reserves, Premium vehicles: All these bonuses are applicable in the Frontline mode.

In order to encourage fair play and teamwork, the profitability adjustment coefficient will only apply to those who stay in battle to the very end. If you leave a battle before it is over and do not return within 5 minutes of doing so, profitability adjustments will not be applied and the cost of all repairs will be charged in full.

Awards for Effectiveness in Battle

Players can receive some special awards for effectiveness in battle:

Occupying Force

Iron Shield

General of the Army

Supreme Gun

Small Army

As an attacker, earn a total of 100 base capture points or destroy an enemy's main objective.

As a defender, cause 1,800 HP of damage to vehicles in zone bases or within 150 metres of the main objectives.

Be the top player with the highest base XP at the end of the battle from both teams and also receive General rank.

Awarded to players who caused and assisted in dealing the highest amount of damage during a battle (at least 10,000 HP).

Awarded to a platoon that destroyed at least 20 enemy vehicles in one battle. Each platoon participant receives this title.

Frontline Progression System

Improving Your Rank

In Frontline, there are six Ranks, ranging from Private to General. You may improve your Rank by earning experience in battle through the effectiveness of your combat actions. The more total experience you earn from all tanks that participated in battle, the higher the Rank you will receive.

Ranks are updated live during the battle, so you can easily track your progress!

Depending on your Rank, you will receive an experience multiplier, which will be applied after the battle to the total net experience of all tanks used in battle.

Rank

Private

Sergeant

Lieutenant

Captain

Major

General

Frontline EXP

-

+150

+350

+600

+900

+1,200

Frontline Tiers

As mentioned above, depending on the Rank you achieve in each battle, you will earn Frontline Experience, which is used to increase your Frontline Tier and progress through Season 2020.

All in all, there are 15 Tiers, and reaching each Tier will entitle you to special rewards.

Frontline Experience Required

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
0 400 500 600 700
Tier 6 Tier 7 Tier 8 Tier 9 Tier 10
800 1000 1100 1200 1300
Tier 11 Tier 12 Tier 13 Tier 14 Tier 15
1400 1500 1600 1700 2000

Each number is the total number of Frontline Experience points needed for each new Tier. For example, to go from the 10th to the 11th Tier, you need to earn 1400 points.

System Performance

Frontline will require more system resources than regular Random Battles. This is due to several key factors that are specifically related to Frontline, including the large map sizes, a large number of objects and vehicles on them, and activation of Combat Reserves.

Players with low-spec CPUs and graphics cards may experience some performance issues when running the mode. To avoid them and play with maximum comfort, please revise the graphics settings in your game client in accordance with the capabilities of your CPU and graphics card.

Frontline is a long-term event with lots of mechanics, balance settings and variable values. To make your experience more enjoyable, we may need to make some significant improvements and tweaks during the Season. You will be informed in advance if this is necessary, so stay tuned for news of any important changes!

See you on the battlefield!

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