Frontline - Rules & Regulations

Frontline is finally returning to World of Tanks with a slight revamp, making it more enjoyable than ever. Unlike last year, Frontline in 2019 will not be a short-term event. Instead, it will consist of a whole series of events throughout the year. So every calendar month, Frontline will kick off and be available for one week.

Find out more about the new progression mechanic and other important changes coming with your favourite mode!

Episode 8 Schedule

Episode start

16 Sep 2019, 07:00 UTC +8

Episode end

23 Sep 2019, 04:00 UTC +8

Ceasefire

04:00 - 07:00 UTC +8

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

General Overview

This time, Frontline is not a short-term event, but a full-fledged game Season which will last for 10 Episodes throughout 2019. Good performance will bring you heaps of rewards: Credits, Consumables, Directives, Personal Reserves, Badges and Medals, as well as Bonds and Gold.

The most active and skillful players will be rewarded with reward tanks, including a unique secret Tier IX vehicle.

  • 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.

Season 2019 Episodes

Frontline will be available for one calendar week of each calendar month, from February to November 2019. The weeks where Frontline is available will be known as “Episodes”, and between each of these ten 1-week Episodes, Frontline will be unavailable. The dates of each Episode will be announced progressively during the Season.

Season 2019 Schedule

  Start End
Episode 1
February
11 February 2019, 07:00 UTC +8 18 February 2019, 04:00 UTC +8
Episode 2
March
11 March 2019, 07:00 UTC +8 18 March 2019, 04:00 UTC +8
Episode 3
April
15 April 2019, 07:00 UTC +8 22 April 2019, 04:00 UTC +8
Episode 4
May
13 May 2019, 07:00 UTC +8 20 May 2019, 04:00 UTC +8
Episode 5
June
17 Jun 2019, 07:00 UTC +8 24 Jun 2019, 04:00 UTC +8
Episode 6
July
15 Jul 2019, 07:00 UTC +8 22 Jul 2019, 04:00 UTC +8
Episode 7
August
19 Aug 2019, 07:00 UTC +8 26 Aug 2019, 04:00 UTC +8
Episode 8
September
16 Sep 2019, 07:00 UTC +8 23 Sep 2019, 04:00 UTC +8
Episode 9
October
14 Oct 2019, 07:00 UTC +8 21 Oct 2019, 04:00 UTC +8
Episode 10
November
   

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 a 9 km² map 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. They do not rotate or move; attackers must destroy them to secure victory.

 
 
 
 
 
 
 
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 armoured hoods and are virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armour. The attacking team wins 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 armoured hoods and are virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armour. The attacking team wins 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 armoured hoods and are virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armour. The attacking team wins 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 armoured hoods and are virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armour. The attacking team wins 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 armoured hoods and are virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armour. The attacking team wins 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

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. Captured zones cannot be reclaimed.
  6. 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.
  7. 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.
  8. 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)
  9. 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.
  10. 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.
  • 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.
  • 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.

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

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

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

The Combat Reserve slots are displayed to the left of the standard consumables.

Each Combat Reserve has 5 levels. They can be upgraded using the Combat Reserve Points received for earning Frontline Tiers (further information on this below).

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 50 x 30 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 a 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. Tanks may be rented for one Episode or for all remaining Episodes at once.

  • All rental tanks are replicas of existing vehicles, with the same characteristics and properties.
  • 3 vehicles will be available for rent each Episode. A total of 11 rental vehicles will be available.
  • The base rental vehicle is a replica of the researchable medium tank, the  VIII T-44 . This tank will be available throughout all Episodes and will not be replaced by any other vehicles.
  • The remaining 10 vehicles will be replicas of existing Premium tanks, 2 of which will be available in each Episode. After the fifth Episode, all the rental pairs will be available again.
  • 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 T34 FL per account.

  • There are no restrictions on the total number of rented vehicles, so there can be up to 11 rental tanks on your account.

Tanks Available

 

Ep 1 / Ep 6

Ep 2 / Ep 7

Ep 3 / Ep 8

Ep 4 / Ep 9

Ep 5 / Ep 10

Base vehicle

T-44 FL

Heavy

Premium tank

T34 FL

112 FL

Löwe FL

AMX M4 49 FL

IS-6 FL

Medium

Premium tank

Pz. 58 FL

FV4202 FL

T-54 mod.1 FL

T26E4 SP FL

M4A1 Rev. FL

Rental Leases

There are 4 types of rental leases:

  • First rental for one Episode (1 week). If you are renting a vehicle for the first time, the tank will be issued with its own Crew.
  • Renewal for one Episode. 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 Episode.
  • Seasonal rental for all remaining Episodes. The tank will be available for all the current Season's Episodes, at a lower cost per week than the other leases. The total rental cost will decrease with each Episode.
    • This option will not be available from Episode 6 for the T-44 FL, and from Episode 8 for all other vehicles.
  • Special weekend offerIf you initiate a First rental in the final 2 days of the Episode (Saturday and Sunday), the tank will be rented for the remaining two days, plus the duration of the entire next Episode. 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)

2019 Seasonal Rental*

Т-44

240,000 

120,000 

1,500 

Heavy

Premium tank

800 

600 

4,000 

Medium

Premium tank

500 

400 

2,500 

* Cost at the start of the Season. With each Episode, the cost decreases by 10%. For example, in Episode 6, the cost of renting a heavy tank will be 2,000.

Rental Tank Crew

  • The T-44 will be credited with a 75% Crew for weekly rentals (First rentals and Renewals) and with a 100% Crew for Seasonal rentals.
  • 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.
  • It is possible to extend the lease of a tank even if it's not available for First rental in the current Episode.
  • So by Episode 5, you can have all 11 rental vehicles on your account if you wish.

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. 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.

Important notes on tank discounts:

  • Tank discounts are not currently available, but will be in later Episodes. However, you can begin to accumulate gold in your fund from Episode 1.
  • If you wish to purchase the original variant of the Pz. 58 FL, the Pz. 58 Mutz will be credited to 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. 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.
  5. Personal Reserves, Battle Payments reserves, Premium vehicles: All these bonuses are applicable in the Frontline mode.

NOTE: 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.

Friendly Fire Disabled

We’ve gathered and carefully reviewed your feedback on disabling friendly fire after the first iteration of Frontline last year. It clearly demonstrated that you agreed with our assessment of its impact on gameplay, and therefore friendly fire remains disabled for Frontline 2019.

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.

 

New 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 2019.

All in all, there are 30 Tiers, and reaching each Tier will entitle you to special rewards.

Earning Prestige

When you reach Frontline Tier 30, you can choose to take on an additional challenge: Use the Prestige mechanic to reset your Tier progress and Combat Reserve Levels, and start a new cycle of earning rewards.

Resetting your Frontline Tier will increase your Prestige Level, which will bring you further rewards such as Bonds, Gold, Medals, and Badges. There are a total of 10 Prestige Levels, and the maximum Level you can achieve at any one time is +2 Prestige Levels from the current Frontline Episode number.

  • For example, in the first Episode you can reach the third Prestige Level, in the second Episode the fourth Prestige Level, and so on.
  • So by Episode 8, the most active and skillful players will be able to reach Prestige Level X.
  • On the contrary, there is no strict time frame regarding missed Prestige Levels. For example, if you start playing for the first time in Episode 5, you can catch up with the current Prestige progression and achieve all of the Prestige Levels you've missed (from I to V) any time you want, starting with the first Prestige Level.

This will allow you to plan your activity throughout the entire Season. For example, you can catch up with the Prestige progression and skip one or even two Episodes of Frontline to go on a vacation.

It’s also important to note that your Frontline Tier progress within your Prestige Level will not be reset for each Episode. For example, if in the first Episode you ended up on Frontline Tier 25, then in the second Episode you’ll start from the same point.

In addition to basic rewards, each Prestige Level achieved rewards you with Prestige Points, which can be exchanged for reward tanks.

Rewards

This Season, there will be a large variety of rewards for all players. Some have been covered earlier on this page, but they include the following:

  • Rewards for each Frontline Tier – for those who want to play more casually.
  • Rewards for each Prestige Level – for those who are more dedicated.
  • And finally, Reward Tanks – a worthy reward for perseverance and commitment shown over the 10-month Season!

Reward Tanks

You can exchange the Prestige Points you have earned by reaching Prestige Levels for reward tanks. In total, there will be 4 reward vehicles, and the more Points you have, the more valuable and attractive the tanks you can choose to redeem.

Interactive image. Select an Episode or Prestige Level to display Prestige Points earned and the available reward vehicles.
30
Frontline Tier
+1
Prestige level
Prestige Points:
7
I
 
II
 
III
 
IV
 
V
 
VI
 
VII
 
VIII
 
IX
 
X
 
 
Prestige level
STA-2
WZ-111
Emil1951
 
Episode
01
 
02
 
03
 
04
 
05
 
06
 
07
 
08
 
09
 
10
 
 

  1. VIII STA-2  — A versatile Japanese medium tank. Thanks to its balance of mobility, firepower, and gun depression, the STA-2 is a capable support vehicle. It can be purchased for gold in-game.
  2. VIII WZ-111  — A Chinese heavy tank featuring high damage per shot, as well as good mobility and sloped armour. It is effective both against heavy and medium tanks.
  3. VIII EMIL 1951  — This is a brand-new Frontline-exclusive vehicle, a unique heavy tank with an autoloader.
  4. A secret Tier IX tank Its name, class, nation, and characteristics are top secret, and will only be revealed later during the Season. It can only be obtained by reaching Prestige Level X and when you have earned the required number of Prestige Points.

If you already own the STA-2 or WZ-111, you will not be able to redeem them with Prestige Points. More detailed information regarding the characteristics of the Emil 1951 and the secret tank will be announced during the course of the Season.

 

Cost in Prestige Points

Required Prestige Level

VIII STA-2  

6

IV

VIII WZ-111  

10

VI

VIII EMIL 1951  

12

VII

Secret Tier IX Tank 

15

X

At the end of the Season, you may exchange your remaining Prestige Points for a small amount of Bonds and Gold.

Choose wisely, for the Prestige Points you can earn will only afford you a maximum of two vehicles!

Combat Reserve Upgrades

In addition to the rewards for each Frontline Tier, players will receive special Combat Reserve Points required for upgrading Combat Reserves. But unlike the automatic tier progression, players will need to unlock and upgrade Combat Reserves themselves.

System Performance

In the new Season, the map will be optimized to ensure stable performance. You will see a noticeable increase of FPS on a PC of almost any configuration. However, Frontline will still 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 size, a large number of objects and vehicles on it, and activation of Combat Reserves.

Thus, you may expect to experience some FPS drops and texture-related issues.

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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