Guide to playing effectively and well in Cross:
(by RETURN_OF_BEN)
Part one, The map itself:
Let's just say that Cross is a very small map. with a length of 27, a width of 25, and an area of 675. It has been here since the beginning of the game, and is quite popular especially for lower ranks. It unlocks at the rank of private. It can fit 14 players, and allows for all modes of game to be played: (DM,TDM,CTF,CP). Cross is a very unique map unlike any other, and various types of gameplay can be used. In Team battles, the bases are perfectly identical, so you can't really get a disadvantage like that.
Part two, supplies and gold boxes:
Supplies: As you may know, in Cross, there are not many drop zones for any supply:
Repair kit x1
Double armour x2
Double damage x2
Speed boost x2
If you are playing any team battle, it is still important to control the drop zones in your base to defend and attack with a little help.
Gold boxes: Catching a gold is always a thrill, and it's lots of fun hunting them down. But you won't catch any if you don't know how to do so, right? Cross happens to be one of the easier maps to catch a gold box for a couple of reasons:
1: It's a small map, so it's easy to find the drop zone.
2: The gold box usually falls right by the bridge near the building, (a rather convenient spot)
What to do:
If the gold box is on a flat surface on a bridge:
The best strategy and hull to catch a gold box here would be to use either Dictator, hide on the slope, be one of the first tanks to emerge as the gold box falls, and tower over the other players attempting to catch it as well. You can also use Wasp/Smoky or Railgun and go with the rocking technique (using your gun's recoil to hitch a ride on another player's hull) and let them take you over to the gold box.
If the gold box is beside the bridge by one of the houses:
The #1 easy catch way to get yourself a gold. Use Dictator/Firebird or Freeze and jump off as the gold falls while using the double armour and speed boost. You can shoot (and kill) the other players as well.
If the gold box is on a flat, ground level surface:
Hornet works well for these kinds of catches. Take cover somewhere like under a bridge or behind a thick pole, then use the double armour and speed boost supply and charge the gold box as it's falling while pushing other tanks out of the way. The rocking technique also works for catching these golds.
Notice: The combos I recommended for catching golds have nothing to do with gameplay. They are usually only good in Cross for catching gold boxes.
Part four, gameplay:
In DM mode:
Playing Cross DM is no easy task. It's a small, quite open map especially on the bridges. Light hulls are out of question here, as are guns that simply cannot perform at all in head to head combat like railgun and magnum. 100% short range guns such as isida, firebird, and freeze can do alright, but there are still better combinations. The Ideal combinations are hulls that are medium to heavy, along with guns that can perform with a decent range, but are also able to perform in head to head combat. I have here a few combos that work well in Cross DM (no particular order):
#1: Titan/Smoky
This combos a surefire way to dominate the battlefield. sitting on the top of the bridges with 1 or 2 supplies makes you almost indestructible.
#2: Ricochet/Hunter
In Cross, there are a lot of things to bounce projectiles off of. This combo is ideal because Ricochet has enough range, as well as being a great head to head winner! Hunter works great because it has decent speed and good armour. Perfect for this map.
#3: Mammoth/Vulcan
Just like the Smoky/Titan combo, using this enables you to park yourself on the higher level and obliterate your opponents. Compared to the Smoky/Titan, this combination is even better for head to head, but lacks in agility due to Vulcan's second downside: If you turn the tank while shooting, Vulcan will not move with it.
In TDM mode:
Cross is probably the most popularly played in TDM. Good ways to win involve simple, straightforward strategies such as slowly pushing forward and crowding the enemy in their base. Long range guns are usually necessary for 2-3 members of the 7 on your team. Short range guns are also very useful. Hulls can be varied. It's hard to go wrong with what you choose, but there are still a few combinations that stand out and work better overall. Here they are:
#1: Viking/Twins
This works in almost every circumstance; wether you're winning or losing. If you're winning, this will keep the enemy in their base, as well as dealing with borderline head to head kills. If you're losing, this combo will draw and keep the enemy out of your base and get your team ready to press an attack. (This is personally my favourite combination, and on my other account, I use this almost every time play in Cross TDM.)
#2: Freeze/Hornet
This combo is perfect for running around and freezing tankers to death; literally. With 1 or 2 supplies and a bit of skill, you can run around in enemy territory making multiple kills. Using this is great for leading and pressing attacks.
#3: Titan/Thunder
This is a solid combination that works well for sitting on the bridges and blasting enemies into bits. Titan has great armour, enough to withstand any counter-attacks the enemy will throw at you. So sit back, relax, and blow your opponents off the map!
In CTF mode:
Another fun way to play Cross. A winning team in Cross CTF needs to have a good balance of light and heavy tanks. The heavies to defend the base, sit on the flag, and cover the capturers, and the light tanks to attack the opposition and capture flags. Here are some ideal combinations:
#1: Hornet/Smoky
The ultimate flag-capturing combination. Hornet is quick and nimble and can fairly easily sneak away from the enemy with the help of a double armour or an Isida.
#2: Titan/Striker
The perfect way to sit on the flag. With an Isida to heal you and good aim, you're all set to go! If you like destroying the little buggers trying to nip at your flag, then this is for you!
#3: Iseda/Wasp
Great partner for capturers and keepers of the flag. It's healing ability is much needed for CTF battles like these. An Isida can also infiltrate the enemy base and bring back some kills or even a flag.
In CP mode:
As with Dm mode in cross, light hulls are out of the question. the three points A, B, and C are all aligned in the centre on the top of the bridges, and as long as your team is almost always in control of at least two of those, you will win. Here are the 3 best choices for controlling the points!
Thunder/Viking
My favourite combo for almost any CP battle. Almost impossible to beat in these games. Insane damage (with splash) allows you to destroy enemies attempting to capture a point even from long distance. Dictator and Thunder can work well too.
#2: Smoky/Titan
Just like in DM , this combination works great. Smoky/Titan in CP allows you and your team to sit on a point and easily prevent your opposition onto a point or even on the top of the bridges.
#3: Viking/Ricochet
This is one of the best combinations in Tanki; in any battle and mode. Great for head to head and regaining as well as keeping control of points.
I hope you guys find this guide useful and excel in Cross!
Please do not hesitate to ask me questions or comment.