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The Ins and Outs of Aleksandrovsk: Capture The Flag


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Hello readers and welcome to a brand-new guide: “The Ins and Outs of Aleksandrovsk: Capture the Flag,”. This guide will focus on basic tactics such as mining positions, effective use of the Overdrive supply and my recommendations on which turrets and hulls are most effective for your playing style in this map. Lets jump right in!
________________________________________________________________________________________________________________________
 
Red Team

 
Defensive Turrets:

Vulcan:
Vulcan3.png

 

Vulcan is a highly versatile turret that can be used over long and short distances with a relatively high accuracy. Its impact force allows it to knock off the aim of your opponents and potentially flip them (it would need to be a light hull like wasp). This allows Vulcan to take minimal damage whilst defending the flag at the same time. Overall, the main reason I recommend Vulcan is because of its constant damage over extremely long distances. Who wouldn’t want that? However, it takes a lot of practice to control Vulcan’s accuracy.
 
Striker:
150px-Turret_striker_m3.png

 

Striker can deal four regular shots of damage (in salvo mode) rapidly to one or more opponents within its splash area, this is an advantage because if the other team decides to counter attack in a large group, Striker’s lethal accuracy can target these “unwanted soldiers” and stop them before reaching your base. Likewise, you will take recoil damage if the attackers get too close to your turret. Furthermore, its extremely high range allows you to target exposed tanks without taking damage. In other words, “a free kill." Consequently, I wouldn’t place Striker on top of the flag because its reload time makes it poor in one on one situations. 

 

Isida:
150px-Turret_isida_m3.png

 

This next turret, I think, is the most important turret to have in defense. Yes, you guessed it, it is Isida. To begin with, Isida can heal other team mates who are also defending the flag e.g. Vulcan. Isida also reduces the effect of burning and freezing which is particularly good on turrets who burn up or take recoil damage. In addition, when attacking your opponents, it repairs some of its own health. This saves you tons crystals on Repair Kits. Talk about economics! Finally, I personally recommend Isida because it is moderately cheap at most modifications and gives you extra experience points when healing team mates. However, do not use this turret on hulls like Mammoth while defending the flag.
 

“Dominating The Battlefield” - Turrets:

Twins:
150px-Turret_twins_m3.png
Twins has a limited range at all modifications, so prioritizing it to small, enclosed areas of the map will make you a threat on the battlefield. Likewise, its double barrel rotation speed allows you to be sharp and alert to your opponent’s surprise attacks. Plan to target tanks with some supplies active otherwise you might be in for nasty shock. Furthermore, try to take cover behind houses or walls; this will allow you to take minimal damage from your opponents. However, do not use the brick on the keyboard mechanism (while hiding) as it will reveal your location. Finally, Twins is the perfect turret for dominating the battlefield because of its high damage (at a close range), making your battle much more enjoyable.
 
Smoky:
150px-Turret_smoky_m3.png

 

Smoky, the turret no one likes facing but loves playing. It is an important part of any team. Its diverse shooting ranges allows you to knock off the aim of your opponents, like Hammer, which could make a real difference in whether the flag carrier gets destroyed or not. Think of Smoky as an assistant. Its fast reload allows it to crush opponents before they even get out their base. On the other hand, its accuracy is quite hard to manage - requiring  intense practice and vast experience to perfect. Finally, this turret would be a good choice for Aleksandrovsk because it can be used on small hulls to lurk around corners taking minimal damage from your opponents. 
 
Offensive Turrets:

Hammer:
Turret_hammer_m3.png

 

Thanks to a recent update, Hammer’s pellets can now bounce off walls without any need of an alteration. Thus, hitting opponents that are not in direct sight is now easier. This is important because it allows you (the attacker) to get into the enemy’s base and take the flag without getting destroyed. Secondly, Hammer’s fast rotation speed allows you to shoot behind and to the sides of you quickly and effectively to stop incoming attacks. It also has decent impact force which can deflect shots off your opponent's making your escape more successful in Aleksandrovsk.
 
Defensive Hulls:

Titan:
150px-Hull_titan_m3.png

 

Titan has superb durability against strong turrets because of its high protection, making it difficult for opponents to break through and take the flag. Furthermore, its weight makes Titan as strong as a battering ram, it takes at least three Hornets to be able push titan out of the way. Besides, who is going to attack with three Hornets anyways? I would recommend using Titan with Vulcan or Striker because its durability will allow the turret to do major damage to your enemy’s attackers before you get destroyed. 
 
Hornet:
150px-Hull_hornet_m3.png
You’re probably thinking: why would anyone want to defend with Hornet? Well, I think hornet is a good defensive hull because it is not too weak, compared to Wasp, and its decent speed allows Hornet to dodge and quickly hide from the attackers shot. Overall, I would only use this hull for defending with Isida because as a healer you need to sharp and quick to rescue any damaged team mates.  
 
“Dominating the Battlefield” – Hulls:

Viking & Hunter:
150px-Hull_vicing_m3.png150px-Hull_hunter_m3.png

 

Viking and Hunter are relatively flat hulls, this gives them the advantage when attacking opponents up ramps because the opponent will have to lurch down its hull to get a clear shot, this means that you will be able to kill your opponent before your opponent kills you. Furthermore, Viking and Hunter move at a decent pace, thus increasing your chances of dodging your opponent's shots and will give you extra time to hide behind buildings or structures to deflect your opponent's shot.

 

Viking and Hunter are similar hulls, hence making it difficult to explain the difference between them. So, decided to link them into one.


 
Offensive Hulls:

Wasp:
150px-Hull_wasp_m3.png
Wasp is the number one hull to use when attacking. Its amazing speed makes it a difficult hull to spot or even hit. Likewise, this speed is also useful for getting away with the flag because it reduces the amount of time exposed to your opponent's attacks until it finds cover, say for an example, behind the bridge next to the blue base (see diagram). Consequently, its lightness makes it perfect hull to jump over Titans or even surprise the defenders by using parkour to escape (Just ask @SwiftSmoky :P).

 

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Masterpiece! Even better than @eragon33!

 

Blue Team:
 
Defensive Turrets:

Magnum:
150px-Turret_magnum_m3.png

 

Magnum is a turret which requires a good mind and a patient attitude. Its complex shooting apparatus gives you accurate details on where the bullet is going to land. Magnum has outstanding splash damage, this is extremely lethal to all attacking Wasps. However, its reload time is very slow, thus be careful to not waste your shots. To conclude, Magnum can be easily operated behind houses, where they cannot be spotted. This means that Magnum is unlikely to take any damage.
 
Shaft:
Turret_shaft_m3.png

 

Shaft has two modes, scope and arcade. Scope is special in Aleksandrovsk because there are a lot of open spaces to snipe your opponents. Arcade can be used effectively by shooting at the sides of the attacker reducing the chance of a successful shot against you. I would recommend hiding behind the tall, narrow buildings because this will allow you to reduce the chance of your opponents to discover your location. 
 

**I also recommend Isida, but I have already explained why in the Red Team section above.**

 

“Dominating the Battlefield” – Turrets:

Thunder:
150px-Turret_thunder_m3.png
Thunder has good impact force which allows the turret to be effective in the middle areas of Aleksandrovsk. Likewise, Thunder’s small shooting area allows it to peek around houses which minimizes the chance of taking long shots by Railgun. Furthermore, Thunder’s explosive splash damage and reload time work “hand in hand” when conquering the battlefield because if there were four or five tanks heading towards you, it would only take about three shots to wipe them out, thanks to it deadly splash damage.
 
Ricochet:
150px-Turret_ricochet_m3.png

 

Ricochet’s bullets can bounce of various walls, this is an advantage in Aleksandrovsk because in the center of the map there are lots of hexagonal building that can be used to hit opponents behind other buildings in the center of the map (see diagram). In addition, Ricochet deals a high amount of damage in a short time making it impossible to beat at close range.
 

 

UoFyVgX.png

I didn't know Ricochet shot out black arrows...

 

Offensive Turrets:

Smoky: This information is the same for attacking the red base and "Dominating the Battlefield" in the red team.

 

Smoky, the turret no one likes facing but loves playing. It is an important part of any team. Its diverse shooting ranges allows you to knock off the aim of your opponents, like Hammer, which could make a real difference in whether the flag carrier gets destroyed or not. Think of Smoky as an assistant. Its fast reload allows it to crush opponents before they even get out their base. On the other hand, its accuracy is quite hard to manage - requiring  intense practice and vast experience to perfect. Finally, this turret would be a good choice for Aleksandrovsk because it can be used on small hulls to lurk around corners taking minimal damage from your opponents.

 
 
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Standard Route: for an expert (hold on, isn't this guide for beginners and intermediates?).

 

Defensive Hulls:

Dictator:
150px-Hull_dictator_m3.png

 

Dictator would be most suited to defend the blue base because it’s height allows the hull to target low places on the blue base whereas hulls like Viking would struggle at this. Secondly, Dictator’s long body is useful when stopping attackers because it can block every inch of your flag, this means that the attackers will have to kill you to get the flag. I would recommend using Magnum with Dictator.
 

**"Dominating the Battlefield" - hulls and offensive hulls are the same for both teams (blue and red).**

 

Protection Modules

 

Griffon T-F:
 

24px-Shaft_mod.png  24px-Magnum_mod.png  24px-Striker_mod.jpg
 

I recommend this protection module for attackers to get extra protection against common turrets used by defenders. This protection module also has most of the turrets I recommended in the guide.
 
Lion T-D: 

 

24px-Twins_mod.png  24px-Ricochet_mod.png  24px-Hammer_mod.png
 

I recommend this protection module for players who want to “dominate the battlefield” and get extra protection against other strong turrets that are mostly found in the center of Aleksandrovsk. This protection module has most of the turrets I recommended in this guide when trying to “dominate the battlefield.”
 
Grizzly T-J:

 

24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Hammer_mod.png
 

I recommend this protection module for players who want to defend against common turrets used while attacking in Aleksandrovsk. This protection module has protection against most of the turrets I recommended in this guide. 
 
Supplies:
 
How to use supplies effectively when you spawn?
 
To begin with, when some people respawn in a battle, they immediately equip Double Damage or Double Armor. This is wrong because you will lose valuable time with the supply as there is usually no one around you when you respawn at your base. So, I would wait until you see someone trying to attack you and then equipment Double Armor or Double Damage which will save your crystals and improve your effectiveness at using supplies from the start of the battle. However, if you did want to activate supplies early, then I would recommend activating Speed Boost first because it allows you to activate another supply a few seconds afterwards, whereas Double Damage or Double Armor would take double the time as a speed boost to activate another supply.
 
How to use bonus boxes effectively when attacking in Aleksandrovsk?
 
Bonus boxes are very important to any successful attack. With or without supplies, bonus boxes give you a huge advantage over the defending players. In Capture the Flag, try to pick up bonus boxes only when you need too because if you take all the bonus boxes for yourself, your team mates could be stranded to defend against strong army of Wasps. So, once you have gathered all the supplies you need, try to make full use of their effect by getting the flag as quickly as you can (use the long strip of buildings near both bases to reduce the chance of getting caught). If you get damaged along the way, don’t use the Repair Kit straight away. Save the Repair Kit until you have very low health points, this technique can be the difference between getting the flag and not getting the flag.
 
Mining Positions and Overdrive:
 
The diagrams below show possible mining positions for both teams defending their respective bases. Each mine placed in these positions has its own purpose and is important to stop incoming attackers and earning experience points.
 
Overdrive is a supply which activates all other supplies except Gold Boxes once it has reached 100% after its cool-down. The overdrive supply should only be used when attacking the flag, where there are no bonus boxes near you on the map or in a group of at least two other teammates to help your team to defend the flag.
 
Red Team:

 

SN3RuOn.png

 

Blue Team:

 

YV8qFLb.png

 

________________________________________________________________________________________________________________________

 

​That is it - a guide on how to effectively dominate in "Capture The Flag" on Aleksandrovsk. What do you think of it? Leave all questions and feedback in the comment section down below. Remember to give this guide a like if you it enjoyed. See you in the battlefield!

 

~You.Have.to.die

 

 

Previous guides:

Accomplishing Osa (Prt.2)

Accomplishing Osa (Prt.1)

Choosing a Combo

Duality: Simple Steps, Creates Success!

 

I will add a cool logo very soon!

Copyrights: ALL pictures of hulls, turrets and protection modules have been taken from the Tanki Wiki, everything else in this guide is my own work.

Edited by You.Have.to.die
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Approved!

 

Edits -

  • Grammatical errors removed throughout the article, for example, there is no such thing as "there're" and the fact that all supply and mode names are proper nouns, hence they begin with capital letters.
  • Applied standard font and font size for headings, sub-headings and text.*
  • Added/Removed extra spaces where required.
  • Couple of rephrasings - "people who want "dominate the battlefield" > "people who want to "dominate the battlefield" and etc.

I don't know about you, but Vulcan and Striker become a bit useless after medium ranges. The damage drop-off for Vulcan makes it highly impossible to kill someone at "extremely long ranges", while Striker's missile homing time makes it very easy for someone to escape the incoming missiles at again, "extremely long ranges".

 

Secondly, you suggested to hide behind a house while using Magnum because of the high self-damage you can inflict if you shoot someone near. Then you also mention that use Magnum with Dictator and then block off the flag with it, unless you were talking about a separate Dictator-Magnum other than the one defending the flag (but this is my assumption).

 

Other than that, it's a fantastic guide. I really liked how you mentioned the use of hexagonal structures with Ricochet which can be used to shoot in any direction, and plus the supplies section - that was a really nice addition as well and made the guide more interesting. Overall, it was a good read!

*Trebuchet MS, 14 (text) and Trebuchet MS, 18 (headings)

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You're welcome! ^_^

Next time I will get those grammatical errors! :) "I shalt triple check thy work". Also, for dictator: I meant that dictator in general could block the flag if you needed to. But, like you said, I wouldn't do it with Magnum as that would leave you exposed.
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Nice, but why do you recommend Vulcan and Striker? I know Hexed already pointed out that they arnt that great at long ranges, but TBH they are so nerfed right now they could just be left out.

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Nice, but why do you recommend Vulcan and Striker? I know Hexed already pointed out that they arnt that great at long ranges, but TBH they are so nerfed right now they could just be left out.

I recommended it because with enough practice striker can be useful helping your teammates to defend the flag. Edited by You.Have.to.die
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woow! nice!

is there any turet to attack?

Not quite, I wouldn't attack with Striker. I would say that, Hammer and Smoky are well suited to attack in Aleksandrovsk.

Played Alexandrovsk for a few matches. I was on blue team. Capping a red flag was impossible, since they had two Isidas constantly healing the defenders. Because red base has good cover, it was hard to pick them off at range (unless you have Magnum, then everything is possible) and besides, they just kept respawning. 

 

Next match I was on red team. Decided to take Isida and try the same strategy. Had a Titan Twins guarding base, I was constantly healing him. We won by a landslide, 7-0. Blue team simply couldn't cap.

 

Conclusion: have an Isida and Titan + Rico/Twins sit on red base, next to the house. Lay some mines, and the enemy team can't do anything.

Doesn't this prove my point about using is Isida and Titan to defend the base?
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I never said you were wrong. Just adding my two cents, though I disagree with your choice of Vulcan and Striker as defensive turrets. In my opinion Twins/Rico/Freeze work better.

I never said that you were saying that I was wrong. Everyone keeps saying that (about Vulcan etc.). I have already took this idea into massive consideration. Edited by You.Have.to.die

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Not quite, I wouldn't attack with Striker. I would say that, Hammer and Smoky are well suited to attack in Aleksandrovsk.

Doesn't this prove my point about using is Isida and Titan to defend the base?

IF THERE WOULD be 2/3 isidas on defending map it will be impossible to take the flag exactly if they put mines.

Edited by GeekSHizzle
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