Frontline | General | Full Guide (2024)

Frontline is one of the most exciting modes in World of Tanks where you compete with your Tier VIII vehicles. Join massive 30x30 battles featuring thedynamic battle scenariossystem. Use your Combat Reserves, try out respawn mechanics, and take advantage of Resupply Circles!

To switch to Frontline mode, click the mode selection menu to the right of the Battle! button and select Frontline. TheFrontline icon appears inyour Garage.

Frontline | General | Full Guide (1)

Kick-off

There will be several launches of Frontline this year. Between these launches, Frontline will be closed.

After the start of each launch, from 09:00 until 11:00 (UTC), you will not be able to join battles in Frontline.

The dates of the official mode launch will be announced in our web portal news.

General Overview

  • Battle format: 30x30.
  • Vehicles: TierVIII vehicles.
  • Objectives: five high-caliber guns at therear of thedefending team's territory. The attacking team must destroy three of them. The defenders must protect these objectives repelling enemy attacks until thebattle time elapses.
  • Maps: Normandie, Kraftwerk, and Fata Morgana.

Mode Rules

Frontline battles follow special rules that differ from those of Random Battles. Below, you can find detailed information about thetide of battles and key mechanics of themode.

Tide of Battles and Main Objectives

Combat takes place on one of three maps: Normandie, Kraftwerk, or Fata Morgana. The total area of any map is 9 square kilometers. Each map provides the following three horizontal lines:

  • The first line (sectorsA, B, and C). This is where both teams are located at thebeginning of thebattle. Theteams are evenly distributed across theline: 10 vehicles of each team are based inevery sector.
  • The second line (sectorsD, E, and F). Thebattle proceeds to thesecond line once the attacking team captures at least one base of thefirst line.
  • Thethird line (notdivided into sectors). Themain objectives, high-caliber guns, are located here. Toaccess this line, the attackers must capture any sector of the second line.
  • Normandie
  • Kraftwerk
  • Fata Morgana

Frontline | General | Full Guide (2) Frontline | General | Full Guide (3)

Frontline | General | Full Guide (4)

Pillbox

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

Defense

Frontline | General | Full Guide (5) Active

Frontline | General | Full Guide (6) Destroyed

Offense

Frontline | General | Full Guide (7) Active

Frontline | General | Full Guide (8) Destroyed

Frontline | General | Full Guide (9)

Frontline | General | Full Guide (10)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (11) Frontline | General | Full Guide (12)

Frontline | General | Full Guide (13)

Capture Zone

An area of 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.

Frontline | General | Full Guide (14) Captured zone

Frontline | General | Full Guide (15) Uncaptured zone

Frontline | General | Full Guide (16) Frontline | General | Full Guide (17)

Frontline | General | Full Guide (18)

Capture Zone

An area of 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.

Frontline | General | Full Guide (19) Captured zone

Frontline | General | Full Guide (20) Uncaptured zone

Frontline | General | Full Guide (21) Frontline | General | Full Guide (22)

Frontline | General | Full Guide (23)

Pillbox

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

Defense

Frontline | General | Full Guide (24) Active

Frontline | General | Full Guide (25) Destroyed

Offense

Frontline | General | Full Guide (26) Active

Frontline | General | Full Guide (27) Destroyed

Frontline | General | Full Guide (28) Frontline | General | Full Guide (29)

Frontline | General | Full Guide (30)

Pillbox

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

Defense

Frontline | General | Full Guide (31) Active

Frontline | General | Full Guide (32) Destroyed

Offense

Frontline | General | Full Guide (33) Active

Frontline | General | Full Guide (34) Destroyed

Frontline | General | Full Guide (35) Frontline | General | Full Guide (36)

Frontline | General | Full Guide (37)

Pillbox

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

Defense

Frontline | General | Full Guide (38) Active

Frontline | General | Full Guide (39) Destroyed

Offense

Frontline | General | Full Guide (40) Active

Frontline | General | Full Guide (41) Destroyed

Frontline | General | Full Guide (42) Frontline | General | Full Guide (43)

Frontline | General | Full Guide (44)

Pillbox

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

Defense

Frontline | General | Full Guide (45) Active

Frontline | General | Full Guide (46) Destroyed

Offense

Frontline | General | Full Guide (47) Active

Frontline | General | Full Guide (48) Destroyed

Frontline | General | Full Guide (49)

Frontline | General | Full Guide (50)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (51)

Frontline | General | Full Guide (52)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (53)

Frontline | General | Full Guide (54)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (55)

Frontline | General | Full Guide (56)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (57)

Frontline | General | Full Guide (58)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (59)

Frontline | General | Full Guide (60)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (61) Frontline | General | Full Guide (62)

Frontline | General | Full Guide (63)

Capture Zone

An area of 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.

Frontline | General | Full Guide (64) Captured zone

Frontline | General | Full Guide (65) Uncaptured zone

Frontline | General | Full Guide (66)

Frontline | General | Full Guide (67)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (68)

Frontline | General | Full Guide (69)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (70)

Frontline | General | Full Guide (71)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (72) Frontline | General | Full Guide (73)

Frontline | General | Full Guide (74)

Capture Zone

An area of 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.

Frontline | General | Full Guide (75) Captured zone

Frontline | General | Full Guide (76) Uncaptured zone

Frontline | General | Full Guide (77)

Frontline | General | Full Guide (78)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (79) Frontline | General | Full Guide (80)

Frontline | General | Full Guide (81)

Capture Zone

An area of 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.

Frontline | General | Full Guide (82) Captured zone

Frontline | General | Full Guide (83) Uncaptured zone

Frontline | General | Full Guide (84) Frontline | General | Full Guide (85)

Frontline | General | Full Guide (86)

Capture Zone

An area of 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.

Frontline | General | Full Guide (87) Captured zone

Frontline | General | Full Guide (88) Uncaptured zone

Frontline | General | Full Guide (89) Frontline | General | Full Guide (90)

Frontline | General | Full Guide (91)

Pillbox

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

Defense

Frontline | General | Full Guide (92) Active

Frontline | General | Full Guide (93) Destroyed

Offense

Frontline | General | Full Guide (94) Active

Frontline | General | Full Guide (95) Destroyed

Frontline | General | Full Guide (96) Frontline | General | Full Guide (97)

Frontline | General | Full Guide (98)

Capture Zone

An area of 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.

Frontline | General | Full Guide (99) Captured zone

Frontline | General | Full Guide (100) Uncaptured zone

Frontline | General | Full Guide (101)

Frontline | General | Full Guide (102)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (103) Frontline | General | Full Guide (104)

Frontline | General | Full Guide (105)

Capture Zone

An area of 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.

Frontline | General | Full Guide (106) Captured zone

Frontline | General | Full Guide (107) Uncaptured zone

Frontline | General | Full Guide (108)

Frontline | General | Full Guide (109)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (110)

Frontline | General | Full Guide (111)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (112)

Frontline | General | Full Guide (113)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (114)

Frontline | General | Full Guide (115)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (116) Frontline | General | Full Guide (117)

Frontline | General | Full Guide (118)

Pillbox

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

Defense

Frontline | General | Full Guide (119) Active

Frontline | General | Full Guide (120) Destroyed

Offense

Frontline | General | Full Guide (121) Active

Frontline | General | Full Guide (122) Destroyed

Frontline | General | Full Guide (123) Frontline | General | Full Guide (124)

Frontline | General | Full Guide (125)

Pillbox

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

Defense

Frontline | General | Full Guide (126) Active

Frontline | General | Full Guide (127) Destroyed

Offense

Frontline | General | Full Guide (128) Active

Frontline | General | Full Guide (129) Destroyed

Frontline | General | Full Guide (130) Frontline | General | Full Guide (131)

Frontline | General | Full Guide (132)

Pillbox

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

Defense

Frontline | General | Full Guide (133) Active

Frontline | General | Full Guide (134) Destroyed

Offense

Frontline | General | Full Guide (135) Active

Frontline | General | Full Guide (136) Destroyed

Frontline | General | Full Guide (137) Frontline | General | Full Guide (138)

Frontline | General | Full Guide (139)

Pillbox

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

Defense

Frontline | General | Full Guide (140) Active

Frontline | General | Full Guide (141) Destroyed

Offense

Frontline | General | Full Guide (142) Active

Frontline | General | Full Guide (143) Destroyed

Frontline | General | Full Guide (144)

Frontline | General | Full Guide (145)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (146)

Frontline | General | Full Guide (147)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (148)

Frontline | General | Full Guide (149)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (150) Frontline | General | Full Guide (151)

Frontline | General | Full Guide (152)

Capture Zone

An area of 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.

Frontline | General | Full Guide (153) Captured zone

Frontline | General | Full Guide (154) Uncaptured zone

Frontline | General | Full Guide (155) Frontline | General | Full Guide (156)

Frontline | General | Full Guide (157)

Capture Zone

An area of 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.

Frontline | General | Full Guide (158) Captured zone

Frontline | General | Full Guide (159) Uncaptured zone

Frontline | General | Full Guide (160)

Frontline | General | Full Guide (161)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (162)

Frontline | General | Full Guide (163)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (164) Frontline | General | Full Guide (165)

Frontline | General | Full Guide (166)

Capture Zone

An area of 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.

Frontline | General | Full Guide (167) Captured zone

Frontline | General | Full Guide (168) Uncaptured zone

Frontline | General | Full Guide (169) Frontline | General | Full Guide (170)

Frontline | General | Full Guide (171)

Capture Zone

An area of 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.

Frontline | General | Full Guide (172) Captured zone

Frontline | General | Full Guide (173) Uncaptured zone

Frontline | General | Full Guide (174)

Frontline | General | Full Guide (175)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (176)

Frontline | General | Full Guide (177)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (178)

Frontline | General | Full Guide (179)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (180)

Frontline | General | Full Guide (181)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (182)

Frontline | General | Full Guide (183)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (184)

Frontline | General | Full Guide (185)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (186) Frontline | General | Full Guide (187)

Frontline | General | Full Guide (188)

Pillbox

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

Defense

Frontline | General | Full Guide (189) Active

Frontline | General | Full Guide (190) Destroyed

Offense

Frontline | General | Full Guide (191) Active

Frontline | General | Full Guide (192) Destroyed

Frontline | General | Full Guide (193)

Frontline | General | Full Guide (194)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (195) Frontline | General | Full Guide (196)

Frontline | General | Full Guide (197)

Capture Zone

An area of 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.

Frontline | General | Full Guide (198) Captured zone

Frontline | General | Full Guide (199) Uncaptured zone

Frontline | General | Full Guide (200) Frontline | General | Full Guide (201)

Frontline | General | Full Guide (202)

Capture Zone

An area of 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.

Frontline | General | Full Guide (203) Captured zone

Frontline | General | Full Guide (204) Uncaptured zone

Frontline | General | Full Guide (205) Frontline | General | Full Guide (206)

Frontline | General | Full Guide (207)

Pillbox

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

Defense

Frontline | General | Full Guide (208) Active

Frontline | General | Full Guide (209) Destroyed

Offense

Frontline | General | Full Guide (210) Active

Frontline | General | Full Guide (211) Destroyed

Frontline | General | Full Guide (212) Frontline | General | Full Guide (213)

Frontline | General | Full Guide (214)

Pillbox

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

Defense

Frontline | General | Full Guide (215) Active

Frontline | General | Full Guide (216) Destroyed

Offense

Frontline | General | Full Guide (217) Active

Frontline | General | Full Guide (218) Destroyed

Frontline | General | Full Guide (219) Frontline | General | Full Guide (220)

Frontline | General | Full Guide (221)

Pillbox

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

Defense

Frontline | General | Full Guide (222) Active

Frontline | General | Full Guide (223) Destroyed

Offense

Frontline | General | Full Guide (224) Active

Frontline | General | Full Guide (225) Destroyed

Frontline | General | Full Guide (226) Frontline | General | Full Guide (227)

Frontline | General | Full Guide (228)

Pillbox

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

Defense

Frontline | General | Full Guide (229) Active

Frontline | General | Full Guide (230) Destroyed

Offense

Frontline | General | Full Guide (231) Active

Frontline | General | Full Guide (232) Destroyed

Frontline | General | Full Guide (233)

Frontline | General | Full Guide (234)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (235)

Frontline | General | Full Guide (236)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (237)

Frontline | General | Full Guide (238)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (239)

Frontline | General | Full Guide (240)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (241)

Frontline | General | Full Guide (242)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (243)

Frontline | General | Full Guide (244)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (245) Frontline | General | Full Guide (246)

Frontline | General | Full Guide (247)

Capture Zone

An area of 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.

Frontline | General | Full Guide (248) Captured zone

Frontline | General | Full Guide (249) Uncaptured zone

Frontline | General | Full Guide (250)

Frontline | General | Full Guide (251)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (252)

Frontline | General | Full Guide (253)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (254)

Frontline | General | Full Guide (255)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (256) Frontline | General | Full Guide (257)

Frontline | General | Full Guide (258)

Capture Zone

An area of 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.

Frontline | General | Full Guide (259) Captured zone

Frontline | General | Full Guide (260) Uncaptured zone

Frontline | General | Full Guide (261)

Frontline | General | Full Guide (262)

Resupply Circle

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

Resupply Circles 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 Resupply Circle, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Frontline | General | Full Guide (263) Frontline | General | Full Guide (264)

Frontline | General | Full Guide (265)

Capture Zone

An area of 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.

Frontline | General | Full Guide (266) Captured zone

Frontline | General | Full Guide (267) Uncaptured zone

Frontline | General | Full Guide (268) Frontline | General | Full Guide (269)

Frontline | General | Full Guide (270)

Capture Zone

An area of 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.

Frontline | General | Full Guide (271) Captured zone

Frontline | General | Full Guide (272) Uncaptured zone

Each sector of thefirst and thesecond line has abase. When theattacking team captures abase, they take control of the entire zone, and the next sector (vertically) becomes available for attack.

For example:

Once the base in sectorA is captured, the attackers can start combat actions in sectorD. They will get access to sectorsE and F after capturing sectorsB and C correspondingly.

Special rules of base capturing inFrontline:

  • Causing damage to avehicle capturing abase or to its modules does not reset capture points but only stops thecapture progress of this vehicle for 5seconds.
  • Toreset capture points of avehicle capturing thebase, destroy this vehicle or force it to leave the base circle.
  • Upon reaching acertain number of base capture points, you no longer earn experience. This restriction is aimed at preventing potential abuse of the mechanics.

Captured sectors cannot be retrieved.

Once asector has been lost, thedefenders have 1minute to leave it. When thetime is over, all thedefenders' vehicles in thecaptured zone are destroyed by anairstrike.

Respectively, vehicles of theattacking team are destroyed by anairstrike in thefollowing cases:

  • If they enter azone of thesecond line without having captured theprevious sector of thefirst line
  • If they enter azone of thethird line when nosectors of thesecond line have been taken by them

Themore bases of thefirst line are captured, the fewer points are required to capture the bases of thesecond line.

Number of captured bases of thefirst lineNumber of capture points required to take abase of thesecond line
1450
2250
3150

Objective Characteristics

Once attackers capture at least one sector on thesecond line, they can proceed to the third line and attack the main objectives—five gun turrets. All objectives share the same characteristics:

Frontline | General | Full Guide (273)

  • Durability: 3,500HP.
  • Roof and frontal armor: cannot be penetrated or damaged with HE shells
  • Side armor: 180mm
  • Rear armor: 90mm
  • Vulnerable points: door (70mm) and ventilation (25mm)

Thehigh-caliber guns do not rotate or move but can spot enemy vehicles. Their maximum view range is 445meters. They can transmit information about enemy positions to all allies because their Signal Range is unlimited.

Battle Duration

The basic battle duration in theFrontline mode is 12minutes. Effective actions of the attacking team can extend this time. Acaptured base adds 2minutes to the battle duration. Capturing the last base adds 4minutes.

For example:

The attackers captured 5bases (A, B, C, E and F). Therefore, the battle duration has increased by 10minutes and is now 22minutes. Capturing baseD will add 4 more minutes to thebattle duration totalling 26minutes.

Overtime

Additional time starts if thebattle time runsout and atleast one vehicle of theattacking team is capturing abase.

Themaximum overtime duration is 90seconds. If theattackers fail tocapture thebase during this time, they lose.

Overtime ends earlier in thefollowing cases:

  • Base capture points are reduced to zero
  • None of the attackers is capturing abase

Frontline Vehicles

To participate in Frontline, you need to have at least one Tier VIII vehicle in your Garage.

Rental Vehicles

If you do nothave enough Tier VIII vehicles, you can rent them in the in-game Store via the Frontline | General | Full Guide (274)(Best)section. Rental vehicles can be purchased during a whole period when the mode is available. Every day except the first, all offers have a discount.

All rental vehicles are replicas of the corresponding researchable vehicles in their top configurations. They can be used in Frontline only. Rental vehicles are available even if you already have the original version of the vehicle.

Rental vehicles are offered with temporary slots and crews trained to 100%. You can transfer crew members to a rental vehicle of the same nation and type for free and without the need for retraining.

When the rental period is over, the vehicle remains in your Garage but you cannot fight in it anymore.

Respawning in Battle

If your vehicle is destroyed inFrontline, thebattle is still not over for you. You can respawn on thebattlefield and continue fighting.

Once your vehicle is destroyed, theRespawn screen opens where you can select anew vehicle in which toreturn into battle. Thesame vehicle can also be used for respawning but only after atleast 7minutes have passed since it was destroyed.

When thebattle starts, you have one vehicle for respawning inyour reserve. Every 5minutes, one more vehicle isadded. The reserve can hold amaximum of 2vehicles. If your vehicle is destroyed and you runout of vehicles in your reserve, you need to wait until new vehicles are delivered. After that, you can select avehicle and get back to the battlefield.

Thetotal number of respawns is not limited.

Besides avehicle, you also need to select arespawn point to return to thebattle. You have several points to choose from. Therespawn points where you are more likely to meet anenemy are marked with aspecial icon Frontline | General | Full Guide (275).

You cannot respawn in asector where there are 12other allies are already fighting.

Playing in anSPG, you are also unable to respawn in asector with another allied SPG.

Frontline | General | Full Guide (276)

Therespawn mechanics allow you toquickly move toanother sector, for example, if you want to support your allies on the opposite flank. To go to theRespawn screen, press and hold J for 15seconds. Note that your vehicle is self-destroyed in this case.

Resupply Circles

Resupply Circles are located onevery line. There, you can restore vehicle hit points, repair damaged modules, treat all injured crew members, and resupply ammunition.

Resupply Circles are common to all players. There can be several vehicles in a Resupply Circle simultaneously.

A Resupply Circle is temporarily unavailable in one of thefollowing cases:

  • Once your vehicle is fully restored, you cannot use thesame Resupply Circle during the following two minutes.
  • Your vehicle receives damage in aResupply Circle. In this case, theResupply Circle becomes unavailable for 5minutes.

If aResupply Circle is unavailable to you, other battle participants can still use it.

After abattle, you are charged thefull cost of therestored vehicle hit points, but nomore than 100% of thevehicle’s durability. This rule is applied to destroyed vehicles as well.

For example:

You used a Resupply Circle three times during abattle and restored 20% of your vehicle hit points each time. Therefore, you restored 60% of your vehicle HP and paid for it.

Your ally restored 60% of their vehicle hit points twice. However, they paid for 100% of hit points, instead of 120%. Thus, repairs over the vehicle's full durability are free of charge.

You are charged for all shells spent inbattle. In this case, if the number of spent shells exceeds theammo rack capacity, thecost of additional shells is deducted from your battle income.

For example:

Theammo rack capacity of theLT-432 is 50shells. Fighting in this tank, you resupplied ammunition in Resupply Circles and spent 70shells total. Thecost of 20shells is deducted from your battle income, and thecost of the remaining 50shells is charged during repairs.

Resupply Circles do notaffect consumables. As in Random Battles, they are removed after abattle if they were used atleast once.

Combat Reserves

In Frontline battles, you can use various Combat Reserves which grant you various bonuses.

All Combat reserves are divided into three categories:

Frontline | General | Full Guide (277) Attack Reserves

Frontline | General | Full Guide (278) Recon Reserves

Frontline | General | Full Guide (279) Tactical Reserves

  • Attack Reserves
  • Recon Reserves
  • Tactical Reserves

Frontline | General | Full Guide (280)

Artillery Strike

Commands artillery to lay down fire with HE shells on theselected area. Vehicles in the center of theimpact area are heavily damaged.

Frontline | General | Full Guide (281)

Airstrike

Commands aground-attack plane to drop bombs in theselected area, stunning and causing damage toenemy vehicles. Vehicles in the center of theimpact area are heavily damaged.

Frontline | General | Full Guide (282)

Minefield

Deploys anactive minefield in theselected area for acertain period of time. Mines can be destroyed by shots or explosions. Enemies can detect mines from close range or with theRecon Flight or Sentinel Combat Reserves. Minefield is activated 3 seconds after deployment.

Frontline | General | Full Guide (283)

Recon Flight

Commands a reconnaissance plane to spot aline in alarge area. Vehicles in the plane's sight are spotted and remain visible for acertain duration. Detects minefields.

Frontline | General | Full Guide (284)

Engineering

Provides abonus to capture speed or capture blocking. In addition, it reduces the time to refresh Resupply Circles and speeds up ammunition resupply.

Frontline | General | Full Guide (285)

Sentinel

Increases the concealment parameter of your vehicle 3seconds after it stops moving and reduces the concealment of enemy vehicles, either moving or behind vegetation. Provides apassive bonus to view range and detects enemy mines. Does not work during vehicle movement.

Frontline | General | Full Guide (286)

Inspire

Improves thecrew performance of thevehicle and of all allies within aparticular radius, adding a % bonus to the major qualification of each crew member. Aplayer who applies it will receive animproved effect.

Frontline | General | Full Guide (287)

Smoke Screen

Lays smoke screens that conceal allied vehicles. Enemy vehicles inside smoke have a decreased view range and crew efficiency.

Frontline | General | Full Guide (288)

Field Repair

Repairs all damaged modules and gradually restores a certain percentage of your vehicle's hit points. When active, it reduces thedamage taken from mines and speedsup HP restoration of vehicles within aResupply Circle.

A Combat Reserve can be mounted into a slot of the corresponding category only. Vehicles of all types have one slot ofeach category. However, each vehicle type features adistinct slot configuration.

Slot1Slot2Slot3
Light TanksFrontline | General | Full Guide (289)Frontline | General | Full Guide (290)Frontline | General | Full Guide (291)
Medium TanksFrontline | General | Full Guide (292)Frontline | General | Full Guide (293)Frontline | General | Full Guide (294)
Heavy TanksFrontline | General | Full Guide (295)Frontline | General | Full Guide (296)Frontline | General | Full Guide (297)
Tank DestroyersFrontline | General | Full Guide (298)Frontline | General | Full Guide (299)Frontline | General | Full Guide (300)
SPGFrontline | General | Full Guide (301)Frontline | General | Full Guide (302)Frontline | General | Full Guide (303)

Slots unlock gradually inbattle as you reach new ranks: thefirst slot is available from thestart, while thesecond and third slots unlock upon reaching theSergeant and Lieutenant ranks, respectively.

All Combat Reserves improve simultaneously after you reach the Captain and Major ranks.

For example:

You entered abattle in the HWK12 light tank with the following Combat Reserves mounted:

  • Engineering (Recon Reserve, Slot 1)
  • Inspire (Tactical Reserve, Slot 2)
  • Artillery Strike (Attack Reserve, Slot 3)

At the beginning of the battle, you can only use Engineering. Inspire will unlock after reaching the Sergeant rank and Artillery Strike upon reaching the Lieutenant rank.

All three Reserves will be improved twice: to Reserve II when you reach the Captain rank, and to Reserve III once the Major rank is reached.

Dynamic Battle Scenarios

In Frontline, you play by the rules ofone of three scenarios defined randomlybefore the start of a battle. The difference are centered aroundCombat Reserves.

  • Standard Battle (34% chance): Combat Reserves are used as per the regular Frontline rules(as listed above).
  • Operational Support (33% chance): In this scenario,Combat Reserves' cooldown time is decreased by 50%(after the battle start, respawning, or unlocking a new reserve). More frequent use of Combat Reserves enhances combat dynamics and broadens the range of tactical possibilities.
  • Twist of Fate (33% chance): On reaching certain Ranks you choose between two randomly selected Combat Reserves. Thus, you can sometimes even use combos of the same Reserves. Combat Reserves placed in slots in the Garage before battle have a better chance of being offered for selection, and the Level of Reserves purchased with Combat Reserve Points will increase by 1 in battle (so they will have 4 Levels).

Frontline | General | Full Guide (304)

The rules for the dynamic battle scenarios can be accessed in the Garage on the Frontline screen and on the Combat Reserves screen.

Frontline | General | Full Guide (305)

Activating Combat Reserves

When a Frontline Stage starts, all players have one Reserve of each category:

  • Recon Flight
  • Inspire
  • Artillery Strike

To get access to other Reserves, you need to activate them using Combat Reserve Points that are awarded for reaching Frontline Tiers.

To activate aReserve:

  1. Click theFrontline icon in theGarage.
  2. Go totheFrontline | General | Full Guide (306)(Combat Reserves)section.
  3. Select a Reserve and click Activate.

Frontline | General | Full Guide (307)

Reserves remain activated until the end of the current launch. To use them during the next Stage, you will need to activate them again.

The reserves you activated in the Twist of Fate scenario will be Level II from the get-go. They can be further improved up to Level IV.

Mounting Combat Reserves

If you want to use Combat Reserves during abattle, you have to mount them into slots before thebattle starts.

Recon Flight, Inspire, and Artillery Strike are mounted onto all Tier VIII vehicles by default. However, you can replace them with other Reserves.

In the Twist of Fate scenario, picking a reserve before battle gives a 10% increase to the chance it will be offered to you for selection in battle.

To mount aReserve:

  1. Click thecorresponding slot of theselected vehicle.
  2. Select aReserve and click Apply to Vehicle.
  3. If you want to apply this Reserve to all vehicles of this type, select the checkbox and then clickApply to Type.

Frontline | General | Full Guide (308)

Only activated Reserves can bemounted into slots.

Economy Features

Since the rules for Frontline battles differ from those for Random Battles, theeconomy of themode has its own features as well:

  • Therepair cost of avehicle is irrespective of how many times it was destroyed during abattle. If your vehicle is destroyed several times, you pay thesame as if it was destroyed just once.
  • Credits are earned according to Random Battle formulas. However, amultiplying coefficient for credits in case of victory is not applied inFrontline. Instead of this, you additionally get30,000for victory and10,000for defeat.
  • Depending on your rank reached in thebattle, additional coefficients for experience are applied. As in Random Battles, you get a 50% bonus to your base experience in case of victory. This bonus does not affect your rank and Frontline Experience. It is distributed among all vehicles that you used during the battle depending on your performance in each vehicle.

All the rules mentioned above apply only if you fight for your team until the end of the battle. If you leave thebattle before it is over, additional bonuses for credits and experience are not applied, and the cost of all repairs is charged in full.

In case of technical issues, you have 5minutes to return to thebattlefield and get all additional payments based on battle results.

Personal Reserves, Battle Payments reserve, and anincreased income of Premium vehicles are applicable in the Frontline mode.

Progression in Frontline

Frontline features asystem of six ranks. You start a battle as aPrivate and progress through the ranks during combat. The rank Progression depends on how much experience you earn, which in turn depends on how efficient your actions are (e.g., capturing or defending bases, destroying main objectives, etc.). The total experience earned across all vehicles you use in the battle is counted. Themore experience you earn, thehigher your rank becomes.

The player with the highest General rank earns bonuses for the whole team. One General adds a +1.5% boost to the major qualification of all allied crew members. The maximum bonus that you can get is +15% when a team has 10 Generals. There may be more Generals on a team, but they will not deliver any additional bonuses.

Thefinal rank at theend of thebattle provides you with Frontline Experience and abonus to Combat XP. This bonus is applied to thetotal base experience earned across all vehicles you used in the battle.

Frontline | General | Full Guide (309)
Private
Frontline | General | Full Guide (310)
Sergeant
Frontline | General | Full Guide (311)
Lieutenant
Frontline | General | Full Guide (312)
Captain
Frontline | General | Full Guide (313)
Major
Frontline | General | Full Guide (314)
General
Frontline Experience0150 Frontline | General | Full Guide (315)350 Frontline | General | Full Guide (316)600 Frontline | General | Full Guide (317)900 Frontline | General | Full Guide (318)1,200 Frontline | General | Full Guide (319)
Bonus to Combat Experience0+10%+25%+50%+100%+200%

Earning Frontline Experience allows you to reach higher Tiers. There are 20 Tiers in Frontline. Reaching each new Tier brings you rewards.

You start every launch at the first Tier.

Frontline Experience to reach anew Tier

Expand

TierFrontline Experience Needed to Reach theTier
10
2400 Frontline | General | Full Guide (320)
3500 Frontline | General | Full Guide (321)
4600 Frontline | General | Full Guide (322)
5700 Frontline | General | Full Guide (323)
6800 Frontline | General | Full Guide (324)
7900 Frontline | General | Full Guide (325)
81,000 Frontline | General | Full Guide (326)
91,100 Frontline | General | Full Guide (327)
101,200 Frontline | General | Full Guide (328)
111,250 Frontline | General | Full Guide (329)
121,300 Frontline | General | Full Guide (330)
131,350 Frontline | General | Full Guide (331)
141,400 Frontline | General | Full Guide (332)
151,450 Frontline | General | Full Guide (333)
161,500 Frontline | General | Full Guide (334)
171,550 Frontline | General | Full Guide (335)
181,600 Frontline | General | Full Guide (336)
191,650 Frontline | General | Full Guide (337)
201,700 Frontline | General | Full Guide (338)

Collapse

Battle Pass Points and Other Rewards

Fighting in Frontline, you earn various rewards not only for reaching new Tiers, but also for your battle performance.

Battle Pass Points

Just like in other modes, the number of Battle Pass Points that you can earn inFrontline depends on thebattle results and your rank in team results by XP earned.

Your rank in team results by XP earnedPoints for victoryPoints for defeat or draw
Top525 Frontline | General | Full Guide (339)10 Frontline | General | Full Guide (340)
Top2010 Frontline | General | Full Guide (341)5 Frontline | General | Full Guide (342)

Besides earning Points for battle results, you also receive 20Battle Pass Points for reaching each Frontline Tier.

Points received in Frontline do not affect the Point Limit of avehicle. You can earn Battle Pass Points in Frontline even after the Point Limit is reached.

Rewards for Frontline Tiers

In addition to Battle Pass Points, you are also awarded Experimental Equipment, directives, Combat Reserve Points, and Retraining Orders to increase your Frontline Tier.

Experimental Equipment

When you reach certain Frontline Tiers, you can choose a piece of Experimental Equipment as a reward. You can get up to four pieces of Experimental Equipment during a single Frontline launch.

For detailed information about equipment, read our guide.

Directives

InFrontline, you can get thefollowing directives:

Frontline | General | Full Guide (343)

Vent Purge

Frontline | General | Full Guide (344)

Exhaust Insulation

Frontline | General | Full Guide (345)

Stabilizer Greasing

Frontline | General | Full Guide (346)

Fuel Filter Replacement

Frontline | General | Full Guide (347)

Orderly Ammo Rack

Frontline | General | Full Guide (348)

Polished Lens

Frontline | General | Full Guide (349)

Optical Calibration

Frontline | General | Full Guide (350)

Aim Tuning

Frontline | General | Full Guide (351)

Pre-Battle Maintenance

Combat Reserve Points

Combat Reserve Points are used toactivate Combat Reserves. The number of Combat Reserve Points that you receive depends on theTier you reach:

  • Tier5, 10 and 15: 3 Frontline | General | Full Guide (352)
  • All the remaining Tiers, except 16-20: 1 Frontline | General | Full Guide (353)

Retraining Order

Retraining Order allows you to reset all skills and perks of any chosen crew member free of charge. Spent upon activation.

Frontline | General | Full Guide (354)

This reward is availabe only in Frontline mode.

Rewards for Battle Performance

You can receive thefollowing rewards for your effectiveness inbattle:

Frontline | General | Full Guide (355)

Master Striker

As anattacker, earn atotal of 100base capture points or destroy anenemy main objective.

Frontline | General | Full Guide (356)

Iron Shield

As adefender, cause 1,800HP of damage to vehicles inbase circles or within 150meters of themain objectives.

Frontline | General | Full Guide (357)

General of the Army

Be theplayer with thehighest XP at theend of thebattle and reach theGeneral rank.

Frontline | General | Full Guide (358)

Supreme Gun

Awarded to players who caused and assisted thehighest amount of damage during abattle (at least 10,000).

Frontline | General | Full Guide (359)

Small Army

As aPlatoon, destroy atotal of 20 or more enemy vehicles. Each Platoon member receives this award.

Performance in theMode

Frontline requires more system resources than Random Battles. This is due to several key factors that are specifically related toFrontline, including themap sizes, the large number of objects and vehicles on them, as well as the use ofCombat Reserves. Players with low-spec CPUs and graphics cards may experience some performance issues when playing inFrontline. To avoid them and play with maximum comfort, change thegraphics settings in your game client in accordance with thecapabilities of your computer.

Frontline | General | Full Guide (2024)
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Name: Duncan Muller

Birthday: 1997-01-13

Address: Apt. 505 914 Phillip Crossroad, O'Konborough, NV 62411

Phone: +8555305800947

Job: Construction Agent

Hobby: Shopping, Table tennis, Snowboarding, Rafting, Motor sports, Homebrewing, Taxidermy

Introduction: My name is Duncan Muller, I am a enchanting, good, gentle, modern, tasty, nice, elegant person who loves writing and wants to share my knowledge and understanding with you.