![]() One last point that I think it important to mention. On the other hand, I do find myself coming back to Blitz fairly frequently, and perhaps being regularly enjoyable in short bursts is precisely what you want in a mobile game. While there are plentiful tactical options in the standard Capture and Hold scenario, it would be nice if Blitz found a way to mix it up a little more. The lack of variety in game modes is possibly to blame for this. Consequently Blitz, and indeed all of Wargaming's games, never hold my attention for very long. The whole feedback loop of acquiring a tank, playing a match, acquiring a slightly better tank, then playing another match isn't a style of gaming that particularly appeals to me. The issues I have with Blitz are mainly down to personal taste. If you're on the far side of the map, you'll fret over whether to stay hidden and take out any stragglers, or rush to the aid of your comrades, potentially falling victim to an ambush yourself.Įven a straightforward slugging match between two tanks can be wickedly tense, as you both roll in and out of cover snapping shots at one another, waiting for the aiming reticule to shrink so you can strike a pinpoint hit on the weakest part of their tank, wondering all the time whether they will fire first. If you're near the skirmish you'll wait for the opportune moment to strike. Some will inevitably rush toward the capture point, leading to an engagement. A single match usually begins with both teams searching for the best position to conceal themselves on the map. ![]() Flanking, ambushes, and scouting out strong defensive positions all play an important role in your team's success. It isn't simply about a bunch of glorified artillery guns lobbing shells at one another across the map. ![]() Once you understand all of this, you start to see how the more tactical aspects of World of Tanks come together.
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