Map first
Before spawning, check whether defense is collapsing, your OP is useful, and the team has more than one realistic garrison.
A distilled mid-game reference for new players and leaders: what to check before spawning, how to think about garrisons, what armor crews should say, and which map-room and artillery reminders matter before the next push.
This page is intentionally compact. Use it as a printable field card or a second-monitor reference, then jump to the full guide pages when you need detail.
Before spawning, check whether defense is collapsing, your OP is useful, and the team has more than one realistic garrison.
If you are unsure what to do, protect friendly spawns, build another spawn, or search for the enemy spawn that is feeding the fight.
Say what, where, direction, and requested action. Long radio stories arrive too late.
One spawn near point is fragile. A useful network has backup, side staging, and a path to recover when the front collapses.
Do not place obvious road, strongpoint-center, or artillery-bait garrisons unless the emergency leaves no alternative.
Support supplies are best when paired with an Officer. Supply trucks and drops should create durable spawns, not random piles.
If a garrison locks, turns red, or receives pressure, the job is to sweep the approaches before it disappears.
Assign logistics, nodes, defense, armor comms, and first OP/garrison destinations before everyone scatters.
When losing, name squads for defense and garrison rebuilding. Vague pleas do not move public teams.
Resources should solve the next two minutes: supplies, reinforce, bombing, airhead, or final defense call.
Use short command language: squad name, task, place, reason. Repeat only the actionable part.
Offensive default garrison overlays help anticipate early pressure, but live servers, patches, and commander choices can change reality.
Look for roads, hedges, bridges, fields, and hard cover that determine where armor and infantry can actually move.
Every death is a map check. Ask: where did pressure come from, which spawn is threatened, and what route avoids the same kill lane?
Confirm target mark, shell type, friendly positions, and whether command can spare munitions.
Use 100–1600m solutions and call roughly 25 seconds to impact. Give “splash in 5” before the push.
Ask observer for short/long/left/right, then adjust mils or bearing. Do not keep firing stale marks.
“Battery firing HE on infantry mark, 3 rounds, splash 25, cease when friendlies enter.”