Foldable quick reference

Printable Cheat Sheet

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.

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30-second briefing

Read this before you spawn

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.

1

Map first

Before spawning, check whether defense is collapsing, your OP is useful, and the team has more than one realistic garrison.

2

Spawns win

If you are unsure what to do, protect friendly spawns, build another spawn, or search for the enemy spawn that is feeding the fight.

3

Short comms

Say what, where, direction, and requested action. Long radio stories arrive too late.

Pocket card A

Beginner life cycle

Full beginner guide →

Before spawning

  • Is our defense flashing or about to be locked?
  • Is the squad OP safe and close enough to matter?
  • Does another squad need bodies on defense more than attack?
  • Are supplies, armor marks, or enemy garrisons visible on map?

Every life

  • Move with squadmates; lone open-field runs are donations.
  • Use smoke before crossing watched lanes or reviving in the open.
  • Ping, mark, and call enemy armor or spawn evidence.
  • Destroy OPs/garrisons when safe; do not just farm around them.

If lost

  • Defend the active point.
  • Escort your Squad Leader or Support.
  • Sweep around friendly garrisons for enemy OPs.
  • Ask, “What spawn are we protecting or building?”
Pocket card B

Garrison rules

Full leadership playbook →

Build layers

One spawn near point is fragile. A useful network has backup, side staging, and a path to recover when the front collapses.

Hide from habits

Do not place obvious road, strongpoint-center, or artillery-bait garrisons unless the emergency leaves no alternative.

Use supplies with intent

Support supplies are best when paired with an Officer. Supply trucks and drops should create durable spawns, not random piles.

Defend the web

If a garrison locks, turns red, or receives pressure, the job is to sweep the approaches before it disappears.

Leader reminder: “Able defend point. Baker build north backup. Charlie sweep west garry. Armor mark accurate on ping.”
Pocket card C

Tank crew checklist

Full tanking school →

Crew rhythm

  • Commander scans and decides.
  • Gunner holds arcs and confirms target class.
  • Driver moves only on concise commands.
  • Repair only when covered or screened.

Callout format

  • Class: recon / light / medium / heavy / unknown.
  • Direction: clock for crew, compass/grid for team.
  • Range and motion: “350m, moving left.”
  • Intent: hold, kite, push, reverse, repair, disengage.

Fight discipline

  • Do not repeat ricochets into bad armor angles.
  • Track or engine-disable threats when kill shots are bad.
  • Avoid unsupported city/hedge pushes into infantry.
  • Disengage before a bad duel becomes a fuel donation.
Pocket card D

Commander / Officer reminders

Full playbook →

Opening

Assign logistics, nodes, defense, armor comms, and first OP/garrison destinations before everyone scatters.

Recovery

When losing, name squads for defense and garrison rebuilding. Vague pleas do not move public teams.

Tempo

Resources should solve the next two minutes: supplies, reinforce, bombing, airhead, or final defense call.

Radio

Use short command language: squad name, task, place, reason. Repeat only the actionable part.

Pocket card E

Map-room reminders

Open map room →

Default markers are planning aids

Offensive default garrison overlays help anticipate early pressure, but live servers, patches, and commander choices can change reality.

Read lanes, not just points

Look for roads, hedges, bridges, fields, and hard cover that determine where armor and infantry can actually move.

Beginner map habit

Every death is a map check. Ask: where did pressure come from, which spawn is threatened, and what route avoids the same kill lane?

Pocket card F

Artillery fire mission

Open artillery calculator →

Before firing

Confirm target mark, shell type, friendly positions, and whether command can spare munitions.

Static timing

Use 100–1600m solutions and call roughly 25 seconds to impact. Give “splash in 5” before the push.

Corrections

Ask observer for short/long/left/right, then adjust mils or bearing. Do not keep firing stale marks.

Comms format

“Battery firing HE on infantry mark, 3 rounds, splash 25, cease when friendlies enter.”