Battle on Kraftwerk in Frontline Episode 8!

The eighth episode of Frontline 2019 will start on 16 September at 07:00 CEST and will be available until 23 September at 04:00 CEST (UTC+2). This is your chance to experience epic 30v30 battles, win heaps of rewards, and join the race for formidable reward tanks!

We also have news concerning the next Frontline episode. The ninth episode will take place between 14 October at 07:00 CEST and 21 October at 04:00 CEST (UTC+2).

Frontline Regulations

Load up on shells, bring your friends—the eighth episode of Frontline 2019 is just around the corner! This episode begins a new chapter in the mode, because an epic new map, Kraftwerk, is entering the mix. 

The new map’s setting is winter in the suburbs of a post-World War II Central European city. Here, you can battle it out in open patches with complex terrain, small towns, the ruins of old castles, a power station, a quarry, and lots of other settings.

The real highlight of the map is the array of huge military bunkers in which you can also fight. We’re sure battles underground will be just as fierce as on the surface!

Kraftwerk has an impressive soundtrack conveying a tense military plot. At first, the music resembles the sounds of footsteps of soldiers sneaking in the snow, as if approaching an enemy. Gradually, the melody intensifies, becomes more epic and dramatic, and then finally we hear a huge army rushing into attack with a brave battle cry. Check it out!

 

Compared to the existing Frontline map, Kraftwerk has more variety, with a larger number of urban buildings. There are six zones (bases) to defend or capture, and there are five large Pillboxes (the main targets) for the attackers to destroy.

  • The first line of defense is chiefly made up of city blocks with some open passages and approaches. Expect close- to mid-range fighting here.
  • The second line of defense is less urban, featuring large terrain folds at the flanks that favor bold and swift moves to take the best tactical positions. The power plant at the center is a true redoubt, being one of the most densely built-up parts of the map.
  • The last line (the zone with primary targets) has a mixed landscape with varied terrain shapes. Here, there are military bunkers so large you can enter them to outmaneuver your adversaries or to fight them inside.

 
 
 
 
 
 
 
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Capture Zone

An area on 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.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on 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.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Pillbox

The map has 5 pillboxes. As soon as attackers capture at least one sector within the 2nd defensive front they can embark on their primary mission and destroy Pillboxes: long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear, where there is significantly thinner armor. The attacking team win as soon as they destroy 3 pillboxes.

Defense
Active
Destroyed
Offense
Active
Destroyed
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on 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.

Captured zone
Uncaptured zone
Capture Zone

An area on 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.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Capture Zone

An area on 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.

Captured zone
Uncaptured zone
Capture Zone

An area on 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.

Captured zone
Uncaptured zone
Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

Resupply Point

There are special spots scattered across the active combat area where you can restore HP, repair modules, replenish ammo and consumables.
Repair and Resupply Zones 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 Repair or Resupply zone, you must wait an additional 5 minutes to stock up on rounds and finish repairing the vehicle.

A map for Frontline is nine times larger than a map for Random Battles, so it requires more development effort. It is possible that according to the results of the run in Episode 8, we'll have to remove Kraftwerk from the map pool for some time to improve and update it.

With the release of Kraftwerk, the original Frontline map will also remain, so you can get matched on both.

Even More Reserves! 

In this episode, you will again have the opportunity to boost your progress thanks to Personal Reserves. They are activated in standard slots for Personal Reserves in your game client. 

Just like the last time, you can get a maximum of 20 Reserves—ten for completing special combat missions a week before the start of the Episode, and ten available in the in-game shop for gold. The cost of one Reserve in the shop is still 250 gold.

What Will Happen to Reserves When the Season's Over?

All unused Reserves will be saved for the following Episodes. If you still have Personal Reserves at the end of the entire 2019 Season, then we’ll compensate you the full cost of those purchased for gold. For example, if you have 10 Reserves left, and 5 of them were purchased for gold, then we will refund the full cost of 5 Reserves at the end of the Season. All unused free Reserves will disappear.

If you have both purchased and free Reserves in your vault, and you used both of them during the Season, then we consider that you have spent the free ones first. For example, if you had five purchased and five free Reserves, and you spent five of them, then we will assume that you only used the free ones. So we'll refund the full cost of five Reserves.

The AE Phase I: A Battle Star Is Arising!

Starting from Episode 8, the most skillful Frontline players will be able to grab the unique AE Phase I, a Tier IX American heavy tank with four segmented tracks and well-sloped armor.

This is a versatile heavy vehicle that can carry a team. Just like most American tanks, it has a solid bouncy turret, and boasts an accurate gun with good vertical gun angles and penetration values. The AE Phase I can easily operate as a front-line brawler or stay between the first and the second lines of attack, supporting its allies as a menacing flanker.

Main Characteristics
Firepower
Survivability
Mobility
AE Phase I
IX
Average Damage
400/400/515 HP
Average Penetration
258/340/60 mm
Hit Points
1,800 HP
Top Speed / Reverse Speed
35/12 km/h
Commander (Radio Operator)
Gunner
Driver
Loader
Firepower
Average Damage
400/400/515 HP
Ammunition
40 item(s)
Average Penetration
258/340/60 mm
Gun Reload Time
11 s
Dispersion at 100 m
0.38 m
Turret Traverse Speed
32 deg/s
Aiming Time
2.5 s
Gun Depression / Elevation Angles
-10/15°
Shell Types
Shell flight speed
AP
1,067 m/s
HEAT Shell
1,067 m/s
HE Shell
1,067 m/s
Survivability
Concealment of Moving Vehicle
2.62%
Hit Points
1,800 HP
Concealment of Stationary Vehicle
5.24%
Hull Armor
120/88/38 mm
Signal Range
745 m
Turret Armor
292/101/50 mm
View Range
390 m
The vehicle’s armoring matches its exterior: a solid turret and hull featuring armor plates placed at rational angles. When facing lower- or same-tier enemies, you can take maximum advantage of the vehicle’s armor (especially that of the turret). In clashes against enemies of higher tiers, you should play somewhat more carefully and use the gun’s wide depression angle in combination with the turret armoring, or fight from the second line.
Mobility
Engine Power
900 h.p.
Traverse Speed
30 deg/s
Specific Power
16.07 h.p./t
Top Speed / Reverse Speed
35/12 km/h
Weight / Load Limit
56/60 t
Although a modest 35 km/h, you can rely on the AE Phase I to accelerate quickly to its top speed, and maintain it.
   

This heavy tank features a free built-in Large Repair Kit consumable, which occupies one of the slots on the Consumable Panel of your vehicle. This free Large Repair Kit doesn't take the consumable slot permanently—you can swap it with other consumables (a First Aid Kit, etc.). In battle, it works just like a regular Large Repair Kit but with a passive bonus of +15% to the module repair speed instead of the usual +10%. After the battle, it will be automatically refilled, free of charge.

Finally, you can move crews from other top-tier American heavy tanks into the AE Phase I to train them faster without penalty.

Don't forget that Episode 8 is an integral part of the Tank Festival. In addition to consumables, gold, bonds and other Frontline rewards, you can earn Tickets to customize your Dog Tag. 

Good luck in the next Episodes of Frontline, Commanders! Push for victory and claim your well-deserved unique vehicles and other rewards!

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