2vs1*
We’ve been doing this idea for a long time for custom battles.
If only Gaijin bothered to listen to us when it comes to World War mode. Gaijin needs to just play other games like Hell Let Loose, formally known as Post Scriptum, and now Squad 44. They can also take inspiration from how the Red Orchestra/Rising Storm map vote system functions. Just build around this.
In terms of vehicles->Squad of players operates them. But there’s a limit on how many. Depending on the period.
The issue is are any of the systems they use trade marked?
I doubt it. Red Orchestra’s way of doing its campaigns was that you voted on which territory you would attack next.
Sometimes a tank (albeit a Panzer IV or T-34 was available. But otherwise no. Many games have a similar territory-vote type of idea; it’s really no different from voting for the next map, just more in an immersive sense. Rather than 4 pictures. I doubt that Squad 44 and HLL are any different. Either.
Please allow bombers to transport/ air-drop paratroopers for airfield capture.
Most ground vehicles will have little to no issues traversing and engaging through each grid. In fact the distance will help many of them do their job instead of being funneled into few-hundred meter kill zones against entrenched enemy forces in optimum, unassailable fields of fire. Shout-out to @MOLLUSKO for the video showing ground movement and more provided in the earlier discussion thread. Sim Enduring Confrontation, Combined Arms - #48 by MOLLUSKO
There’s also a few test missions from @RideR2 on the Berlin map attached in there should one be curious.
Anyway, it makes choosing your vehicles for the situations you expect and coordinating with friendlies on a front push increasingly valuable, which just isn’t a thing in the current gameplay state.
Reconnaissance and other highly mobile light vehicles can rapidly spread across grids and identify hostile players, strategic mission targets like convoys and spawn bases, permanent capture points, and if skilled enough to get deep, Airfields.
Medium tanks are going to be the primary workhorses for ground due to their jack-of-all-trades designs. Be it weapon handling, ammo volume, mobility, armor, they’ll do the job.
Heavies are going to be the organized assault masters. Dangerous guns in most cases, heavy armor, but vulnerable to flanking strikes. Support the heavies to gain breach points on a front, or to stall an attacking force.
Tank Destroyers are always situational, but regularly devastating in effect. Combined with information provided by recce tanks and aircraft scouting, they can soften up armor columns and dug in defenses in harsh ambushes and bombardments.
We don’t really need to define SPAA, their namesake says it all. Just now, they are more than a backup or spare target, they are required to protect an assault from being demolished from above.
Aircraft don’t really need a change in this, since they also have to travel, identify, engage, and possibly neutralize enemy elements.
If anything Naval vessels will have the least effect other than on maps like Denmark and Britain, where not only is there the space to do fleet on fleet attacks, but ports are now critical to getting friendly ground units into hostile territory.

i have traveled a few grids at 50kmh in some up gunned t55, and no, it does not take one hour, it takes you a few minutes, and with any wheeled vehicle you’ll be anywhere before you realize
when gaijin will allow us to spawn infantry with the CDK that will be certain, we all expect gaijin to add player and vehicle interaction so yeah, but i think it would most likely be done with helis if you dont mind
Actually, you can already respawn at captured zones

That’s pretty good, maybe im a bit blind of the scale.
Nevertheless thinking about quickly and conveniently moving around is gonna be a good contingency to present even if not strictly required.

infantry?
If i where to make a map for a Enduring Confrontation with infantry this is what the map would look like in the start of the match.
it’s a bit small but once infantry is possible it can be done
I have a post on WIP for this the mix of size / density makes the size ideal. If you add AI in bunkers and MG posts it would slow stuff down. You need to clear a chunk of a map and the other team wont allow that.
Infantry maps are detailed and for this location the Germans made lots of tunnels and the 18th century the British built forts and there own underground networks. Clearing a fortress may be harder then you think if players plus there AI goons have anything to say about it.
Fair enough, but I really love bombers, and I think they fit in multiple roles rather than just long-range air strikes. Paratrooper drops would be interesting, and perhaps fallen teammates can even spectate or be useful, play as paratrooper, rescue helicopter pilot or ferry ship captain, ofc if the position is vacant it will be automatically guided by AI.
I would play this ofc they can always expand. Goes hard!
And I hate that we can only discuss the possibility of such a gameplay in this timeline… These improvements would lead to a more robust/refined version of combined battle gameplay for WT and might replace realistic altogether. I really look forward to this and the possibility of it becoming a permanent feature in the future. As it stands, I am growing weary of air and ground. I’ve already stopped venturing into RB because of how confined and predictable it is, frequenting SB more often. We need more combined battle modes for sure, strategic tasks like ferrying troops, supplies, leading tank companies through enemy lines, building redoubts and defence encampments, which is only possible with truly big maps.
Now you’re speaking the true-true.
We already have gameplay elements and vehicles systems that can mean the difference between getting stomped into oblivion, and holding an organized position despite being vastly outnumbered. A considerable portion of the ground vehicles in the highest tiers have dozer blades, SPGs and SPAA/SAMs have spare ammo boxes, wrecks can be towed and built up into barricades… We have the tools, we just need the space to not let them be gimmicks.
In fact, here’s @MOLLUSKO with more ground vehicles on normally-air only maps. Including the dreaded self-propelled artillery.
This is certainly the best way they can bring quality of life improvements for tanks, air, and naval in one fell swoop. Phase out the legacy matches and gradually introduce the new “combined modes”!! And I understand why they’re careful, mistakes have been made with their 2nd most played game, Star Conflict. It had a comparable amount of community to WT, until the xenomorphs-tech introduction. A wave of premium and F2P attainable alien ships for players destroyed the balance of the game, and later a plethora of seemingly overpowered alien-tech vehicles were added further destabilising balance. Player count took a sudden nosedive, and recently they announced a date for server shutdown, ending the franchise.
I loved Star Conflict, but it ofc was a lesson for us all, including the studio.
