The two families: glass cannons and bunkers
| Sniper TDs | Assault TDs | |
|---|---|---|
| Examples | Grille 15, Strv 103B, SU-130PM | T110E3, Object 268, T95 |
| Armor | None — camo is the armor | Thick front, weak sides |
| Range | Long — fire support | Mid/close — push support |
| Key skill | Concealment discipline | Positioning and timing |
Everything below splits by family — half the mistakes TD players make come from playing one family like the other.
Playing sniper TDs
- Fire lanes, not camping: pick positions overlooking the main contact line, 100–250 m behind your mediums — close enough to hit reliably, far enough to stay unlit.
- Camo discipline: fire, then either relocate or accept the next shot will cost you visibility (spotting guide). Double-bush every shot you can.
- Pre-aim the choke: TDs win by shooting enemies the moment they are lit; keep the reticle on the expected corner.
- Know your overmatch options: big TD calibers ignore angles on thin armor (armor mechanics).
Playing assault TDs
- You are a breakthrough tool, not a bunker: your armor works while pushing with the team — parked alone, you get farmed from every angle.
- Angle and wiggle: most assault TDs have weak lower plates and flat cheeks; corner at an angle and keep moving between shots.
- Time the push: go when the enemy is reloading, arty is reloading, or their TDs are dead. Your HP and armor buy the 30 seconds that break a flank.
- Protect the sides: hug cover on your weak flank; a tracked assault TD with exposed sides dies fast.
Positioning rules both families share
- Never take a position without an exit. TDs without a turret cannot peek-and-run; if enemies reach you, you are dead.
- Crossfire beats head-on: an angle the enemy must turn to answer multiplies your damage and divides theirs.
- Do not fire at max render range into moving targets — missed shots cost camo for nothing.
- Move after 2–3 shots from the same bush; good players pre-aim known TD nests.
The TD in the endgame
Late battles are where TDs shine or feed. With vision established, snipers become spot-shooting terminators; assault guns become unkillable anchors for the final push. The difference is preserved HP — TDs that survive to the endgame with 70%+ HP decide it. Your early-game job is damage without trades; nothing else matters until the map opens.
Setup
Snipers: camo net, binoculars, rammer (equipment guide) with camo and view-range crew skills (crew guide). Assault guns: hardening, rammer, turbo — armor and repositioning power. The American E3 line teaches positioning best (best lines guide).