Encounter flips the script: one neutral base, 15 minutes, and a cap circle that’s usually exposed to every nasty angle. Players rush cap, get farmed, and throw leads.
That “quick win” cap? Most of the time it’s just free defense XP for the enemy. Poor lane control and sloppy resets turn winnable games into 0:33 panic losses.
Treat Encounter as a vision-and-positioning race. Win the ground that sees into cap first. Then use cap pressure as a tool—never a crutch—to drag enemies into crossfires and convert advantages cleanly.
TL;DR
- Win the angles before the circle. On Encounter maps, the team that holds hill, banana, or key ridges dictates who can see and shoot into the cap. That control denies safe resets for the enemy while giving your side clean decap lines if they try to rush. If you don’t own those angles, starting cap just bleeds HP and hands out defense points.
- Know the capture math. The objective is 100 capture points. Each tank inside adds points per second, but damaging hits erase that tank’s banked points, and a single enemy inside pauses capture entirely. The server limits effective speed to the equivalent of three vehicles, so piling in beyond that never accelerates the timer.
- Use cap as bait. Begin with one or two sturdy hull-down tanks only when overwatch guns control the reset routes. The cap timer is leverage to pull enemies into prepared crossfires; every reset attempt should be punished on entry.
- Decap smart. HE, splash, or arty are the high-percentage resets. Stagger shots from different angles so at least one lands through cover or turret edges and breaks their timer.
- Platoons. Only the Commander’s battle-type and map switches apply, so sync settings or you’ll queue into modes someone intended to avoid.
Encounter Mode Rules & Capture Math (No Guesswork)
Encounter offers two win paths: destroy all enemies or reach 100 capture points on a single neutral base within a 15-minute limit. The circle is neutral, so either team can enter, but if at least one tank from both teams touches the zone, capture pauses until one side leaves or is destroyed. Any damaging hit against a capper wipes that specific vehicle’s stored points to zero, meaning even a small HE splash or a ramming hit that causes HP loss breaks progress for that tank. Capture proceeds in points per second based on how many friendly vehicles are inside, yet the server applies a hard ceiling equivalent to three vehicles’ worth of speed; adding a fourth or fifth body doesn’t speed anything up and only presents more reset targets. Economy-wise, experience for capture points pays out only if the base is fully captured, and a flat completion bonus goes to tanks physically inside at the moment of completion. Defense (decap) points pay per point denied, which is why mindless capping without lane control usually backfires. Credits don’t pay per capture point; only a flat completion payout exists for cappers, so farming safe damage and defense can out-value desperate caps.
How to Think About Encounter (Phases & Win Conditions)
Frame Encounter as a sequence of controllable phases. Early on, the job is information and terrain: secure bushes, hills, ridges, or city lanes that look into the cap or the approaches to it. That denies free entry and sets up reliable decaps. In the midgame, cap becomes a pressure tool rather than an endpoint. Start with one or two durable hull-down tanks only when allies own angles that punish every reset path. If enemies must expose for even a second, crossfire should delete the resetter or at least erase their HP buffer. Late, convert leads cleanly: if you’re up guns, clear angles, then cap with two or three while everyone else screens the approaches; if you’re down, layer resets from multiple directions and favor HE or splash for guaranteed results. Throughout, the common thread is avoiding over-stacking in the zone, staggering entries to resist splash resets, and keeping at least one gun off the cap to watch the obvious push lanes. Play the terrain first, and the circle stops being a coin flip.
Opening (0:00–2:00): Race to Information & Key Ground
The opening is a sprint to vision and anchor terrain, not a race to sit in the circle. Lights and fast mediums should grab first spots on approaches to cap from bushes that offer clean escape routes; the value is early intel and denying enemy scouts free entry, not trading half your HP. Heavies need to occupy the map’s power position that dominates the cap—on open layouts that’s a hill or ridge; in city fights it’s the lane that feeds windows or rails. Arriving first matters because trickling into those chokes loses the flank and, by extension, the cap. TDs should pre-aim predictable reset lines rather than parking in the circle; depth gives angles when enemies attempt early pressure. SPGs on open maps can pre-aim either the circle itself or the crest enemies must use to decap. The consistent mistake here is yolo-capping for “pressure” before your side owns angles. That usually builds defense points for the enemy, reveals positions, and puts your team down guns for the actual fight over terrain.
Midgame (2:00–8:00): Cap Pressure vs. Map Control
Midgame is where cap transforms from “win button” to “force them to make a bad choice.” Start cap only when three conditions align: your team already holds overwatch angles into likely reset routes; the cappers can hide lower plates or weak turrets behind wrecks, slopes, or buildings; and crossfires are ready to fire the moment a resetter peeks. One or two sturdy hull-down cappers are usually enough because adding more bodies doesn’t accelerate the server-limited timer, but it does hand the enemy more splashable targets. If enemies take the bait and push for resets, guns outside the circle should punish immediately. If they don’t commit, the timer marches on and forces a reaction later. Defending teams should avoid reckless single-lane rushes to decap; layering shots from different angles increases the odds that at least one resets without trading a tank. Remember that any damaging hit resets that particular capper, so guaranteed HE or splash angles often beat risky AP peeks that bounce and accomplish nothing.
Endgame (8:00–15:00): Convert, Don’t Donate
Late Encounter is decided by discipline. If you’re up guns, resist the urge to park five tanks in cap. Clear the obvious lanes that feed the circle, then cap with two or three while teammates screen reset routes and farm anything that appears. Stagger entry by a couple of seconds so a single HE shell or arty splash can’t erase progress on multiple cappers at once. If you’re down guns, the play is layered resets. Set two or more angles that can each land a damaging hit on different cappers, favoring HE or splash where armor or turret exposure is uncertain. Touching the circle with a fast, full-HP medium freezes their timer and buys seconds for allies to line shots, but don’t stick around longer than needed; the goal is to break their math repeatedly until your team isolates kills or the clock runs. In either case, keep one gun off the cap so there’s always a clean punish ready for the first enemy who overextends to contest.
Map Patterns: What “Winning Ground” Looks Like
Across Encounter maps, the pattern is consistent: the cap sits where multiple lines can see it, so “winning ground” means the spots that look into those lines. On open maps, ridges and hills govern vision and, by extension, safe decaps. Owning those lets a single HE splash or a clean turret shot erase a capper’s progress without trading your tank. In cities, the lanes that feed windows, rails, or cross-streets decide who can punish anyone stepping into the circle. Mixed layouts split the difference: one group must threaten cap approaches, while another anchors the dominant terrain. Practical execution follows from that logic. Send lights and fast mediums to the earliest bushes or ridges that watch the routes into cap; move heavies to the choke that blocks enemy access to those angles; place TDs where they can fire into reset attempts rather than sitting exposed inside the zone. When that structure is in place, a two-man cap becomes credible pressure. Without it, early caps are invitations for defense points and avoidable losses.
Malinovka (open; cap is very exposed)
On Malinovka Encounter, the circle sits where hill owners punish everything that moves. The priority is straightforward: win the hill first. That height provides firing lines into the cap and across the field, making resets trivial for the team that controls it. Capping before hill control usually turns into a shooting gallery because TDs and arty can layer fire onto the exposed circle from depth. If cap pressure is necessary, use slope micro-cover and wrecks inside the zone to hide lower plates and minimize angles, but assume you’re still in crossfire and act accordingly. Lights should open by spotting the approaches to cap from safe bushes rather than taking the circle; mediums help secure the hill and then flex to punish resets. Heavies anchor the push up the slope or defend the base of it so your side doesn’t get wrapped. When the hill is yours, a two-man cap under overwatch either forces bad peeks for resets or closes the game on the timer.
Himmelsdorf (city; rails cap)
Himmelsdorf’s Encounter plays through three lanes that interact: hill, banana (E7–F7), and the western rails where the cap sits. Control of hill or banana grants crossfires into the windows and streets overlooking the rails. Because the cap is easily flanked, the correct order is to clear adjacent streets and claim those cross-angles first. Only then does a two-man cap become stable, with allies watching from windows to instantly punish any reset attempt. Heavies should decide early whether their armor profile suits a banana brawl or if supporting a hill burst is smarter for their lineup. Mediums either help win hill quickly or hold inside-city crossfires that catch pushes toward the rails. TDs excel from window positions that see banana exits and the paths enemies must take to contest the circle. SPGs have limited overall impact on a dense city map but can still punish rails caps if scouts provide vision. Over-stacking cap here is the classic throw, as flanks wrap and delete multiple cappers at once.
Prokhorovka (open; ridgelines + long vision)
Prokhorovka Encounter revolves around owning the 1–2 line bushes and the mid ridge. Those two features control vision and, by extension, safe resets from the rail ridge and center. If your team doesn’t hold them, any attempt to cap becomes trivial to break because the enemy can peek, splash, or tap a turret and erase progress. The right sequence is vision first, cap later. Lights should open by spotting along 1–2 from bushes with escape routes; mediums help contest the mid ridge so TDs and support guns can fire freely. Once those positions are held, starting a two-man cap forces enemies to cross open ground or crest into prepared guns, turning their decap into the losing play. If defending, combine HE-based resets from rail or mid with timings that avoid trading tanks. The map rewards patience: cap pressure with overwatch wins steadily; early, unprotected caps feed defense points and give away the initiative you need to control the center lanes.
Ensk (tight city + open rails edge)
Ensk’s Encounter splits into a hard-cover city brawl and a more open rails edge that often decides resets. The win pattern is to stage in city blocks that see into cap while posting TDs or support guns on angles that catch any reset attempt crossing the rails. With those pieces placed, run a two-man cap under hard cover so enemies must expose through predictable streets or rail gaps to contest. Lights provide timely spots along the edge or through alleys rather than diving the circle early. Mediums flex between supporting heavies in the brawl and cutting off rotations that would flank the cap. Heavies anchor near cap-adjacent corners where sidescraping denies cheap resets. TDs should avoid sitting in the open; instead, pick windows and long lines that punish from depth. SPGs have limited influence overall but can still land key splashes if someone lights predictable peeks. The trap to avoid is stacking bodies in the zone without those windows secured.
Class-by-Class Execution (Concrete Plays)
Every class has a defined Encounter job, and the plan works when each sticks to it. Lights are information brokers and decap insurance; they create the first safe shots and preserve HP for later contests. Mediums are terrain winners and cleanup crew, carrying mobility and DPM to wherever the decisive angle is. Heavies are anchors that block the lanes feeding cap and, late, they become the stable bodies that finish with a two-man timer. TDs provide lethal overwatch by pre-aiming crossings into cap, deleting resetters the moment they appear. SPGs on open maps are the reliable reset button, punishing greedy or unprotected caps with splash that wipes cap points. The shared rules remain simple: don’t over-stack inside the circle, stagger any entries so one splash doesn’t reset everyone, and keep at least one gun off the cap to cover the obvious push routes. Follow those roles and the cap turns from a gamble into a controlled closer.
Light Tanks: Vision & Decap Insurance
Light tanks win Encounter by providing repeatable vision on the routes into the cap and by preserving HP to force—or deny—the cap timer later. The opening move is passive spotting from bushes with multiple escape lines, not duels with enemy scouts that trade away your value. Midgame, lights can “tap-cap” to bait rotations only if allied guns already own the angles; the goal is to make the timer pull enemies into crossfires, then slip out before resets land. For gear, Optics or CVS on open maps amplify spotting through vegetation; Binoculars are a situational alternative when a static bush play is planned; Turbo helps for contest dives and rapid decaps. The mistake to avoid is turning into a stationary capper early. Your strength is mobility: float between vision lanes, contest the circle briefly to freeze their timer when needed, and prioritize guaranteed HE or splash setups for allies by lighting cappers at safe intervals. Lights that live to the end decide Encounter outcomes.
Medium Tanks: Terrain Winners & Clean-up Crew
Medium tanks carry Encounter by winning the first terrain fight, then flexing to where damage converts into map control.In the opening, support lights by contesting hills, ridges, or banana—whatever angle governs sightlines into cap. Midgame, if a cap is started, mediums should occupy hull-down pockets with clear overwatch already trained on the enemy’s reset routes; the timer is leverage, not a hiding place. When decapping, mediums shine thanks to mobility and DPM: take a safe line that offers a reliable turret or side shot, and favor HE if only a small surface is visible. Mediums also orchestrate staggered entry into cap so one splash cannot reset multiple allies at once. The discipline is not to over-stack inside the circle. One or two mediums capping while others hold punishing angles keeps the pressure real and the risk low. In the late game, mediums close flanks, chase isolated resets, and translate map control into either a clean timer finish or fast kills.
Heavy Tanks: Anchors & Cap Closers
Heavy tanks decide Encounter by arriving first at the choke point that shields or threatens the cap.That initial presence prevents enemy wraps and gives your team safe approaches to the circle later. The opening priority is to commit together; trickling into a brawl loses the flank and exposes the cap. Midgame, a heavy near cap should sidescrape or use hard cover to anchor one side of the zone while allies farm resetters as they peek. When it’s time to finish, two heavies capping offset from each other are ideal—position so the same HE splash or arty shell cannot reset both. Additional bodies don’t accelerate the server-capped timer anyway, so the rest of the team should screen approaches and watch for contest dives that pause capture. Heavies must resist sitting in the open circle early; their value is the stable presence that forces enemies to trade poorly just to touch the zone. Played that way, heavies turn pressure into points.
Tank Destroyers: Lethal Overwatch
TDs exert Encounter control by pre-aiming the exact lines enemies must cross to reach or reset the cap. The opening isn’t about parking in the circle; it’s about depth that grants unlit angles into those lanes. From there, TDs delete the first resetter the moment a turret or track appears. In the midgame, dedicate one TD to the counter-reset lane your team expects enemies to use; that single gun can make early cap attempts instantly credible because any peek is punished. Carry a bit of HE to secure splash-based resets through fences or against tough turret cheeks when AP may bounce. As the timer ticks, TDs should avoid overexposing for resets themselves; the job is to make enemies pay for touching the circle while the cappers remain tucked behind wrecks or slopes. The common error is sitting inside cap for “presence,” which removes the surprise factor and hands the enemy easy resets without fear of crossfire.
SPGs: Reset Button on Open Maps
On open Encounter maps, artillery is the insurance policy against unearned caps. Pre-aiming the circle or the ridge enemies must crest to decap turns every spot into a countdown to a guaranteed reset. Because any damaging hit wipes a capper’s stored points, splash is often more reliable than a precise pen. In city maps, influence is lower, but rails caps like on Himmelsdorf still offer punish windows if scouts or mediums provide timely lights. SPGs should time shots to land just after enemies begin their reset peeks so cappers’ progress is erased without giving the resetter a free escape. When allies start a two-man cap under overwatch, artillery pressure forces defenders to choose between exposing for a reset or waiting and losing to the timer. Overcommitting shells on already doomed resetters wastes the class’s leverage; the goal is synchronized hits that break cap math repeatedly while ground forces hold the lanes.
Cap vs. Kill: A Brutally Honest Decision Tree
Deciding whether to cap or hunt kills comes down to terrain, angles, and enemy access. If your team owns the key ground around cap—hill, ridges, or city lanes that see the zone—start a two-man cap while guns hold the approaches. If you don’t, abandon the circle and win that ground first. Next, ask whether the enemy can reach the circle with safe resets. If the answer is yes, your cap is fake pressure; you’re donating HP and defense points. If the answer is no, the timer forces them into bad peeks you can punish. When down guns but with mobile HP behind, a cap trap works: one hull-down capper starts the timer while allies aim at the predictable reset paths. For mission requirements that ask for capture or defense points, Encounter is the right mode, but the win condition still comes first. The rule of thumb: cap to force bad choices; kill when angles already guarantee the result.
Advanced Micro Tips That Actually Win Encounters
Small details swing Encounter. For decap target selection, shoot the easiest capper first because any damaging hit erases that tank’s banked points; HE or arty splash is ideal when only turrets or cupolas are visible. Stagger entry to cap by two or three seconds and from different angles; that way a single splash can’t reset multiple cappers at once. Never over-stack four or five inside the circle—the server caps speed at the equivalent of three vehicles, so extra bodies are just wider reset targets. When behind, contest smartly: touching the circle with a fast, healthy medium pauses their timer and buys teammates the seconds needed to line guaranteed hits, but leave as soon as the job is done. Finally, use the circle’s geometry. Wrecks, poles, and small slopes often allow a capper to hull down enough to tick the timer while allies cover reset routes. None of this works without overwatch; the geometry is a supplement, not a shield.
NA-Pub Reality (What You’ll Actually See)
Expect heavy rotations to shape many Encounter openings, especially during US prime time. That means harder early pushes into hill or banana on city maps and more pronounced ridge fights on open layouts. Build plans around that momentum: get a TD on the obvious reset lane early and let heavies anchor the decisive choke. SPG influence swings with the map; on open Encounters a single arty makes resets dramatically more reliable, which should temper any idea of a four-man cap stack. Personal settings matter too. Encounter can be disabled in the Random Battle options, and in Platoons only the Commander’s switches apply, so align preferences or someone will queue into modes they dislike. Overall, games tilt not because cap is random but because teams either respect or ignore the simple structure: win angles, start a controlled two-man timer, and punish every reset. Do that, and most matches feel orderly rather than chaotic.
Map-by-Map Playbooks (Condensed)
Each of these quick playbooks distills the earlier patterns into a practical checklist. For Malinovka, treat the hill as the gatekeeper to the cap; owning it makes resets effortless and turns a two-man timer into a safe closer, while rushing cap early is the classic throw because the circle sits in extremely exposed ground. On Himmelsdorf, the formula is hill or banana first, windows and rails crossfires second, then a guarded two-man cap; the common mistake is parking three or four in the circle and getting wrapped from rails for a full reset. Prokhorovka rewards patience: control the 1–2 bushes and mid ridge, burn their reset angles, and only then use cap to force bad peeks or close on kills. Ensk asks for city anchors and rails oversight; clear adjacent lanes, place TDs on punishing lines, and cap with two under cover. In every case, cap is a lever you pull after terrain is won.
Malinovka — “Hill or Bust”
The win condition on Malinovka Encounter is to control the hill before committing bodies to the circle. That height unlocks safe resets and free damage into any cap attempt. Once the hill is yours, a two-man cap under overwatch either forces enemies to crest into certain punishment or concedes the timer. The most common throw is rushing the circle early. The zone sits in a place where multiple angles converge, so TDs and arty farm exposed cappers while allies lose ground elsewhere. Use slope micro-cover and wrecks inside the circle only as last-mile tools when guns already hold the angles; they reduce exposure but don’t erase it. Lights should open on spots that watch the routes into cap; mediums help secure hill quickly; heavies anchor the climb or defend its base. Play the sequence correctly—hill, overwatch, then cap—and Malinovka Encounter becomes a controlled finish rather than a scramble.
Himmelsdorf — “Hill + Banana → Rails Crossfire”
Himmelsdorf’s recipe starts with winning either hill or banana to unlock windows and street-level crossfires that look into the western rails cap. With those angles in place, a two-man cap can proceed while allies in windows punish any reset peek instantly. If those lanes aren’t secured, parking in the circle invites wraps along rails and side streets that erase progress and delete multiple cappers. Heavies choose the lane their armor suits—banana for a straight brawl or hill for elevation control—while mediums help burst the chosen lane and then pivot to guard reset approaches. TDs belong in windows that see banana exits and the predictable lines enemies must use to touch cap. SPG impact is limited overall but still relevant when rails caps are lit. The throw pattern to avoid is simple: stacking three or four inside early and hoping the timer saves you. Secure lanes first; cap second.
Prokhorovka — “Vision First, Cap Later”
Prokhorovka Encounter revolves around vision control on the 1–2 line and mid ridge. Those positions provide the information and firing lines that make resets trivial for the team that holds them. Start by placing lights in bushes with safe exit routes and mediums on the ridge to contest enemy eyes. TDs and support guns then gain clean shots on anyone trying to reach the circle. Only after those angles are yours should a two-man cap start, because it forces defenders to expose across open ground or crest into prepared guns. If you try to cap first, the enemy simply taps from rail or mid and erases your progress without risk. When defending, prefer HE-based resets that don’t rely on perfect penetration. The match often ends with either a safe timer under overwatch or a clean sweep once the center collapses. Cap remains a tool to force bad choices, not a starting point.
Ensk — “City Anchor, Rails Reset”
On Ensk, split duties: city fighters take the hard cover around cap to create safe staging, and long-lane guns set on rails to punish any reset attempt. With those pieces in place, a two-man cap under cover compels defenders to push through predictable streets or rail gaps, where TDs and mediums can farm on timing. Lights should deliver timely spots rather than camping the circle; mediums flex between bolstering heavies in the brawl and cutting off rotations; heavies sidescrape near the zone to deny easy resets. SPG impact is muted but can still matter if a rails peek is lit at the right moment. The trap is over-stacking the circle without securing windows and lanes; extra bodies don’t speed the server-capped timer and only widen the splash target. Follow the sequence—secure city angles, aim rails punishments, then start a guarded timer—and Ensk turns from chaotic to methodical.
Karelia (Encounter) — Ridges First, Cap Second
Karelia punishes early circle sits. Control the ridge lines that look into cap, then start a two-man timer only under overwatch. Treat cap as leverage, not refuge: the goal is to pull resetters into predictable peeks and erase them on timing. Never over-stack beyond what the server counts; extra bodies add surface area for splash and widen reset angles. Stagger entries by a couple of seconds so one HE shell can’t wipe everyone’s progress, and keep one gun off the cap to watch the obvious push lanes. Play the order right—ridges, crossfires, then timer—and Karelia turns from scramble to checkmate.
- Own high ground before touching cap; punish all reset routes.
- Two on cap, others hold angles; avoid over-stacking beyond three.
- Stagger entries to resist splash; keep one gun off the cap.
Loadout & Setup Cheatsheet
Builds should match the jobs described. Lights lean on Optics or CVS for open maps to spot through foliage, with Binoculars as a situational choice for static bush plays; Turbo adds the burst needed for contest dives and last-second decaps. Mediums thrive on Vertical Stabilizer and Gun Rammer for gun handling and DPM, pairing Optics when vision matters or Turbo on brawler hulls and long-rotation maps. Heavies prefer Vertical Stabilizer and Gun Rammer as their core, with Increased HP/Hardening on brawl-heavy layouts; on open Encounter rotations, swapping one slot to Optics helps them watch reset lanes without leaving cover. TDs stick to Gun Rammer plus either Vents or Optics depending on whether they’re holding depth or peeking for information; carrying some HE ensures splash-based resets when only turret edges appear. SPGs benefit from GLD and Rammer where available and should default to pre-aiming cap lanes. None of these choices replace discipline about angles, staggering entries, and keeping at least one gun off the cap.
Common Mistakes to Delete From Your Game
Five patterns cost Encounter games repeatedly. First, capping before owning angles hands out defense XP and exposes your team to free resets; win terrain, then start the timer. Second, over-stacking the circle is false speed—server rules cap effective capture at the equivalent of three vehicles, so extra bodies just expand the splash target and concentrate your guns in one vulnerable spot. Third, ignoring the key lane—hill, banana, or the controlling ridge—concedes the map’s vision and crossfires; lose those and the cap follows. Fourth, single-lane resets into prepared guns are charity; layer decap attempts from multiple angles and favor HE or splash when only turret edges are available. Fifth, letting contest pause your cap indefinitely means a single enemy body in the circle freezes progress; flush it quickly or reposition cappers while overwatch deletes the contesting tank. Eliminate these habits and Encounter shifts from chaotic to consistent.
Platoons & Settings That Quietly Decide Games
Two quiet toggles shape your Encounter experience. In Random Battles, Encounter can be disabled entirely from settings, which is a sensible quality-of-life choice for anyone who prefers the pacing of Standard. In Platoons, only the Commander’s excluded maps and battle-type switches apply to the entire group. If one player dislikes Encounter or wants it enabled for mission progress, align those settings before queueing, or you’ll enter modes someone intended to avoid. Inside matches, the same discipline applies: communicate whether the plan is terrain first into a two-man timer or a pure damage game that ends by kills. Keep one gun off cap to watch approaches, stagger entries so splash doesn’t reset everyone, and avoid over-stacking beyond what the server will count. These small, coordinated decisions often decide whether cap is a lever you pull to force bad peeks—or a trap that hands over defense points and momentum.
Conclusion: The Encounter Formula (Repeatable, Not Random)
Encounter isn’t chaos—it punishes sloppy fundamentals and rewards structure. Win the ground that sees the circle, then use cap as leverage, not refuge. Play the phases clean: secure vision and power positions, start a guarded two-man cap only under overwatch, and finish by screening approaches. Respect the math—100 points, practical speed capped at three bodies—and never over-stack. Keep one gun off the cap for punish angles, stagger entries to resist splash resets, and favor HE/splash for guaranteed decaps. Do those things consistently and your Encounter win rate climbs—no gimmicks, just disciplined terrain control, smart cap pressure, and reliable resets.
Sources
- Wargaming Tank Academy — Objectives & Victory Conditions (Encounter objectives, capture mechanics & resets)
- World of Tanks — Game Modes: Encounter (rules and 15-minute limit)
- Global Wiki — Battle Mechanics (XP/credit logic for capture & defense points)
- World of Tanks — Platoons Guide (Commander’s battle-type and excluded-map settings apply)
- Global Wiki — Map pages: Malinovka / Himmelsdorf (Encounter placements, lane priorities)