In every battle, the WOT battlefield can be divided into the following functional areas: The Fronts, Defence Zones (DZ) and Areas of Interest (AI).

Fronts are the functional areas of battle that are demarcated in each battlefield map. Depending on the type of battle, the doctrine on the Fronts may differ. For example, in Random Battles, the Fronts are divided into a Primary Front (1F), a Secondary Front (2F) and Defensive Fronts (DF). This is elaborated in its
own monograph.

Defence zones are positions that we consider
MANDATORY to position tanks at, at least until the enemy disposition is clear. They are positions that are either advantaged defensively or positions that protect key maneuvering terrain. Not all maps have good DZs. On some maps, they are specific points on the map whereas on maps like El Halluf, it is a zone that stretches half the length of the map.

DZs are NOT the only defensive positions on a map. Every Front has its own defensive spots at different places. These are not DZs. At TACT, DZs are defined as either giving a significant advantage to the defender if a tank is placed there or a significant advantage to the attacker if no tank is placed there. Thus it is mandatory that we position a tank there at the start. There are also maps with no DZs.

It is a matter of judgement when to leave the DZ. On each map, there are different situations, pre-conditions or timing that can signal continued occupation of the DZ or leaving it. It is rare for a tank to remain at a DZ throughout the whole battle although there are notable exceptions such as
Sniper Knoll on the Mines map, in battles with no arty. When to vacate a DZ is a judgement call and is where theoretical written doctrine ends and practical battle experience begins!

DZs can be manned by any tank (except SPGs), although some DZs are clearly more suited to a strong TD with good view range and decent camouflage ability.

AIs are specific areas which offer tactical options on the map. They may be part of one of the Fronts, key maneuvering terrain, or areas to avoid. In the TACT Terrain Analysis maps, the AIs are named to allow for easy communication during battle. These names are not official names given by the game developers but rather a natural outcome driven by the necessity to be precise during battlefield communications.