Highway wot. Highway Map WOT tactics

). The map size is 1000 by 1000 meters, the battle level is from 4 to 11. The same small cute houses and an abundance of different vegetation.

The diversity of the landscape opens up a lot of space for different movement routes and allows you to come up with a variety of tactics. The presence of a large open space can be used for flanking attacks, and the small town in the right corner of the map invites intense close combat.

It is important to immediately note that artillery feels very good on the map since it is almost completely shot through, and most buildings are destructible.

Approximate travel routes for all types of equipment.

Light tanks (LT):

On the Highway, light tanks have complete freedom of action. They can choose any route. It is recommended to shine along the river or make circles in the central area.

Medium tanks (MT):

For medium tanks, the hills area (western part of the map) is preferable. Maneuvering in folds of the terrain, CTs are capable of inflicting great damage on the enemy both independently and by illuminating targets for artillery. Also, medium tanks can go along the river bed.

Heavy tanks (TT):

Heavy tanks feel most comfortable in the city. Their lack of speed makes them easy targets in open areas. But do not forget that the city is not a key position. From a tactical point of view, capturing a city does not provide any advantages. In addition to the city, a village, bridges and a high bank above the river can provide some protection.

Anti-tank self-propelled artillery units (tank destroyers):

The main task of a tank destroyer is to protect the base. First of all, the flanks, where a breakthrough of the ST is likely. Bushes and small houses are quite common on the map, so finding a convenient position should not be too difficult.

Self-propelled Artillery Units (SAU):

The map is very good for self-propelled guns. Artillery keeps most of the map under fire. The main danger is a sudden breakthrough of medium tanks along the flank or a lone light tank that finds a gap in the defensive formations.

Tactics

Several local combat zones can be distinguished on the map (marked with white ovals in the figure): this is a field (B2:D3), a farm (E1:E4), and a city (H0:K0). Arrows mark the routes of movement of tanks.

The Highway map is open, which makes life difficult for TT and PT, but ST and LT feel quite good. The main shelters are various uneven landscapes and buildings; you can also use the river, it does not serve as a barrier to travel.

How to light on the Highway.

On this LT map I feel free and unlimited, I can go wherever my heart desires. At the beginning of the battle, you can highlight enemy tanks driving into the city by making a circle in the center of the map (marked with a yellow oval in the picture). If you want to safely reach the enemy base, your path is along the river.

For CT there are several options: ride in a place with a TT into the city or attack on the left side of the map, taking advantage of the numerous hills and lowlands. Taking advantage of the map's terrain, you can inflict a lot of damage on the enemy, not only causing damage with your gun, but also highlighting enemy tanks for artillery. There is also the option of driving along the riverbed, but this option rarely leads to victory.

The life of a TT is dangerous and difficult, and there is only one choice - to go to the city. Their limited speed and maneuverability make them easy targets in open areas. But you shouldn’t stand in the city, this is not a key position. Since most of the buildings are destructible, it only serves as a temporary shelter from the artillery. You need to systematically move along the attack directions and take the base. In addition to the city, a village, bridges and a high river bank can provide some protection.

The main task of the PT is to protect the base on the Highway map. We choose a bush we like not far from the spawn and occupy it. First of all, it is worth covering the directions where a ST breakthrough is likely. More details about protected and useful places will be described below, in the “Nights and Buildings” section.

Lots of open space, plenty of room to work. As a rule, the art does not travel far from the base and occupies squares J1:K1 for the lower respawn, and A9:A0 for the upper respawn. You should not concentrate all your fire on the field, since even in the city there are many places where you can cover enemy tanks. The main danger for us is a breakthrough of medium tanks or a lone light tank that slipped through at the most inopportune moment.

Nychki and buildings on the Highway map

Let's start our consideration from the bottom of the map - up. Along the houses in square J1 there are excellent bushes that will allow you to shoot at targets coming from the city, and the buildings will be saved from the wrath of art.

In the city, in J0, most of the buildings are not destructible and you can calmly conduct a firefight, but you shouldn’t get carried away and watch so that they don’t come to your rear.

Forest plantations on the 8th vertical will allow you to shoot with impunity at tanks illuminated near the highway or slip through the ST behind enemy lines.

In the village you can also find various bushes for shooting through the field; the indestructible two-story house in F1 is especially worth highlighting.

If you manage to get to A1, then, having driven 15m away from the bushes, you will be able to fire at enemy tanks on the field. American STs with large gun declination angles will feel especially comfortable there.

Hello, in the patch of the MMO game “World of Tanks” three will be introduced at once! new maps of the American continent. The thinker-analyst issued a review article about the new cards in patch 0.7.5.
The general test of patch 0.7.5 has already begun and the second most important question after “Will they farm ST-10?” that is spinning in the players’ heads is - What kind of new maps have the developers prepared for us??

In this article we will discuss upcoming cards. It’s interesting that in this patch the developers abandoned maps a la Ensk and drew huge spaces for us. Perhaps this is due to the fact that we are talking about the North American continent, known for its long highways to nowhere and abandoned desert towns.

Highway Map - North America


When looking at this card, the thought “Damn! I've already seen all this somewhere! Ah, well, yes. This is Live Oaks. Just some other Live Oaks, gloomy and rainy.”
The highway is really very similar in concept to Live Oaks - the same fields, a small town in the corner and several settlements. A river divides the map in the center and it can be assumed that the bases will be located diagonally - in the upper left corner and lower right. This will be the first American card in the game, and I can see: “A group is sitting near the oak trees, smoking roll-your-own cigarettes with Virginia tobacco.” But we are for a healthy lifestyle, so we are switching to electronic disposable cigarettes. It does not need to be assembled, charged, refilled, or looked for cartridges and liquids. It's better not to smoke at all. They don't smoke in the tank!


The tactics of playing on this map, I think, will be similar to the tactics of playing on Live Oak, Siegfried Line or Fisherman's Cove. TT - to the city, ST - to the fields, LT - light in the center, Arta - to the bushes.
To be honest, the gameplay is already quite boring due to the large number of monotonous maps. In my opinion, it would be very useful if the town was located in the center of the map, and not on the side. This would be something new and not yet hackneyed.
On the plus side, we can note, in general, a kind of autumn still life, which I personally like. The presence of long highways, which makes me happy, because sometimes I want to play NFS on the T-50-2. There are also many new objects on the map - round grain barns, wind indicators, water containers and just houses. Diversity in the landscape is good!

Quiet Coast Map - Canada


Quiet Beach is already a more interesting and tempting map. At first glance, this is a cross between Utes and Prokhorovka. A long straight shooting range, mountains on one side and the sea on the other. A railway line dividing the map into two parts. And a lot of terrain changes.
But unlike Prokhorovka, where artillery administers justice, Quiet Beach has an interesting multi-level relief and in the center is all strewn with stones, houses and other shelters. Literally at every step.


What does this tell us? And that somewhere along the edges the ST’shki will fight, but in the center a real armored personnel carrier can be mounted on heavy tanks, breaking through from cover to cover and swearing at the eternally sleeping allied artillery.
In that part of the map where there are no stones, there are a huge number of ravines and hills - which will also give you the opportunity to fight for your place in the sun and will not let you get bored.
Of particular note is the movement of artists from a small island connected to the continent on one side by a bridge and on the other by a ford. In my opinion, it is very new, fresh and interesting. Cunning snipers on ST or PT will clearly love this warm place.
In general, I liked Quiet Shore and I think, along with Cliff or Pass, it will become a very interesting map for tank battles.
And unlike Komarin, he certainly won’t be quiet.

Port Map - North America


And now we come to the most delicious! Glory to VBR, KTTS and Serb combined. I waited for such a card for two years and prayed at the altar with a freshly killed deer.
Judge for yourself - a huge city map. With long two-level roads, huge bridges, countless railway lanes, a port, the sea and - PARAM PARAM! — HUGE SKYSCRAPERS.


There’s no need to even talk about what tactics will be used on this map. After all, the main thing is that it will be a sparkling, Orthodox and merciless armored personnel carrier!
Everyone will have fun. Even artillery, which does not like the urban landscape - after all, the map is full of railway lanes, which, with the right playing skills, can be shot through without any problems. And even fireflies - a sandbox was specially built for them near the port.

). The map size is 1000 by 1000 meters, the battle level is from 4 to 11. The same small cute houses and an abundance of different vegetation.

The diversity of the landscape opens up a lot of space for different movement routes and allows you to come up with a variety of tactics. The presence of a large open space can be used for flanking attacks, and the small town in the right corner of the map invites intense close combat.

It is important to immediately note that artillery feels very good on the map since it is almost completely shot through, and most buildings are destructible.

Approximate travel routes for all types of equipment.

Light tanks (LT):

On the Highway, light tanks have complete freedom of action. They can choose any route. It is recommended to shine along the river or make circles in the central area.

Medium tanks (MT):

For medium tanks, the hills area (western part of the map) is preferable. Maneuvering in folds of the terrain, CTs are capable of inflicting great damage on the enemy both independently and by illuminating targets for artillery. Also, medium tanks can go along the river bed.

Heavy tanks (TT):

Heavy tanks feel most comfortable in the city. Their lack of speed makes them easy targets in open areas. But do not forget that the city is not a key position. From a tactical point of view, capturing a city does not provide any advantages. In addition to the city, a village, bridges and a high bank above the river can provide some protection.

Anti-tank self-propelled artillery units (tank destroyers):

The main task of a tank destroyer is to protect the base. First of all, the flanks, where a breakthrough of the ST is likely. Bushes and small houses are quite common on the map, so finding a convenient position should not be too difficult.

Self-propelled Artillery Units (SAU):

The map is very good for self-propelled guns. Artillery keeps most of the map under fire. The main danger is a sudden breakthrough of medium tanks along the flank or a lone light tank that finds a gap in the defensive formations.

Tactics

Several local combat zones can be distinguished on the map (marked with white ovals in the figure): this is a field (B2:D3), a farm (E1:E4), and a city (H0:K0). Arrows mark the routes of movement of tanks.

The Highway map is open, which makes life difficult for TT and PT, but ST and LT feel quite good. The main shelters are various uneven landscapes and buildings; you can also use the river, it does not serve as a barrier to travel.

How to light on the Highway.

On this LT map I feel free and unlimited, I can go wherever my heart desires. At the beginning of the battle, you can highlight enemy tanks driving into the city by making a circle in the center of the map (marked with a yellow oval in the picture). If you want to safely reach the enemy base, your path is along the river.

For CT there are several options: ride in a place with a TT into the city or attack on the left side of the map, taking advantage of the numerous hills and lowlands. Taking advantage of the map's terrain, you can inflict a lot of damage on the enemy, not only causing damage with your gun, but also highlighting enemy tanks for artillery. There is also the option of driving along the riverbed, but this option rarely leads to victory.

The life of a TT is dangerous and difficult, and there is only one choice - to go to the city. Their limited speed and maneuverability make them easy targets in open areas. But you shouldn’t stand in the city, this is not a key position. Since most of the buildings are destructible, it only serves as a temporary shelter from the artillery. You need to systematically move along the attack directions and take the base. In addition to the city, a village, bridges and a high river bank can provide some protection.

The main task of the PT is to protect the base on the Highway map. We choose a bush we like not far from the spawn and occupy it. First of all, it is worth covering the directions where a ST breakthrough is likely. More details about protected and useful places will be described below, in the “Nights and Buildings” section.

Lots of open space, plenty of room to work. As a rule, the art does not travel far from the base and occupies squares J1:K1 for the lower respawn, and A9:A0 for the upper respawn. You should not concentrate all your fire on the field, since even in the city there are many places where you can cover enemy tanks. The main danger for us is a breakthrough of medium tanks or a lone light tank that slipped through at the most inopportune moment.

Nychki and buildings on the Highway map

Let's start our consideration from the bottom of the map - up. Along the houses in square J1 there are excellent bushes that will allow you to shoot at targets coming from the city, and the buildings will be saved from the wrath of art.

In the city, in J0, most of the buildings are not destructible and you can calmly conduct a firefight, but you shouldn’t get carried away and watch so that they don’t come to your rear.

Forest plantations on the 8th vertical will allow you to shoot with impunity at tanks illuminated near the highway or slip through the ST behind enemy lines.

In the village you can also find various bushes for shooting through the field; the indestructible two-story house in F1 is especially worth highlighting.

Hello, hello, Phoenix is ​​with you again, and this is another guide about maps in the game World of Tanks. I wanted to highlight today’s material on the “Sacred Valley” map introduced just yesterday, but, alas, I haven’t even played on the map yet... and this would still not be enough for a full-fledged leadership. But I can assure you that very soon the material will be written and published. Well, today you and I, as you already understood from the title, will look at the “Highway” map - personally, I prefer the pre-release name “Kansas” - it’s more suitable for it... but that’s what they called it! So let's begin! Oh, well, yes, I chose it the same way as “Khimki” - though already the fourth time))))

Description of the Highway map

So, the map turned out to be quite beautiful, for those who don’t know, the state of Kansas is the center of the USA... well, it’s located right in the middle. I haven’t been there... but judging by the films, the map is quite consistent with the views there. Such... typical America... with farms, an industrial zone, a river... what can I say, “American Dream” - unfortunate capitalists)))
Well, okay, this is all a lyrical digression, let's move on to tactics.

As you can see in the screenshot, I divided the map into 9 conditional areas, I actually wanted to divide it into... it turns out 12... but I thought what for, and so on in more detail.

  1. Let’s call this area “Western Field” - here, by default, battles of medium tanks should take place... well, like an open area, there is room to accelerate, and at the same time, thanks to the terrain, you can hide from shelling from the “Upper Base”. Be careful, the terrain is a relief, and artillery fire will still reach you... - do not stand in one place.
  2. “Under the base” - I didn’t want to highlight this territory separately, but I had to, because it can’t be taken somewhere else, and leaving it unmarked is also not an option - so, the main difference from the “Western Field” is the opportunity to hide from shelling from the Base, in theory, there shouldn’t be any artillery there... although this is not a fact, because artillery can also move around the map, in general, if there is a rush through the western field, do not stop in the field, move “under the “base”
  3. “Upper Base” - first of all, I would like to note that there is a very advantageous position for artillery, in the corner of the map, almost four squares are much lower than the entire nearby space, and with the proper skill, artillerymen will be able to fight quite effectively in close combat with enemy tanks . As I said above, from the “Upper Base” you can conduct effective fire on the “Western Field”, as well as on the “village”, and there are positions from which you can attack those who are in the “Center”.
  4. “Center” is a spacious area that is under fire from both bases, the “forest” and the “village”. The easiest route for fireflies passes through the “Center”.
  5. “Forest” - this area also could not have been highlighted, but I decided that it wouldn’t be superfluous, the main feature is that there are often tank destroyers in the forest... you shouldn’t think that they won’t hit you, because besides the birds, there are There are also other fans of the bush game, and therefore, if you do not have the proper speed and maneuverability, you should not go to the “Center” - yes, you should also be afraid of the sudden loss of half of your hit points on the approach to the city, moving along the “Southern Route” - don't forget about it.
  6. “City” - most houses are not destructible, but there are also small village-type houses that are unlikely to save you. There are several parallels in the city where PTs like to sit - think twice before driving around the corner, the railway and the outermost road are the most dangerous places in this regard.
  7. “Southern Path” is the path from the “Lower Base” to the “city”, there is nothing to say about it, except that sometimes this direction is highlighted in the first minutes of the battle. And there will definitely no longer be a surprise effect...
  8. “Lower Base” - almost everything has already been said about it, from it you can fire at the “city” and “center” - it also has access to the Village, and the ability to set up an ambush if enemies go along the “Southern Route”, there is nothing in art All that remains is to choose a bush and wait for victory/defeat, firing along the way.
  9. The “Village” is a rather significant area, considering that there is a convenient asphalt road leading from it, along which it is much easier for fireflies to get to the “Upper Base”. You can also conduct auxiliary fire if there are enemies “Under the base”.

Tactics

LT

There seems to be nothing more to say, it all depends on the specific situation, but probably the fastest way is in the center. Or through the "Village". I don’t recommend going into the city; if the path is blocked, you won’t be able to escape.

ST

The developers assumed that all medium tanks would play on the “Western Field” - however, personally, I go to the city almost all the time, I don’t like open places.

TT

Definitely town or village, and please stay out of artillery range.

PT

Try to take a defensive position and wait for the flank to break through; for the top team, it’s still more convenient; you can stand along the parallels in the city.

Artillery

I’ve already said everything about you - in the corners of the map, and fight. Always your K.O.

Conclusion

That's all for me, I wish you good luck on this card, I hope now you have fewer questions regarding this card, bye everyone!

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The map has an open landscape with gentle hills. In the southeast there is a city with a small forest where there are interesting bushes.

On the western part of the map there is a small village with a water tower and tactical positions for LT, and in the center a small river flows from north to south.

Above is an image divided by symbols and with the main LT positions on the Highway map.

Let's look at the key positions from the upper (northern) respawn:

D4 and D5(bushes near the village)



Advantages:
— excellent positions of this respawn for highlighting tanks moving along the first line into square A 1;
— we remain unnoticed in a position of passive light during the defense of our base, where the enemy is breaking through along the A line.
Flaws:


E4(bush near the water tower)

Advantages:
— the position of the passive light of tanks moving into square A1, the hill on D1, as well as the detection of camouflaged tanks F1;
— the best position on the map to perform the LT-9 “Keeping Eye” LBZ.
Flaws:
- a very risky position, where enemy tanks and tanks, when moving to squares E3-E4, will be able to spot you without any problems;
— changing position without taking damage is extremely difficult.

A3(bush)

Advantages:
— passive light for detecting opponents along the first line, especially in square A1;
Flaws:
— possible lack of adequate allies for cover on the balcony near the base;
— changing position without taking damage is extremely difficult.

G8(bush in the forest near the city)
Advantages:
— passive light for detecting enemies rising into the city along the J and K lines;
— detection of enemy tanks on the balcony near the enemy base.
Flaws:
— it is necessary to take a position at the very beginning of the battle;
— changing position without taking damage is extremely difficult.

Video with LT positions - Fisherman's Bay

Let's look at the key position of the lower (southern) respawn:

E3(bushes in the village)

Advantages:
— excellent positional bushes of this respawn for highlighting tanks moving into square A1;
— a defensive position of passive light, when the enemy occupies square A1 and attempts to break through to our base.
Flaws:
— very popular bushes where enemy tanks and tanks are trying to illuminate these points;
- very frequent Blind shots in these positions;
— changing position without taking damage is extremely difficult.

A general purpose position that can be used for any respawn depending on the situation:

A1(bush)

Advantages:
— positional bushes for passive or active light to detect enemies along the first line or along line A, respectively;
Flaws:
— changing position without taking damage is extremely difficult.