What cards are there in here. WOT Maps

Westfield

A vibrant and lush environment with many forests and villages located throughout the map. A large damaged aqueduct crosses the eastern part of the valley. Numerous mountain ridges provide excellent ambush locations, but wide fields make moving between positions dangerous.


Border of the Empire

The first Asian map in the game after update 1.0. Its distinctive feature is the Great Wall of China, dividing the location into two parts. Different areas of the map suit different classes and playstyles.


Karelia

Swamps, cliffs and rocky cliffs divide the map into three main operational areas. The absence of buildings and a small number of rock shelters favor artillery operations. For success, it is necessary to concentrate the attacking forces in one of the directions while using diversionary actions or strictly containing the enemy in other sectors.



Laceville

An isolated mountain valley on one flank and city blocks on the other allow you to get within striking distance of the enemy. An open lake in the center of the field allows you to provide fire support to your allies at a fairly large distance.


Siegfried Line

A successful combination of open spaces and city blocks is a feature of this map. Winding streets allow you to penetrate behind enemy lines, and numerous bunkers can be used as cover.


Robin

The starting positions of the teams are separated by a flat, well-crossed field. This map in World of Tank is convenient for defending and destroying the enemy with artillery forces. Deep detours using shelters - copses, folds of terrain and village houses can decide the outcome of the battle. A well-coordinated attack across the field at high speed, with artillery support, can also be successful, but is quite risky.


Minsk

It is a mixed type card. Two zones with dense urban development are separated by an open section of the Svisloch River embankment. The main clash occurs on opposite sides of the avenue. Attempts to quickly break through the defenses in this place are extremely risky. Only by achieving success on the flank can you count on victory.


Monastery

In the center of the map there is a large monastery and a city. Three roads allow travel from north to south. The monastery courtyard is an advantageous firing position. The long hill to the west and the winding ravine to the east provide excellent protection from artillery fire.



Nebelburg

A picturesque area with a mixed landscape, divided into 3 main zones: an ancient castle in the center of the map, a small town and a hill with watchtowers in the northern part, and rolling plains in the southern part.


Overlord

A map depicting the atmosphere of the landing of Allied forces in the coastal part of Normandy on June 6, 1944. It is interesting not only for its historical component, but also for its design. This is a whole exhibition hall of German fortification samples from all over the Atlantic Wall.


Oryol ledge

Atmospheric map from Belgorod 1943. The map is intended for the General Battle. There are several zones: a factory in the center of the map, dense forests in both teams, a church above the plain, a small bridge and a destroyed plane.


Paris

We can safely say that “Paris” is not only a city of fashion and beauty, love and romance, but also an excellent gaming location for virtual tank battles. The features of the map open up opportunities for varied and dynamic combat operations. Three playing zones provide freedom of action for all classes of vehicles. There is a place for everyone, the main thing is to decide on your own desires.


Pass

This map is characterized by mountainous terrain, which is characterized by rugged terrain. Numerous cliffs and stones protect from enemy fire, various hills are excellent places for ambushes, and winding roads allow you to strike at the enemy base.


Provinces

The hills along the edges of this map are filled with numerous houses. Winding streets will allow you to deliver unexpected blows. The wasteland lying between the hills is the shortest path to the enemy base.



Prokhorovka

Open hilly terrain divided by a railway embankment. Groups of trees provide excellent cover for anti-tank self-propelled guns. When attacking, watch the flanks. While defending, attack the enemy's flanks. Artillery has freedom of action, but is extremely vulnerable to raids by high-speed light forces.


Redshire

The game location is a rural area in Britain. There is a small town in the center of the map. Fields that gradually turn into hills are an excellent place for decisive attacks. The river in the middle of the map does not interfere with the movement of vehicles and serves as a good reference point.


Mines

The high hill in the center of the map is a key point on the map. Despite the difficulties in occupying it, it dramatically improves the position of the winning team. The village northeast of the hill and the island west of it, despite a number of advantages, remain vulnerable to fire from the center.


Ruinberg

The concentric system of city streets, dense trees and bushes in the park allow for hidden maneuvers and the rapid transfer of reserves. Artillery operations in the urban area are greatly hampered, but the high degree of destruction in the city allows us to provide effective support to our allies.


Fisherman's Cove

This map is a good combination of open space and rugged terrain. The narrow, winding streets of the port city located on the flank will help you gain an unexpected advantage. Gentle hills with numerous bushes will allow extensive use of ambush tactics.


Steppes

Open flat terrain. The only shelters are large stones, folds of terrain and a railway on an embankment in the north. Both bases are connected by a road, hidden in the lowlands from what is happening on the flanks.


Studzianki

For a whole week, the village of Studzianki was the site of fierce battles between Red Army units (including the 1st Tank Brigade of the Polish Army) and the German invaders. In memory of these events, which ended in great success for the Allied forces, in 1969 the village was renamed Studzianki Pancerne (Studzianki Tank).


Quiet coast

The land area is limited at the edges by mountain ranges and water, occupying a third of the map. A railway runs through the entire territory from north to south. The hilly terrain with dense vegetation on the western flank would be an ideal place for a quick attack. The direct road between the bases passes through a small town where protracted battles can be fought. The bases are protected by hills from direct invasion, but are vulnerable from the flanks.


Tundra

The mountain in the east provides a serious combat advantage, while control of the central part of the map provides a tactical advantage. The swamp to the west can be used for reconnaissance and attack from the rear.


Widepark

The map represents a Western European city. It is no coincidence that the working title of the map was “Munich”. Factory districts, destroyed houses, freight trains are the features of this location. An embankment with a railway, dividing the map in half, allows you to concentrate forces for an attack.


Cliff

The team bases are separated by rocks and cliffs. The presence of many shelters allows you to concentrate forces in the right direction. The center of the map has some advantage, but neglecting the flanks is fraught with defeat.


Fjords

Huge mountains and narrow valleys allow for a variety of tactical decisions. You can conduct a fire duel across the bay or a pistol-range fight in a coastal city, or you can choose a deep detour with the capture of an enemy base.


Highway

The varied terrain of this map gives it a unique charm and makes it possible to use different tactics. Open spaces are good for wide flank attacks, and urban areas involve intense close combat. The pre-release name of the map is “Kansas”


Himmelsdorf

A labyrinth of streets and squares, extremely inconvenient for artillery and anti-tank self-propelled guns, but ideal for quick breakthroughs and outflanking of light and medium tanks. Bypass routes - through the hill with the castle dominating the area and along the railway station tracks - will help you get out of the resulting positional deadlock.


Ensk

The labyrinth of city blocks and the flat field of the suburbs are separated by narrow passages between the station tracks. When concentrating forces, take into account the strengths and weaknesses of combat vehicles in each of their directions: artillery can disrupt a breakthrough across an open field, but is almost helpless against an enemy hiding behind the walls of buildings.


Winter cards

Klondike

The location is North America. The mine in the north of the map consists of many corridors, buildings and narrow passages. The island to the south is a vast open area dotted with lonely buildings and the ramshackle wooden shacks of diggers and miners. In the central part of the map, a bridge connects the muddy banks of the river. The map has been upgraded to improved quality and returned to the game in update 1.0.2


Mannerheim Line

Snowy and rocky terrain with many different obstacles and shelters. Winding roads leading around mountain ranges and along river banks allow you to unexpectedly find yourself in the rear of an advancing enemy, and also create many convenient places for ambushes. The former name is “Zapolarye”.


Kharkiv

The urban area in the center of the map is the most important strategic area. Two more areas are highlighted on the map: the city square, where you can conduct long-distance battles, and the area outside the city limits, where maneuverable vehicles can best perform.


Calm

A map in the middle of the snow-capped mountains of Scandinavia in the atmosphere of endless winter. The central part of the map, pierced by fierce winds, provides scope for bold reconnaissance maneuvers. A ship graveyard in a frozen bay is suitable for positional warfare. Roads along the mountains will serve as breakthroughs to the enemy base, and fishing villages will become the site of deadly ambushes to repel attacks.


Erlenberg

Divided in half by a river, the map has three possible lines of attack. The central bridge is located among the ruins of a small city. The area near the north and south bridges has a small amount of cover. You can use the castle and the line of hills on the opposite side of the map as firing positions.


Desert maps

Aerodrome

The map represents a British military airfield and its surrounding area. The location is North Africa. The team bases are located in two small port villages. In the center between them there is a rocky hill, which allows you to control the surrounding spaces and access to the bases. The location is replete with convenient places for ambushes and numerous routes for breakthroughs and maneuvers. At the top of the map is the airfield itself, with two large aircraft hangars and a runway. The developers paid great attention to the surroundings: in this game location you can find various equipment (airplanes, fuel tankers, ambulances), a radar station, a canteen and shower for staff, a mosque with a minaret, ancient ruins, fishing boats and more.


Sandy River

At first glance, this card seems very open, but it is not. Despite the fact that clay houses in villages are easily destroyed, they can be successfully used as protection. The flanks are well covered by rock formations and high dunes, which allows attacks from unexpected directions.


Lost City

A symmetrical mixed map with a carefully balanced balance, created with the participation of leading players. The restrained color palette and soft daylighting are designed to provide maximum comfort when playing. One of the maps on which battles took place as part of the “Supremacy” game mode.


El Halluf

In the center of the map is a spacious valley filled with rocks and small vegetation. The high mountains on both sides of the valley provide numerous firing positions. Regardless of the route, the attackers will face a difficult climb to the enemy camp.


Special cards








Inferno

This is what Kharkov looks like in a world of destroyed technology, under the control of Leviathan. The map was created for a gaming event on Halloween (October-November 2017).







Retired cards

Windstorm

The map highlights two main directions along the flanks and the direction of support - through the center. Heated battles for dominance in the city will take place on two bridges connecting a small factory with the central square. The team that manages to break through the crossing will have more opportunities to bypass the enemy and perform tactical maneuvers. You can go behind enemy lines and provide support to your allies by destroying enemy artillery through the northwest direction at the foot of the mountain. Plenty of shelters and small elevation changes throughout the route will allow you to fully realize the potential of fast, maneuverable vehicles. The central diagonal is the shortest route to the enemy base, it provides the opportunity to quickly transfer forces and support allies on the flanks.


Winterberg

The map is completely identical to the well-known “Ruinberg”, differing from it only in the time of year. The circular square in the western part of the city serves as the site of protracted positional battles. Concentric city streets are suitable for gradually breaking through enemy defenses with heavily armored vehicles, and a long radial street will allow you to conduct dagger fire at the enemy. The eastern area of ​​the map is quite open and quite suitable for maneuvers of medium tanks, but only if they control a small settlement in the middle of this zone.


Pearl River

The rugged landscape opens up enormous opportunities for the use of various combat tactics - ambushes, surprise detours, clashes in small areas. Movement along the riverbed allows you to quickly reach the enemy base and engage in battle. Remember that on this map you cannot forget about your rear.


Winter Himmelsdorf

The map is a complete copy of the original Himmelsdorf, except that it is a winter type map. A labyrinth of streets and squares, extremely inconvenient for artillery and anti-tank self-propelled guns, but ideal for quick breakthroughs and outflanking of light and medium tanks. Bypass routes - through the hill with the castle dominating the area and along the railway station tracks - will help you get out of the resulting positional deadlock.


Komarin

The game location consists of two areas of low-lying wetlands. They are separated by a river, which can be crossed by three bridges. In the center of the map there is a small hill with abundant vegetation and several buildings. Players call it "the island", although technically it is a peninsula adjacent to the northern shore. Bases are located in the west and east, but teams begin the battle in the north and south.


Mittengard

Starting positions on rocky slopes do not provide any cover, so the best tactic is to successfully occupy the city streets. There is artillery on both sides of the city cathedral - a breakthrough into this area will be a significant contribution to victory.


Fire Arc

The “Fire Arc” map is a copy of the “Prokhorovka” map, however, in this location the lighting, landscape, sound and visual accompaniment during the battle have been changed in order to convey greater atmosphere during the battle. “Arc of Fire” is a reference to the events of the Great Patriotic War on the Kursk salient, when in July 1943 the largest tank battle in human history took place between Germany and the USSR. Open hilly terrain divided by a railway embankment. Groups of trees provide excellent cover for anti-tank self-propelled guns. When attacking, watch the flanks. While defending, attack the enemy's flanks. Artillery has freedom of action, but is extremely vulnerable to raids by high-speed light forces.



Ruinberg is on fire

The map is a complete copy of the Ruinberg map with changed lighting and design. The concentric system of city streets, dense trees and bushes in the park allow for hidden maneuvers and the rapid transfer of reserves. Artillery operations in the urban area are greatly hampered, but the high degree of destruction in the city allows us to provide effective support to our allies.


Sacred Valley

Most of the area is occupied by a ravine lost in the mountains. The presence of numerous villages, high cliffs, trees and bushes allows you to choose the optimal battle tactics.


Northwest

Visually, the landscape and nature of the map resemble the North American region with characteristic vegetation and mountain ranges in an early autumn atmosphere. The map is replete with buildings, hills, and rocky shelters. The buildings are mostly indestructible, there are quite good positions for heavy equipment and places for exposure. At the same time, there are good positions for self-propelled guns, as well as paths and loopholes for medium and light tanks. The map is sufficiently balanced for all types of equipment and does not have a pronounced imbalance, because has diagonal symmetry.


Severogorsk

The map was added in update 0.8.7, the working name was “Belogorsk 19”. The snow-covered Soviet factory town, bisected by an ice-bound river, can be captured from a variety of directions, but it is well under fire from the surrounding hills, which offer numerous cover, firing positions and routes. Removed from the game in update 0.9.5.


Hidden Village

The most sheltered direction is at the foot of the mountain, which is perfect for heavy equipment. Fast and maneuverable vehicles can be used to storm a village, but you should be wary of the enemy lurking on the hill. Altitude control provides a tangible tactical advantage.


Stalingrad

The dense urban development in the center of the map allows for a variety of tactics. The open embankment is well suited for quick battles and maneuverable vehicles.

We welcome you, guests and guests of the portal. website! Today we will tell you about another World Of Tanks map - Swamp. The map is very simple and predictable, which is perhaps why it has not earned much love from players. However, let's talk about it and maybe you will learn something new.

General information.


Picture 1.

Swamp refers to summer maps (summer camouflage is used), available for battle levels 4 - 11, only in random battle mode. The standard size for our game is 1000*1000 meters. The wot map Swamp appeared in our game a long time ago, in patch 0.7.0. However, the gaming community and the developers themselves almost immediately recognized it as unsuitable for play, and already in patch 0.7.4. was withdrawn. For a long time it gathered dust in the archives of the Minsk office of map makers until in update 0.8.8., having undergone some changes, it was re-added to the random. True, even then the players did not like the map and the developers had to radically remake the Swamp wot in update 0.9.9. To this day, the map is available in random battle mode, although it did not find much love among tankers even after major changes. Let's figure out what's wrong with this card.

Main components of the map:


Picture 2.

1. Upper base.
2. Positions to defend the top base
3. Convenient hill with bushes(used by tanks of the upper base to shoot through the swamp and enemy positions near the base).
4. Slide(a convenient direction for the team to quickly push through the lower base and enter the enemy base, but more often it is quickly cleared by the upper base team due to the fact that the positions of the upper base are located not far from the hill and the opponents who came here, encountering resistance, simply find themselves constrained in their actions) .

5. Lower base.
6. Positions for defending the lower base(there are some shelters from artillery here).
7. Convenient hill with bushes(used by tanks of the lower base to shoot through the swamp and enemy positions near the base).
8. Urban development(a convenient position for heavily armored tanks to measure the thickness of the armor, however, similar to the hill, it is most often simply cleared by tanks from the lower base with the support of allies from positions near their own base).
9. Central Lowland(a swampy place, mostly unplayable and used only by fireflies to highlight and troll opponents on the hills; towards the end of the battle, when the situation on the battlefield becomes clear, it is used to quickly travel to the enemy hill and defensive positions near the base).

How to play on the Marsh map?

Friends, take a good look at the minimap. Does this remind you of anything? Yes, yes, it is very similar to the map. There are also two parts separated by a swamp, and each part is easier for one team to defend and push through than for the other team. So, for example, part of the map with a hill is easier to capture for the team at the top base, and part of the map with urban buildings is easier for the team at the bottom base to capture. However, on this map, unlike Erlenberg, it is still easier to push through the enemy part of the map, it will just require a little more tanks than usually go there in random.

Tactics on the Swamp wot map for the top base team:


Picture 3.

Picture 3 shows the standard gameplay scheme on the Swamp for the top base team. This tactic can be seen in every random battle on this map. PT-SAUs and other fans of shooting at someone else's light take up positions not far from their own base (zones displayed in blue): from these positions, good shots open into the central swamp and enemy hills, and also provide comfortable conditions for protecting their own base in the event of an enemy breakthrough tanks. These positions are good if there is no enemy firefly approaching them in the swamp, which will inevitably highlight and troll you. Fast tanks break through to the hill and, with the support of their allies, clear it. Other tanks drive along the hill, firing at enemies driving up the hill, and then they, teaming up with fast tanks from the hill, break through and press towards enemy positions near the base, gradually rocking the defense from different sides with the support of tank destroyers. You can often see tanks traveling to the town from the upper base. This is not always the best solution, because you will be shot at at the entrances to safe areas, and therefore do not be surprised that you reach the city already “bitten.” From the upper base it makes sense to go to the city only if your allies support you (it doesn’t make sense to go there with three or four tanks, since there will probably be more enemies there and they will have support from tank destroyer positions). It is worth saying that even if you are supported in an attack on a town and you successfully capture it, further advancement will be extremely difficult, since leaving the urban area is in direct fire from the more comfortable positions of tank destroyers. Artillery on the Swamp map from the upper spawn should take positions behind the allied forces and, as far as possible, move towards the hill.

Tactics on the Swamp wot map for the lower base team:


Picture 4.

As you can see in picture 4, the tactics from the lower base are practically the same. The only exception is that the team takes the city and moves from it to the enemy base, but going to the hill does not always make sense due to the fact that there are often more opponents there and they are under the cover of tank destroyers. Of course, for heavy and slow tanks in the Swamp it will be very convenient to play under the cover of city buildings and from your respawn it will be much more convenient to occupy the city than your opponents. However, after occupying the city (where it is not always possible to meet resistance), this position almost completely loses its relevance, because from here there are no shots at enemy positions, and shots at your own base are greatly limited by the position of your tank and are only possible as long as someone can provide you with illumination . For artillery there is a convenient lowland leading to the town, along which you must take positions and in the event of an enemy breakthrough, you must hide in the urban area.

In addition to the above, I would like to note that on the map Swamp wot both bases are located in open, well-exposed terrain without shelter and it makes sense to try to capture any of the bases only when you are sure that the enemy is far away.

Also, fast tanks (usually light ones) on the swamp map can try to win back through the central swamp. From here you can constantly highlight and troll enemies. However, if opponents fall on you, then you will not have time to escape and you can only hope that your allies will fire at the descending enemies in time. In the swamp, however, there are several hills behind which you can hide for a while.

In conclusion I will say, that the Swamp is played much faster and more dynamically than the same Erlenberg, but the tactics here are also not very diverse and, as a rule, the same situations are repeated from battle to battle. On the Swamp there is enough cover from the “suitcases” of artillery and long-range shots, but if you are not careful, you can easily end up in an uncomfortable position, as they say, find yourself in a half-position when your enemy has a clear advantage.

Dear readers, that’s all for today. See you on the new map!

Fans of the game World of Tanks often talk about the advantages of a particular technique, comparing its advantages and disadvantages. However, such gurus often forget about an integral part of the game, without which the gameplay and other features of the game mechanics are simply impossible.

These are locations where hot tank battles take place. Many veterans remember with nostalgia the cards removed by the developers from the game, while newcomers are not even aware of their existence.

Therefore, we invite you to take a short excursion into the world of nostalgia and again remember some game cards. There are only 12 such locations, let's visit their vastness again.

The location appeared in the game client April 18, 2013, with exit patch 8.5. Initially, travel through the central part of the map was closed: there is a monumental hill. Therefore, the battles took place on the outskirts, where players of both teams rushed, trying to occupy strategically important positions.

In subsequent updates, through corridors appeared in the structure of the central hill, so the useless embankment turned into a key point of the location. In addition to the hill, a river flows in the center of the map and there is a small village, but here only light tanks dominated: those thrust into the center were instantly dismantled, shot from the side hills.

The location was characterized by multi-level terrain, which made life much more difficult for artillery operators.

The map was archived in September 2015, with the release of update 9.10. The location was frankly unbalanced, so many people welcomed its removal.

This is one of the oldest gaming locations, nicknamed “Nightmare” by tankers. The name came from unbalanced respawns and frankly sluggish gameplay. Card entered in October 2010 when the patch came out 0. 5. 5. 1 (just think about this figure!).

So, the location represents an average village located in a swampy area. The release of the map was remembered by many: a tank running into a dog kennel was accompanied by the hysterical barking of an angry animal, the bases were located on one side, the respawns on the other. Therefore, some tankers proudly stood up to capture their own base, indignant that the timer was not ticking.
Update 6.4 from May 2011 brought some revival to the map. The central island has acquired houses, and the amount of green space has decreased. Patch 7.4 excludes the map from random battles, leaving it available only for training.

A year later, in the fall of 2013 (update 8.8), Komarin returned to the random slightly modified. Subsequent edits were made in patches 9.2 and 9.4. The final point was reached on May 26, 2015, when, along with the release of patch 9.8, the developers decided to permanently remove the map from the client. The changes introduced could not affect the gameplay, although many World of Tanks fans liked Komarin.

Historical map dedicated to the Allied landings in Normandy.
In fact, the map turned out to be very colorful, but completely unplayable. The imbalance was that the team occupying the top respawn received a clear advantage.

Location appeared April 22, 2015 when it came out update 9.7. The location did not last 12 months and was removed from the game client. Interestingly, WG conducted a survey among players in an attempt to identify the worst gaming zone. Overlord won by a large margin.

This map depicts an industrial area dotted with strings of railway tracks.
The Port location has appeared in the game summer 2012. At this time a global update 7.5, when players were first introduced to Tier 10 medium tanks. The map was a jumble of buildings, pipes, hangars and railway lines.

The latter were presented in incredible quantities, so one could get lost among the standing carriages. It is curious that the map contained emblems of WORLD of WARPLANES, which was preparing for release.

This area appeared in the game spring 2012: update 7.2. This is a miniature location, 600*600 in size. As a result, high-level equipment exposed the enemy immediately after the “Fight” command, and an orgy without tactics or strategy began.
The map is designed in the form of two opposite slopes, where team respawns are located, with an open space in the center. The location cannot boast of shelters, so it was transferred to a “sandbox” so that equipment up to level 3 inclusive could frolic.

This happened three months after the map was released. On September 1, 2015, update 9.10 was released and the map left the game client forever. It should be noted that many remember with sadness and affection the dynamic battles on the “Province” map.

Not a very successful clone of the Ruinberg map. Why on fire? The developers added a little smoke that disturbed everyone and introduced a rain effect that appeared only at maximum graphics resolutions.
This misunderstanding ended up in the game along with the “Winter Himmelsdorf” location and lasted until updates 9.5. By the way, snow-covered Khimki still pleases the eyes of players, and the smoking “Ruins” have gone into the archives. Many people do not understand such movements of developers who add modified types of maps, clogging the game client.

A beautiful autumn map simulating the mountainous regions of Central America.
The location appeared in October 2013: release updates 8.9. Colorful landscapes, intriguing atmosphere and outright imbalance for lower spawn players.

The problem was fixed in subsequent updates when new attack vectors were introduced. The location was removed in update 9.7, which was released in April 2015. The developers motivated their decision by the corridor nature of the map, which could not be fixed. In vain, the location was really good.

Provincial snow-covered town of Soviet times.
The location appeared in patch 8.7, release date – summer 2013. It is curious that a real STURMTIGER was hidden in one of the hangars, visible through a crack. Unfortunately, this was the only point of interest on the map.

Limited space, chaotic pile of mountains. In subsequent patches, the developers tried to solve this problem, but to no avail. In the winter of 2014, the map left the game client.

A tribute to the players of the Asian region, but done in a hurry.
The map appeared with update 8.10 what happened December 20, 2013. Blooming cherry trees and rounded roofs of houses evoked a Japanese mood, however, the beauty did not solve the problem with the dull gameplay.

There were only three attack vectors available to the players, two of which were downright despondent. Attempts to make corrections were unsuccessful, so the map left the game with the release of update 9.10.

Historical map depicting a real quarter of military Stalingrad.
The location appeared in November 2014, patch 9.4. There were destroyed houses and dug trenches, impeding the speed of movement of equipment. The card evoked two feelings: some rejoiced, others cried.

Unfortunately, the developers listened to the latter, and the map was removed from the game in 2015. It was stated that after the fix, Stalingrad would return to the game.

A map based on Chinese motifs that will drive players into hysterics.
Location appeared spring 2012 and caused outright bewilderment in the gaming community. 10% of the playability of the total map area looked like a complete mockery of the tankers who ended up here.

Considering the constant changes in the landscape, the owners of slow strands could not leave the rep at all, but go and make themselves some tea. Only a person with a phenomenal memory could remember the passages in this pile, so moving along the Dragon Ridge was reminiscent of Susanin’s trek into the unknown.

The card was sent for recycling four times (!), but they could not resolve the situation. Finally, the developers accepted defeat, and in update 9.6 disappeared, bringing tears of joy to the vast majority of players.

The location is dedicated to the battle for the Crimean Peninsula, and therefore represents a resort coast.
Appeared in patch 7.5. In principle, it is a completely playable location with several directions for attack. For unknown reasons, the map was removed from the game in 2015, after an attempt was made to improve it.

Here are the cards flashing by, which brought the players many joyful and sad moments. Regardless of playability and gameplay, these locations are worthy of being remembered.


Few people know, but with simple steps you can easily get a World of Tanks debit card (which can be used to pay for any purchases). Today we will briefly tell you what kind of card this is and whether it is worth the money and time spent on its design.

What is a World of Tanks map?

Wargaming together with Alfa Bank have released a common card with which players can pay for daily purchases and receive some percentage back to the WOT account in the form of gold. Coincidentally, my card was just about to expire and I was interested in looking for a new one. And I decided to figure out whether it was worth applying for a WOT card or not.

What benefits does the card provide?

Every month, a certain amount of gold will be sent to your account, which you indicate when registering the card, depending on how much you spend that month.
  • If you spend less than 20,000 rubles per month, then for every 100 rubles spent you will receive a refund 6 units of gold;
  • If more than 20,000 rubles per month, then accordingly 8.5 gold.
It’s up to you to decide whether it’s a lot or a little, however, this is some kind of freebie that almost everyone can use.

Monthly bonus - for issuing a card

After a month of life of your “tank” card has passed, you will receive:
  • +50% to combat experience for each battle;
  • +50% to crew experience for each battle;
  • +50% credits for each battle.

Bonuses when paying in a premium store

If you sometimes donate to World of Tanks, then 5% of the amount will be returned to your account in gold.

Topping up a card from another bank

The card can be topped up easily and free of charge from any other bank. Therefore, if you receive a salary, for example, on a SberBank card, then you can transfer part of it to the WOT card and pay for grocery purchases from it, receiving small bonuses.

How much does it cost to issue and maintain a card?

The World of Tanks card would be an excellent alternative to another bank card, if not for one thing BUT: registration is free, but the cost of card maintenance per year is 490 rub..

Is it worth getting a tank card?

It all depends on how often you pay for purchases by bank transfer and how much money you spend per month. Perhaps such a card will significantly save your budget and delight you with gifts in the hangar. In addition, the map has an excellent design that will not leave any tanker indifferent!

Alfa-Bank World of Tanks card

4 (80%) 7 votes

The MMOA tank arcade simulator “World of Tanks” has won many supporters all over the world - hundreds of thousands of people simultaneously go online to enjoy the gameplay of their favorite game. World of Tanks has its own in-game currency - “gold”, which must be purchased for real money - rubles, dollars, euros, national currencies of the CIS countries.

Where there is a circulation of real money, a structure is needed that is capable of managing this circulation. Some banks became interested in this issue, but only Alfa Bank managed to solve it, which issued a World of Tanks card with a unique “Goldback” feature - the same as the usual Cashback, only the return is made in game currency, and not in rubles.

What do you need to know about the World of Tanks bank card from Alfa Bank?

Wargaming, together with Alfa-Bank, has created a bonus program with which a World of Tanks player can replenish his game account without directly purchasing game currency, but by spending money on purchases from a debit account.

There are two World of Tanks bank cards, the differences between which lie in their status - MasterCard Standard and MasterCard Black Edition. In addition, there are cards released for other Wargaming products - the World of Tanks Blitz card (Blitz is a tank game for mobile platforms based on Android and Apple IOS), the World of Warship card. The WoT Blitz and WoT Warship maps, as well as the World of Tanks map, have the Black Edition status type.

Attention! The World of Tanks Blitz card is in no way connected with the World of Tanks card - the cards do not have a common game account.

Activation of the card, linking to a game account

The first thing the client must do is order a card from Alfa-Bank. This can be done directly or through . To activate your World of Tanks card, link it to your account. To do this, the 12-digit card number must be entered in the dialog box by .

You can learn more about how to link a card to an account from this video:

Attention! A World of Tanks bank card can only be issued after service packages have been issued. For MasterCard Standard these are “Maximum”, “Comfort”, “Optimum”, “Economy”. For MasterCard Black Edition – “Maximum+”.

bonus program

Once the card is linked, you can feel much more comfortable in tanks - the Goldback program regularly replenishes your game account with gold. The logic of Goldback is identical to the logic of the Cashback program - the difference is that the money is not returned to the main account, but is transformed into game currency.

A few words about WoT MasterCard Standard and WoT MasterCard Black Edition cards. When choosing cards, it is important to be aware of the differences that exist between them.

WoT MasterCard StandardWoT MasterCard Black Edition
Android Pay, Apple Pay and Samsung Pay.
Goldback – from 6 to 8.5 gold for every 100 rubles.8.5 gold for every 100 rubles.
Free SMS information.
0% fee for replenishment from cards of other banks.
Payments for transfers from cards of other banks to Alfa-Mobile and Alfa-Click are not charged.
Premium month.Premium month.
Package service fee 490 rub. in year.Package service fee RUB 3,990. in year.
5% discount in the Wargaming premium store.5% discount in the Wargaming premium store.

This opens up access to tanks that regular players cannot buy in the Wargaming premium store.

Premium service with the Maximum+ package.

The amount of gold credited under the Goldback program depends on the amount of money spent: if less than 20 thousand rubles were spent, then 6.5 gold will be credited per 100 rubles spent; if more than 20 thousand are spent, then 8.5 gold will be credited for every 100 rubles.

Features of the bonus program

  • A month of premium is given once per card. Premium is accrued with the first return of game currency.
  • All gaming financial transactions occur within one account.
  • A 5% discount in the Wargaming premium store is carried out by crediting game currency to the player’s account. For example, a product costs 1000 gold, the player pays 1000 gold - and 50 gold goes to his account.
  • If spending on the card exceeds 30 thousand rubles, the player receives a special bonus in the form of 18 game reserves: 9 for experience for vehicles (50%), 9 for crew experience (200%), 9 for free experience (300%).
  • If a player has linked a card to a World of Tanks account and makes a purchase in the Wargaming premium store in the World of Warship section, then gold currency will be credited to the general game account.

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