All World of Tank maps. Output cards

Lately I've been writing all about rare tanks. But all this time I wanted some nostalgic material. Remember what was once in the game. What the players liked or what made their chairs “burn.” And then I remembered! We have more than a dozen cards that were introduced into the game at one time and then removed for one reason or another. In general, in this material we recall the locations removed from the game. Well, for those who cannot remember this, because they simply did not play in those days, a short excursion into the history of the game.

Pearl River

To be precise, we have 12 cards that left " World of Tanks" The first card in our memories will be “ Pearl River" Remember that multi-level Asian setting?

The map was introduced in update 8.5 (April 18, 2013). It was possible to move around it in a circle. In the center there was a huge hill that could not be driven up. In one of the subsequent updates, not very soon after the map was released, corridor drives were made along this hill. In fact, 90 percent of the entire map was corridors. There was a small plain in the center, along the river bed. But few people played there, and usually only light tanks flew there. Heavy tanks and self-propelled guns went to the upper right corner to “butt” in the gorge. Medium tanks went into the mountains on the left side of the map. Playing an ART SAU here was not very comfortable - after all, this was a multi-level landscape...

In update 9.10 (September 1, 2015), the map was removed from the game. " Pearl River"was liked by a very rare player and therefore its conclusion was greeted with joy.

Komarin

My favorite " Nightmare", or as it was officially called " Komarin" He received such a nickname due to the fact that the atmosphere here was somehow gloomy, and the game here was boring.

This map was introduced in a very distant update numbered 0.5.5.1 (October 6, 2010). An ordinary Russian village, which is located on the banks of a small river. The area is swampy. There are a lot of memories with this card. So, for example, here, when the map was released, the sound of a barking dog was turned on during a collision with a doghouse. And what caused even more laughter was that the players sometimes got confused in the databases. Respawns were on one side, and bases on the other. The player came to capture the base, but the capture did not happen! It turned out that the player was trying to capture an allied base.

In update 6.4 (May 11, 2011) " Komarin» underwent the first changes. In the center of the map, on the so-called island, buildings were added and the number of bushes was reduced. In 7.4 (June 14, 2012), the map was completely removed from random battles and left only in the training room and in company battles. A little more than a year later, in update 8.8 (September 10, 2013), my favorite “ Komarin"in a slightly revised form. My joy knew no bounds! In update 9.2 (July 29, 2014), new changes were made to the map. There are more edits in 9.4 (November 4, 2014). And so, in update 9.8 (May 26, 2015), the map finally left our game. Looking at the number of changes on the map, you can understand that it was useless to redo it and change anything on it. But no matter how inconvenient it may be " Nightmare“I liked it for its atmosphere. I will never forget this card.

Overlord

Devil's spawn called " Overlord" The map was created based on the Allied landings in Normandy in 1944.

The map is supposedly historical and very beautiful, but is completely unplayable and unbalanced. In most cases, the team from the top respawn won. " Overlord"was introduced to the game in update 9.7 (April 22, 2015) and was removed from the game less than a year later. Somewhere at the end of 2015 - beginning of 2016. In February 2016 " Wargaming“even launched a vote on which map is the worst in the game. This card turned out to be our “ Overlord" I was very excited when I came across this card and I was incredibly happy when I found out about the release of this card.

Port

The son of a port worker... Ahem! Game location " Port» with many railway tracks and an industrial area. The railway tracks are here VERY a lot of.


« Port"was introduced into the game in update 7.5 (July 26, 2012). By the way, in the same update CT level X was introduced. The map represented a busy industrial zone with some kind of guardhouses, warehouses, and pipes. The highlight " Porta“Numerous railway tracks were considered, of which there are a lot here. Among the carriages it was even possible to lose orientation in space. After a year and a half, the map was removed from the game in update 8.11 (February 11, 2014).
On the map one could find the logos “ World of Warplanes", for when the card appeared in the game - " aircraft"were preparing for release. And one day the map returned to the game, but in a redesigned form for a game event " Tank racing", which took place in the fall of 2014.

Provinces

In update 7.2 (March 29, 2012) in " World of Tanks"a small 600 by 600 map called " Provinces" High-level techniques were shining at each other almost from respawn.


« Provinces"reminds" Mittengrad" Two slopes on which vehicles respawn. Soon the developers realized that it was impossible to play like this and in update 7.4 (June 14, 2012) the map became available only for vehicles up to level III inclusive. In update 9.10 (September 1, 2015), the map was removed from the game. I absolutely don’t understand why she was taken out. It was fun to play around with low-level tanks. " Mittengrad“I still don’t like it as much as I liked it” Provinces", which was recreated based on the war in Italy of 1943-1945. #SourTake BackThe Province

Ruinberg is on fire

Same " Ruinberg", but on fire. Oh yes, there was also some kind of rain effect, but it was only on maximum graphics settings.


« Ruinberg is on fire"appeared in our game with update 8.11 (February 11, 2014). At the same time, by the way, a winter version appeared “ Himmelsdorf" And if " Winter Himmelsdorf"is still in the game, then here it is" Ruinberg is on fire» left the game in update 9.5 (December 22, 2014). I absolutely don’t understand why duplicate cards are needed, but with different effects. Can you explain? I look forward to your explanations in the comments.

Northwest

Early autumn in the mountains of the North American region. It was very beautiful and atmospheric.


In update 8.9 (October 29, 2013), the map " Northwest"appeared in the vastness of random battles. It was very beautiful, but difficult in terms of gameplay from the bottom right corner. In update 8.11 (February 11, 2014), this issue was fixed by adding a new direction. I liked playing here after its change, but in 9.7 (April 22, 2015) the map was removed from random battles, and in update 9.8 (May 26, 2015) it was completely removed from the game client. The map, it seems, was not very bad. Well, and the corridor... We had corridors on many maps at that time.

Severogorsk

A small Soviet town, which was somehow industrial and had the name Severogorsk.


« Severogorsk" appeared in the game with update 8.7 (July 23, 2013). The map immediately attracted attention because in one of the garages there was “ Sturmtiger"and he could be seen through the slightly open gate. There was very little playable space on the map - most of the free space was occupied by mountains. One of the updates tried to fix this, but it didn’t work. In update 9.5 (December 22, 2014) " Severogorsk" left us.

Hidden Village

At the end of 2013 " Wargaming"tried to cater to the Asian market and introduced a ton of Asian content into the game. Map « Hidden Village"was drawn in some haste and added to the game.

This "appeared" Hidden Village» in update 8.10 (December 20, 2013). It was all in Japanese style with cherry blossoms. But it was absolutely unplayable, in my opinion. Two corridors and a hilly wasteland along the river. There were three directions here and on two of them there was standing. In game version 9.2 (July 29, 2014), attempts were made to make some changes. But they were not successful. In update 9.10 (September 1, 2015), the map was finally gotten rid of.

Stalingrad

A real quarter of Stalingrad, now Volgograd. Many new unique buildings and houses were created especially for this map. And here, for the first time, trenches were used, which reduced the speed of the tank.

« Stalingrad"was added to the game with update 9.4 (November 4, 2014). And if " Overlord", a map taken from a real area - was very unfortunate, then with " Stalingrad“Everything was fine. Most players " Stalingrad"I liked it. But those who didn’t like him stubbornly cried on the game’s official forum. As a result, in the fall of 2015 the map was removed from the game. But they promised to somehow fix it and return it back. I hope that someday we will be able to fight again on the streets of virtual Stalingrad.

Dragon Spine

When an old player hears the phrase " Dragon Spine- He panics. He begins to shake, he gets lost in space. It gets dark in my eyes. A feeling of nausea appears. " Dragon Spine“It’s better not to remember. This is a card for excruciating torture.


In update 7.3 (May 3, 2012) in " World of Tanks"a map appeared with the name " Dragon Spine" A map whose real playing space occupied 10 percent of the total area. This map had such a height difference that tank owners Maus and people like them simply closed the game if they got this card. You could play on this map as much as you wanted, but you would never remember where you had to turn to get to where you needed to go. I described everything so confusingly, in fact, just like the map itself. Already in update 7.4 (June 14, 2012), the map was removed from random battles for processing. Returned " Dragon Spine» only in 8.1 (October 25, 2012). The map did not stay in the game for very long, and already in update 8.4 (February 28, 2013) it was again sent for rework. They did something with her there for a long time, but decided that it was better not to do anything. In update 9.6 (February 10, 2015), all map files " Dragon Spine"were permanently removed from the game.

South coast

Like Crimea, but only “ South coast" The map is dedicated to the battles for Crimea in 1942.


Update 7.5 (July 26, 2012) added the map " South coast", which has a network of Crimea. The map even at the supertest was called “ Crimea" A small resort town on the seashore, where virtual tank battles took place. One day the card was taken out of the game for recycling and returned. But for some reason it never caught on in the game. In 2015, it was decided to permanently remove the map from the game. I personally didn’t like the atmosphere that reigned on the map. But it was nice to play here.

So we remembered all those 12 cards that left our game. Some of them we loved, some we hated. Each player has their own opinion about each card. I would like to hear your opinion about any map. Share in the comments what you remember from these 12 cards. It will be interesting to read many opinions. I have already expressed my opinion.

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 Pancerne).


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 “Polar Region”.


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 wetland. 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.

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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 again 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 team of the upper base 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, a part of the map with a hill is easier to capture for the team at the top base, and a 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 respawn 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!

The main place of battles in World of Tanks are maps, each of which is remembered by players for a long time. All battle locations are fictitious - they differ in the type of landscape, buildings, design style, music and thematic inserts.

What kind of maps are there in World of Tanks?

While playing, tankers can visit all corners of the globe - from beautiful Paris to burning Kharkov, from the chilling Arctic to the Sandy River with high dunes.

The average size of the maps in the game is one kilometer per kilometer, but there are also locations where the size is smaller: in such locations the battle is often more dynamic, faster and more energetic.

Terrain on maps in WoT

To bring the battlefield to life, mapmakers used a variety of techniques:

  • Alternation of open areas with massive buildings.
  • Hiding not only from tank destroyers, but also from artillery fire.
  • The presence of hills, hillocks and depressions.

Playing off the terrain is especially important in WOT, so each of the heights is monitored by the developers and balanced if necessary.

There are a total of 29 cards in the game and they are divided into three types:

  1. Summer.
  2. Winter.
  3. Sandy.

In update 0.8.0, the developers changed the physical model of the game, reworking all the maps, using their own CORE engine. Now battles in the World of Tanks have become even more exciting. Try it too!