Map of mines world of tanks counter battle. World of Tanks summer map Mines

Hello, dear World Of Tanks players! We are with you again and are ready to talk about how to play on the map Mines wot. From our guide you will learn all the most necessary and relevant things about this map and, I hope, you will gain a certain amount of knowledge for yourself, because understanding the location in our game is perhaps even more important than understanding your tank! Dear friends, we are starting the review.

General information.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.

  • The wot map Mines has been in the World Of Tanks game for a very long time, since the beta test.
  • Previously, this map was called "Pagorki".
  • Several times wot Mines changed their appearance and were reworked in gameplay.
  • The map is available for play at absolutely all levels, from first to eleventh.
  • The size of the map Mines wot is small, only 800*800 meters.
  • Map type - summer (your tank will wear summer camouflage here).
  • There are two battle modes available at the Mines - standard and counter.
  • It is quite simple to understand, has very specific and obvious key positions and directions.
  • The relief of the map Mines wot is extremely rich: hills, hills, rocks, stones, bushes, a village, islands separated by a shallow river.
  • The gameplay in the Mines is usually cheerful and active, but there are certain situations (excessive number of tanks and tank destroyers) when a “standstill” can occur.

Well, let's look at the obvious key elements of this map.


Picture 3. Legend.

  1. Left flank, or island, or lighthouse. An extremely difficult area, since this is where a river flows (in which, however, you cannot drown). This river divides the land in this part of the map into islands. The central island is the main place of collisions, there are some shelters: rocks, bushes, terrain and, of course, a lighthouse. This is a secondary direction, the breakthrough of which, however, can lead to dire consequences. This direction is extremely contradictory and here’s the thing: it makes sense for fast tanks (medium and light) to go here, but by doing so you are abandoning the main direction on this map - the hill, which is highly undesirable. Therefore, this flank should be chosen for attack only in extreme cases, and the main forces of fast tanks should be concentrated on taking the hill.
  2. Top part, which includes the top base and respawn in a standard battle, as well as the respawn of the top team in the oncoming battle mode. There are several important elements here: a small hill on which tank destroyers and artillery stand idle throughout the battle, a small village and several relatively high cliffs. In general, nothing interesting, since battles on this map rarely end with the capture of the base.
  3. Hill or hill. This part of the Mines, together with the hill, form the central direction, the most important on this map. Often the outcome of the battle will depend on the balance of forces in the center. It is extremely important to maintain a podgorod for two important reasons:
    • If your team has occupied a hill and settled on it, then from the hillside it is necessary to defend the run to the hill so that the enemies cannot knock your allies off the mountain and change the course of the battle.
    • If the enemy team has occupied a hill, then it is necessary to control this part of the map from the hill so that the enemies cannot calmly develop an offensive.
    However, you should always remember that this is where enemy artillery will always be concentrated in the first place! Thus, if there are a lot of artillerymen in battle, then it is worth moving as close to the mountain itself as possible so as not to grab the “suitcases”. As you understand, no matter what happens in battle, you should always have covering tanks on the hill!

    From my own experience I will say that often a successful capture of a hill ends with enemy heavy tanks arriving from the hill, since there were no allies on the hill and capturing the mountain, which instantly turns the tide of the battle.

  4. Slide. This is the most central part of the card and provides many benefits:
    • From the hill you can create excellent illumination, including artillery positions.
    • Due to the fact that the hill is the top of the map, a lot of important shots open up from here throughout the map. Having a hill, you can control both bases and both flanks.
    • If your team has occupied a hill, then the enemy will have to hide and remain on defense throughout the battle.
    As you understand, this is too “fat” an advantage, and therefore battles for the hill, as a rule, are especially fierce and, naturally, the team that manages to get the maximum number of tanks onto the hill will most likely take it. The wot map Mines is perhaps the only one in our game in which just one such map element (slide) provides so many significant advantages.
  5. Right flank or village. Another secondary direction, suitable for heavy tanks, since here they can take cover from artillery and tank destroyers, tucking themselves downhill. However, if the hill is occupied by the enemy team, then any active actions on this flank immediately stop, and the strands are frantically pressed into cover, since tanks from the mountain can easily control this direction. You can, of course, not stand under the hill, but go to a village where there are a lot of destructible and non-destroyable houses and “tank” from here, but you will not have it easy, since you will have to hide behind these houses so that you are not shot at by artillerymen, PT- Self-propelled guns and tanks from the mountain are extremely difficult. What also requires special attention is the fact that it is in the village that the base is located in the oncoming battle mode, but we will talk about this below.
  6. Bottom part, which includes the lower base and respawn in a standard battle and the respawn of the lower team in the oncoming battle mode. Just like the upper part, there are several important elements that affect the gameplay: several houses in the lower right corner where the artillerymen are hiding; bushes and hills where tank destroyers can always stand. The possibilities between the top and bottom are equal and play equally.

Tactics on the Mines map in a standard battle.



Tactics in the mines are simple to the point of disgrace and are extremely demanding not so much in knowledge of directions as in knowledge of key positions. Let's talk about this.
  1. Artillery positions, according to tradition, are highlighted in brown areas. There are not many of these positions and they are all extremely obvious, which makes shooting “at tracers” on this map often very effective. In addition, you should always remember that you can also be exposed to tanks from the hill, even at the very beginning of the battle, and therefore you should go to your position as soon as possible and hide there.
  2. Positions for tank destroyers(purple areas) there aren't many in the Mines either, but they are all very effective. Often it is long-range shots from these positions that can change the course of the battle. By the way, tank destroyers on this map can only be countered by the joint efforts of competent fireflies and artillerymen. However, you should monitor the progress of the battle and, at the necessary moment, move after the fighting. By the way, it is advisable to occupy these positions only for tank destroyers with good camouflage (for example, Object 704, Grille 15, Foch 155 and others), but for large tank destroyers and tank destroyers with a turret (such as Jagdpanzer E 100, T110E4, T110E3 , FV215b(183) and others) it would be best to cosplay heavy tanks.
  3. Playing through the center usually requires a lot of effort from several types of tanks simultaneously:
    • Fast medium and light tanks they jump up the hill (yellow arrows) and arrange a hellish meat grinder with their opponents there. The slide itself is very small in size and battles for the slide are fought at very close distances. There are several covers on the hill, highlighted with yellow areas, as well as several convenient shelves for shooting across other parts of the map (also yellow areas).
    • Slower Tanks they pull themselves up along the red arrows and cover the slide from below, helping their allies. There are also some covers for both teams here (shown as red areas). It is necessary to occupy these positions, otherwise your allies on the hill will most likely die!
    • There are more one position for each team, shown in blue. From these positions you can shoot both the climb up the hill and the opponents on the island. This position does not always work, as it is quite easy to counter from different angles! And therefore, you should occupy it at your own peril and risk, and I do not advise you to stay on it for a long time.
    • A little advice for you: Before the start of the battle, carefully analyze the composition of both teams, calculate the approximate number of allied and enemy forces that will have time to reach the hill and if there is a strong advantage not in your favor, perhaps you should forget about the hill and concentrate on the island, behind the mountain or under it. In this case, you will be in a losing state and you need to set up a “stand” so that your opponents come out at you, and not you at them. Be that as it may, the ability to analyze and understand team compositions (setups) is the most important component of your personal skill.
  4. Direction behind the slide, on the right flank (shown by blue arrows) is especially good for very slow and very armored tanks. The main collision location is highlighted in blue. But there is an important nuance here: if the hill has been captured by enemies, then any attempt at active action behind the mountain will turn out sadly for you. In such a situation, you should immediately step back and become defensive. Behind the hill there are also good positions, also shown as blue ovals, located near the rightmost border of the map. From there, in some situations, you can successfully shoot through many enemy positions even from invis, but in other situations these positions will become your grave, and therefore it is better to leave them to more experienced players.
  5. Requires special attention left flank - island(shown by green arrows). In the center of the island there is a huge stone that can serve as a shelter (it is highlighted with a green circle without fill). However, each team should strive to advance along this flank as far as possible and take positions: under the numbers 1 - for the upper spawn team, under the number 2 - for the lower spawn team. A huge mistake many players make in random games is that tanks come to this flank and stand still for the entire battle. You can't do that! If you cannot advance on the island, then you should move and support your allies in another direction. We will talk in more detail about the game in this direction in the next section.

So, the tactics of playing in the Mines through the lighthouse.

Picture 5. Tactics through the lighthouse.

Look at the picture above, which schematically depicts the movement of the top team along the left flank. As you can see, the initial positions on this flank are simply useless and do not carry any important gameplay component, and the openings (red arrows) open only at the very end of this flank. There are really a lot of shots here and they are very comfortable, since you will be shooting at the enemies at the sides or stern. But the whole point of this direction is to cover the entire flank as quickly as possible! Stopping at the beginning of the island and taking up defensive positions is only possible in order to stop an enemy attack. In any other situation, staying in def on the island, you will be ballast for your team. Remember two simple rules of playing on the left flank:

  • It makes sense to go here at the very beginning of the battle, at least in order to stop the enemy attack on the island! After this, you must either move on or leave the island!
  • If you arrive on the island, the enemies are not attacking, and you cannot travel further due to the successful defense of the enemies, then immediately leave this flank. You will be useless here!
  • Only after driving through the entire flank will you begin to benefit the team, and as you move further into enemy territory, you will surround the enemies and eventually get to the artillery.

Tactics on the map of Mines in a counter battle.


The encounter on this map differs from the standard one in several important aspects:

  • The spawns of medium and light tanks are located much further from the hill than the spawns of heavy tanks and tank destroyers. In this regard, it becomes very difficult to drive up the hill, since heavy tanks often get to the hill faster.
  • The direction through the lighthouse almost completely loses its practicality and it is not worth going there. As a rule, a team that loses strength at the lighthouse very soon loses the hill and the base (losing by capture).
  • As before, the priority areas remain the hill and the village (where the base is located). But there is an important nuance here - under no circumstances should you throw many tanks onto the hill; it is much more important to control the base.
  • In the Mines in the oncoming mode, battles often end with the capture of the base due to the fact that there are a lot of shelters in the capture circle where invaders can hide from your fire. Therefore, you should carefully monitor the progress of the battle and move to the base in time if help is needed there!

In custody.

Well, friends, although the Rudniki map is quite interesting, it is not suitable for high-level battles (8-10), dozens of people here are cramped and uncomfortable, and the maximum visibility at these levels does not allow anyone to hide. If you ask my opinion about this map, then I will definitely tell you that Mines should be limited to the seventh level of battles and no higher!

The Rudniki map has been known to World of Tanks players for a long time, although they knew it then under a different name - Pagorki, and visually the map has changed. The size of the map is 800 by 800 meters, and the level of battles is from 1 to 11. But its essence remains the same. The mines are a hilly area with a hill in the center of the map, a body of water (or as players call it "water"), a small village in the upper right corner and an "island" on the left side. We tried different tactics on this map, but still returned to the good old and proven ones. But more on that below. You can divide the map into key points like this.

Approximate travel routes for all types of equipment.

Green dots are strands or PT.

Yellow dots - ST, LT.

Red dots are art.

Red areas are hot spots, key battle sites.

Green arrows indicate shooting directions.

Yellow arrows are directions of ST attack.

Blue arrows are TT attack directions.

Sector 1 is a slide. The most important position on the map. The clock is still ticking, but the composition of the group that will trample up the hill is already known. In the chat there are a lot of shouts of “ST to the hill!”, “Let’s take the hill!”, in short, everything is clear right away. They take it with large forces and it often happens that a good half of the team lays down their violent heads while still on the rise. But the team that takes the hill often wins the battle (although there are exceptions).

Sector 2- the island and the “water” adjacent to it. This is also an important strategic zone. Here it is best to hold back enemy tanks that are rushing to the base through the “water”. Also from here you can clearly see the enemy tanks that are storming the hill, climbing it, they expose the stern and sides. But let's look at attacks from each base separately.

Tactics.

There is no particular difference in the actions of both teams: both of them fly up the hill like a mountain deer in order to be the first to capture advantageous positions. From the second base you can do this faster, as people say (I checked it personally - they don’t lie). There are no specific tips for capturing the hill, but if you take positions on the island before the enemy, you can greatly help your allies. The hill is often stormed by some who are quicker. But it is better to do this only with medium tanks. Heavy tanks are best sent to protect the island and the “water”. A couple of TTs there will hold off the enemy quite easily. It is best for the main group of heavy tanks to go to square D7, D8. The presence of buildings will save them from enemy fire and bring the battle closer to the urban type of battles (which is much more familiar to them). But there is one thing. If the st-hams fail to take the hill, then the heavies under the mountain will have a hard time.

Guide to the map of Rudniki.

An attack from first base is basically the same thing - capturing the mound.

It is best to cover the island with 2-3 strands. And they will help these tanks. CT, similarly to the second rep, must also capture the hill. Large gravitational forces go downhill into square D7, D8.

The Rudniki map has been known to World of Tanks players for a long time, although they knew it then under a different name - Pagorki, and visually the map has changed. The size of the map is 800 by 800 meters, and the level of battles is from 1 to 11. But its essence remains the same. The mines are a hilly area with a hill in the center of the map, a body of water (or as players call it "water"), a small village in the upper right corner and an "island" on the left side. We tried different tactics on this map, but still returned to the good old and proven ones. But more on that below. You can divide the map into key points like this.

Approximate travel routes for all types of equipment.

Green dots are strands or PT.
Yellow dots - ST, LT.
Red dots are art.
Red areas are hot spots, key battle sites.
Green arrows indicate shooting directions.
Yellow arrows are directions of ST attack.
Blue arrows are TT attack directions.

Sector 1 is a slide. The most important position on the map. The clock is still ticking, but the composition of the group that will trample up the hill is already known. In the chat there are a lot of shouts of “ST to the hill!”, “Let’s take the hill!”, in short, everything is clear right away. They take it with large forces and it often happens that a good half of the team lays down their violent heads while still on the rise. But the team that takes the hill often wins the battle (although there are exceptions).

Sector 2- the island and the “water” adjacent to it. This is also an important strategic zone. Here it is best to hold back enemy tanks that are rushing to the base through the “water”. Also from here you can clearly see the enemy tanks that are storming the hill, climbing it, they expose the stern and sides. But let's look at attacks from each base separately.

Tactics.

There is no particular difference in the actions of both teams: both of them fly up the hill like a mountain deer in order to be the first to capture advantageous positions. From the second base you can do this faster, as people say (I checked it personally - they don’t lie). There are no specific tips for capturing the hill, but if you take positions on the island before the enemy, you can greatly help your allies. The hill is often stormed by STs and some faster ones. But it is better to do this only with medium tanks. Heavy tanks are best sent to protect the island and the “water”. A couple of TTs there will hold off the enemy quite easily. It is best for the main group of heavy tanks to go to square D7, D8. The presence of buildings will save them from enemy fire and bring the battle closer to the urban type of battles (which is much more familiar to them). But there is one thing. If the st-hams fail to take the hill, then the heavies under the mountain will have a hard time.


Guide to the map of Rudniki.

An attack from first base is basically the same thing - capturing the mound.

It is best to cover the island with 2-3 strands. Yes, and anti-tank guns will help these tanks. CT, similarly to the second rep, must also capture the hill. Large gravitational forces go downhill into square D7, D8. Arta can also help the heavies by throwing them from the base to the mountain or to the city. That's all the wisdom.

Hello, dear World Of Tanks players! We are with you again and are ready to talk about how to play on the map Mines wot. From our guide you will learn all the most necessary and relevant things about this map and, I hope, you will gain a certain amount of knowledge for yourself, because understanding the location in our game is perhaps even more important than understanding your tank! Dear friends, we are starting the review.

General information.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.

  • The wot map Mines has been in the World Of Tanks game for a very long time, since the beta test.
  • Previously, this map was called "Pagorki".
  • Several times wot Mines changed their appearance and were reworked in gameplay.
  • The map is available for play at absolutely all levels, from first to eleventh.
  • The size of the map Mines wot is small, only 800*800 meters.
  • Map type - summer (your tank will wear summer camouflage here).
  • There are two battle modes available at the Mines - standard and counter.
  • It is quite simple to understand, has very specific and obvious key positions and directions.
  • The relief of the map Mines wot is extremely rich: hills, hills, rocks, stones, bushes, a village, islands separated by a shallow river.
  • The gameplay in the Mines is usually cheerful and active, but there are certain situations (excessive number of tanks and tank destroyers) when a “standstill” can occur.

Well, let's look at the obvious key elements of this map.


Picture 3. Legend.

  1. Left flank, or island, or lighthouse. An extremely difficult area, since this is where a river flows (in which, however, you cannot drown). This river divides the land in this part of the map into islands. The central island is the main place of collisions, there are some shelters: rocks, bushes, terrain and, of course, a lighthouse. This is a secondary direction, the breakthrough of which, however, can lead to dire consequences. This direction is extremely contradictory and here’s the thing: it makes sense for fast tanks (medium and light) to go here, but by doing so you are abandoning the main direction on this map - the hill, which is highly undesirable. Therefore, this flank should be chosen for attack only in extreme cases, and the main forces of fast tanks should be concentrated on taking the hill.
  2. Top part, which includes the top base and respawn in a standard battle, as well as the respawn of the top team in the oncoming battle mode. There are several important elements here: a small hill on which tank destroyers and artillery stand idle throughout the battle, a small village and several relatively high cliffs. In general, nothing interesting, since battles on this map rarely end with the capture of the base.
  3. Hill or hill. This part of the Mines, together with the hill, form the central direction, the most important on this map. Often the outcome of the battle will depend on the balance of forces in the center. It is extremely important to maintain a podgorod for two important reasons:
    • If your team has occupied a hill and settled on it, then from the hillside it is necessary to defend the run to the hill so that the enemies cannot knock your allies off the mountain and change the course of the battle.
    • If the enemy team has occupied a hill, then it is necessary to control this part of the map from the hill so that the enemies cannot calmly develop an offensive.
    However, you should always remember that this is where enemy artillery will always be concentrated in the first place! Thus, if there are a lot of artillerymen in battle, then it is worth moving as close to the mountain itself as possible so as not to grab the “suitcases”. As you understand, no matter what happens in battle, you should always have covering tanks on the hill!

    From my own experience I will say that often a successful capture of a hill ends with enemy heavy tanks arriving from the hill, since there were no allies on the hill and capturing the mountain, which instantly turns the tide of the battle.

  4. Slide. This is the most central part of the card and provides many benefits:
    • From the hill you can create excellent illumination, including artillery positions.
    • Due to the fact that the hill is the top of the map, a lot of important shots open up from here throughout the map. Having a hill, you can control both bases and both flanks.
    • If your team has occupied a hill, then the enemy will have to hide and remain on defense throughout the battle.
    As you understand, this is too “fat” an advantage, and therefore battles for the hill, as a rule, are especially fierce and, naturally, the team that manages to get the maximum number of tanks onto the hill will most likely take it. The wot map Mines is perhaps the only one in our game in which just one such map element (slide) provides so many significant advantages.
  5. Right flank or village. Another secondary direction, suitable for heavy tanks, since here they can take cover from artillery and tank destroyers, tucking themselves downhill. However, if the hill is occupied by the enemy team, then any active actions on this flank immediately stop, and the strands are frantically pressed into cover, since tanks from the mountain can easily control this direction. You can, of course, not stand under the hill, but go to a village where there are a lot of destructible and non-destroyable houses and “tank” from here, but you will not have it easy, since you will have to hide behind these houses so that you are not shot at by artillerymen, PT- Self-propelled guns and tanks from the mountain are extremely difficult. What also requires special attention is the fact that it is in the village that the base is located in the oncoming battle mode, but we will talk about this below.
  6. Bottom part, which includes the lower base and respawn in a standard battle and the respawn of the lower team in the oncoming battle mode. Just like the upper part, there are several important elements that affect the gameplay: several houses in the lower right corner where the artillerymen are hiding; bushes and hills where tank destroyers can always stand. The possibilities between the top and bottom are equal and play equally.

Tactics on the Mines map in a standard battle.



Tactics in the mines are simple to the point of disgrace and are extremely demanding not so much in knowledge of directions as in knowledge of key positions. Let's talk about this.
  1. Artillery positions, according to tradition, are highlighted in brown areas. There are not many of these positions and they are all extremely obvious, which makes shooting “at tracers” on this map often very effective. In addition, you should always remember that you can also be exposed to tanks from the hill, even at the very beginning of the battle, and therefore you should go to your position as soon as possible and hide there.
  2. Positions for tank destroyers(purple areas) there aren't many in the Mines either, but they are all very effective. Often it is long-range shots from these positions that can change the course of the battle. By the way, tank destroyers on this map can only be countered by the joint efforts of competent fireflies and artillerymen. However, you should monitor the progress of the battle and, at the necessary moment, move after the fighting. By the way, it is advisable to occupy these positions only for tank destroyers with good camouflage (for example, Object 704, Grille 15, Foch 155 and others), but for large tank destroyers and tank destroyers with a turret (such as Jagdpanzer E 100, T110E4, T110E3 , FV215b(183) and others) it would be best to cosplay heavy tanks.
  3. Playing through the center usually requires a lot of effort from several types of tanks simultaneously:
    • Fast medium and light tanks they jump up the hill (yellow arrows) and arrange a hellish meat grinder with their opponents there. The slide itself is very small in size and battles for the slide are fought at very close distances. There are several covers on the hill, highlighted with yellow areas, as well as several convenient shelves for shooting across other parts of the map (also yellow areas).
    • Slower Tanks they pull themselves up along the red arrows and cover the slide from below, helping their allies. There are also some covers for both teams here (shown as red areas). It is necessary to occupy these positions, otherwise your allies on the hill will most likely die!
    • There are more one position for each team, shown in blue. From these positions you can shoot both the climb up the hill and the opponents on the island. This position does not always work, as it is quite easy to counter from different angles! And therefore, you should occupy it at your own peril and risk, and I do not advise you to stay on it for a long time.
    • A little advice for you: Before the start of the battle, carefully analyze the composition of both teams, calculate the approximate number of allied and enemy forces that will have time to reach the hill and if there is a strong advantage not in your favor, perhaps you should forget about the hill and concentrate on the island, behind the mountain or under it. In this case, you will be in a losing state and you need to set up a “stand” so that your opponents come out at you, and not you at them. Be that as it may, the ability to analyze and understand team compositions (setups) is the most important component of your personal skill.
  4. Direction behind the slide, on the right flank (shown by blue arrows) is especially good for very slow and very armored tanks. The main collision location is highlighted in blue. But there is an important nuance here: if the hill has been captured by enemies, then any attempt at active action behind the mountain will turn out sadly for you. In such a situation, you should immediately step back and become defensive. Behind the hill there are also good positions, also shown as blue ovals, located near the rightmost border of the map. From there, in some situations, you can successfully shoot through many enemy positions even from invis, but in other situations these positions will become your grave, and therefore it is better to leave them to more experienced players.
  5. Requires special attention left flank - island(shown by green arrows). In the center of the island there is a huge stone that can serve as a shelter (it is highlighted with a green circle without fill). However, each team should strive to advance along this flank as far as possible and take positions: under the numbers 1 - for the upper spawn team, under the number 2 - for the lower spawn team. A huge mistake many players make in random games is that tanks come to this flank and stand still for the entire battle. You can't do that! If you cannot advance on the island, then you should move and support your allies in another direction. We will talk in more detail about the game in this direction in the next section.

So, the tactics of playing in the Mines through the lighthouse.

Picture 5. Tactics through the lighthouse.

Look at the picture above, which schematically depicts the movement of the top team along the left flank. As you can see, the initial positions on this flank are simply useless and do not carry any important gameplay component, and the openings (red arrows) open only at the very end of this flank. There are really a lot of shots here and they are very comfortable, since you will be shooting at the enemies at the sides or stern. But the whole point of this direction is to cover the entire flank as quickly as possible! Stopping at the beginning of the island and taking up defensive positions is only possible in order to stop an enemy attack. In any other situation, staying in def on the island, you will be ballast for your team. Remember two simple rules of playing on the left flank:

  • It makes sense to go here at the very beginning of the battle, at least in order to stop the enemy attack on the island! After this, you must either move on or leave the island!
  • If you arrive on the island, the enemies are not attacking, and you cannot travel further due to the successful defense of the enemies, then immediately leave this flank. You will be useless here!
  • Only after driving through the entire flank will you begin to benefit the team, and as you move further into enemy territory, you will surround the enemies and eventually get to the artillery.

Tactics on the map of Mines in a counter battle.


The encounter on this map differs from the standard one in several important aspects:

  • The spawns of medium and light tanks are located much further from the hill than the spawns of heavy tanks and tank destroyers. In this regard, it becomes very difficult to drive up the hill, since heavy tanks often get to the hill faster.
  • The direction through the lighthouse almost completely loses its practicality and it is not worth going there. As a rule, a team that loses strength at the lighthouse very soon loses the hill and the base (losing by capture).
  • As before, the priority areas remain the hill and the village (where the base is located). But there is an important nuance here - under no circumstances should you throw many tanks onto the hill; it is much more important to control the base.
  • In the Mines in the oncoming mode, battles often end with the capture of the base due to the fact that there are a lot of shelters in the capture circle where invaders can hide from your fire. Therefore, you should carefully monitor the progress of the battle and move to the base in time if help is needed there!

In custody.

Well, friends, although the Rudniki map is quite interesting, it is not suitable for high-level battles (8-10), dozens of people here are cramped and uncomfortable, and the maximum visibility at these levels does not allow anyone to hide. If you ask my opinion about this map, then I will definitely tell you that Mines should be limited to the seventh level of battles and no higher!

Will tell you about tactics on the map of Rudniki (Pagorki). All tactics are marked on the map with multi-colored arrows.
Light tanks on the map, Mines often go where the player wants, so these little demons can be expected from any direction. Usually light tanks like to ride from the flanks, because from there they are harder to notice than when they go down the hill in the center.( Yellow)

Artillery on this map in an online game World of Tanks often ends up in the same places marked on the map purple circles. In general, when you shoot the purple circle marked 1, you will most likely hit enemy artillery if there is any in the game.

On the map, Mines play a very important role medium tanks. The importance of medium tanks on this map lies in their speed. In general, a fairly convenient and good point on this map is the plateau in the center, so medium tanks try to occupy such an advantageous location as quickly as possible. Sometimes there are cases when medium tanks drive across the island and begin an attack from the flank, this happens in high-level battles. ( Blue color)

Fri-Sau in Rudniki they do not play such an important role as in other territories. The main locations of tank destroyers are indicated green circles. Also, sometimes tank destroyers come from the direction of the city.

Well, the most massive heavy tanks on the map Rudniki often travel along three routes:

1) through the city. (red)
2) following the medium tanks, up the mountain. (red)
3) by water - between the island and the hill. (red)

How exactly heavy tanks will play depends on the presence of artillery on this map, so the tactics can be quite different.

Concerning rushes, then you don’t often see such tactics on the Rudniki map, although the ideal option is to rush through the center due to several advantages:

1) occupation of the slide, and this is a good position.
2) the shortest and fastest route to the enemy base.
3) your tanks will not be visible until you climb out onto the hill.