Analysis of the Lasville map in World of Tanks. World of Tanks - tactics on the new Fjords map Tank movement control

So, fighter, you have already mastered the general mechanics of controlling tanks and know what the different types of equipment are needed for in the game.

However, what and how to do on various maps, of which there are already more than thirty in the game? Why did the firefly, who spent the entire battle standing in an inconspicuous bush on the outskirts, gain more experience than you, who bravely fought the enemy? How did one of your tank destroyers choose its position on the map so wisely that it was able to destroy ten tanks? Why was a heavy tank able to stop six opponents in the city “corridor” at once, and not only survived, but also earned a medal? "Steel wall"? We'll figure out.

The Banana at Himmelsdorf is a favorite place for heavy tanks. But a tank with strong frontal armor will also be comfortable there.

Cartography World of Tanks

At the first levels, only cards are available to the player "Himmelsdorf", "Mines" And "Robin"- these are one of the very first maps created by the developers. From the second to third levels more are added to the first locations "Ensk", "Karelia", "Prokhorovka" And "Provinces". Starting from the fourth level, the player can get to any map in the game.

At Malinovka, newcomers are taught not to stick their heads out into the open.

Each map has spawn locations, which are called for short "resps", and bases(depending on the battle mode, there may be one or two bases). Usually spawns and bases are located in the same place, but maps such as "Komarin", "Swamp", "Provinces", "Erlenberg" in standard mode, they have spawn locations and capture points that are distant from each other.

On Erlenberg, players appear in the corners of the map, and the bases for capture (marked with flags) are closer to the center.

Each map has the following restrictions: size no more than 1200 meters by 1200 meters (minimum size 800 meters x 600 meters), spawns are not located in direct line of sight from each other (so that players do not get an advantage).

Cards are divided into the following types:

City maps (on them main part of the area is occupied by a “labyrinth” of buildings, structures, railway lines, etc.). These are the maps: Himelsdorf, Ensk, Port, Widepark, Lasswil, Ruinberg. "Siegfried Line"

"Mouse" is practically useless on open maps, but if played correctly it is very dangerous on urban maps.

Open maps (they represent open terrain, where it is quite difficult to hide and the tactical capabilities of teams play a large role on them). On this list: “Robin”, “Prokhorovka”, “Steppes”, “Highway”, “Sandy River”.

On the open “Steppes”, the role of medium tanks is critically important, which are not greatly hampered by the lack of normal cover.

Mixed maps (these are the majority at the moment - they have both open spaces, urban development, and natural shelters and obstacles). These maps are: “Westfield”, “Fisherman’s Cove”, “El Halouf”, “Quiet Coast”, “South Coast”, “Airfield”, “Erlenberg”, “Polar Region”, “Dragon’s Ridge”, “Fjords”, “ Cliff”, “Swamp”, “Komarin”, “Mines”, “Redshire”, “Province”, “Pass”, “Murovanka”, “Monastery”, “Live Oaks”, “Karelia”.

Let's consider the general principles of map construction.

  1. There are at least two or three passages to the enemy base, formed by natural/urban cover from flanking fire and enemy artillery fire.
  2. There is open space that allows the Fireflies to play their main trump card - speed.
  3. There are natural lines of defense where it is convenient to hold back an enemy attack, and in the area of ​​the respawn/base there are shelters for artillery work.

You can see the artillery that is hidden in this position only if you come to this hollow yourself. In front the art is hidden by a hill, on the right there are many bushes.

How to understand where to go in your class of equipment?

Where to go on TT, ST or PT?

First, try to look at the mini-map at the beginning of the battle and determine possible directions of attack on the enemy base, as well as cover options that can help your team (city blocks, hills, rocky wastelands).

Secondly, look from where the main enemy forces will attack.

Only two STs went north, and they definitely couldn’t cope without our help.

Thirdly, after the countdown ends, look where your allies are moving in medium, heavy tanks and tank destroyers. If it seems to you that our strength is not enough in some direction, go there. The general principle of building your route is approximately the same on any map. For most of your journey you need to look out for:

Shelter from artillery fire;

Covers from flanking fire;

The ability to return to base in the event of a breakthrough from the other flank;

The best path to the enemy base (shortest, most secure)

Availability of good visibility in ambush areas

Where to hide on artillery?

If you are playing with self-propelled guns, then at the beginning of the battle you should choose cover so as to have:

Shelter from the fire of enemy self-propelled guns in the event of a “light” breaking through to your base (if they break through to you, you should be able to immediately hide behind impenetrable cover so as not to be destroyed by the first shot).

Maximum stealth (even if someone breaks through to you, you will have precious seconds before you are noticed)

The ability to abruptly change position in order not to be caught by enemy artillery fire using tracers

If a firefly arrives, I can quickly roll behind the house and the enemy artillery will not reach me.

Which route to choose for reconnaissance?

If you are playing on a light tank, then at the beginning of the battle you must choose one of three options:

Passive light in a dangerous direction (you need to find a position from which you can “shine” the entire direction of the enemy attack, it should have excellent visibility and be as invisible as possible);

Active light on the main direction of your attack, followed by a breakthrough to enemy self-propelled guns (you need to know all the places where your heavy tanks can go, which means you must know all the city alleys, hills and shelters like the back of your hand; the same applies to places “work” of enemy artillery);

Active light on the secondary direction of the advance of our forces, if some direction on the map has been abandoned and has minimal cover - move and light it. You must not only know the terrain in which you will have to fight, but also remember the possibility of returning to your base to shoot down the enemy).

A classic point for passive light at Prokhorovka. The bushes reliably hide from the enemy, and almost the entire alley is visible.

Summarize

Light tanks on maps look for open spaces (fields, roads, rifts according to the “see-it-run” principle) and the most “transparent” directions (bushes, trees that do not allow you to be seen ahead of time - all this is in the direction of a likely enemy attack).

Medium tanks attack certain directions, but must always be able to conduct flanking fire on the enemy, as well as the ability to move safely/secretly (“greenback” in city blocks, hills, bypasses);

Heavy tanks must have maximum protection from artillery fire and advance in attack directions that are protected from the possibility of flanking (city blocks, cliffs, rocks, hills);

Tank destroyers either support the attack or take a covert position to “cover” a dangerous direction (city blocks, “green”);

Self-propelled guns occupy positions that provide maximum security, secrecy and the possibility of emergency escape from an enemy who has broken through.

And here is the result of a correctly taken position. According to my exposure, more than 3000 units of damage were inflicted, and I shot almost 2000 myself.

Below we have selected several examples of map analysis and tactics on them for various types of tanks.

Guides from Kirill Oreshkina and WG TV:

  1. Fjords. General concepts about directions, shelters, options for attacking and defending a base.
  1. Prokhorovka. A general story about the map, the main directions of attack/defense, the principles of operation of various classes of tanks on this map.

Guides from Sasha BANG. Excellent guides with excellent and understandable diagrams for all types of equipment, an excellent understanding of combat situations and principles of the game. Perhaps the best thing you can find on YouTube.

Starting the next section of the Tank Driver's Manual, I greet you, a brave tank driver who has decided to become a medium tank driver. Comrade, you must combine the dexterity of a firefly, the ingenuity of a tank destroyer and the assertiveness of heavy tank drivers. But now is the time to move the cap a little forward from your head and scratch your head, maybe choose another tank? So what do you want in this medium tank? No armor, no powerful weapon, no life reserve, and they can’t even turn around on the spot: they always describe a small circle! Yes, you haven’t seen medium tanks in battle yet, they are so wet! On the other hand, if a medium tank meets a heavy tank one on one, the heavy tank is dead; if it meets with a tank tank, the tank tank is dead; if it meets with artillery, artillery is dead. Of course, this requires reading our tutorial and lots of practice! So, comrade, if you firmly (like the armor of our tanks) have decided to become a driver of a medium tank, let’s move on to the theory of how to play a medium tank in WoT. You will do the practice yourself later.

Tank movement control

Since our tanks are fast, according to tradition, we will first learn how to pedal correctly and find out which aerodynamic body kit is the most fashionable this season for maximum speed.

  1. We're going straight. This rule is more important for medium tanks than for all others: we twist and turn as little as possible so as not to lose speed.
  2. First, acceleration. If you first gain speed and then go up the hill, you will have time to get into a further position than if you first go up the hill and then accelerate.
  3. Golden Rule. Promise me, yourself and Mr. Kisly personally that you will never stand still. Movement confuses the enemy, prevents you from aiming accurately, and generally increases your chance of winning the battle. The most beautiful thing I saw was a medium tank fighting heavy under fire from three artillery units. Guess how many frags the medium tank ended up having?
  4. Watch where you're going. In combat it is difficult to concentrate on maneuvers and combat, I suggest you focus primarily on maneuvers.
  5. Tuning is required. I try not to give advice about additional modules that can be installed on tanks, but here I will definitely advise. For Soviet medium tanks it is mandatory to have tuning in the form of a removed rev limiter; if at the initial levels of tanks you can not use it, then for top-end STs this device is a must-have. And here’s some advice on how to do it so as not to damage the engine with tuning. Turn it on when you need it and turn it off when you don't. If you are crawling up a hill, turn on tuning; if you are already on a hill, turn it off; if you are picking up speed, turn it on; if you are flying in a straight line at full speed, turn it off. Medium tanks are often involved in gaining heights on different maps; removing the rev limiter will help you be at the heights before your opponents. By using the on and off switch, you can eliminate engine damage 100%.

Conducting fire combat

Now, comrade, let's learn to fight, not with our heads against the wall, but in battle.

  1. Play the harp. Knock down the enemy's harp, and all the time, often you remove the enemy's harp and even cause him damage. Even if the harp does not fly off after the shot, a shot into the side is very painful for any tank. An enemy with a downed harp is your easy prey, deprive the enemy of maneuverability and do whatever you want with him.
  2. Be courteous. You always need to be behind the enemy's gun. Get around the enemy tank at the first opportunity. If you were driving at him head-on and had already received an enemy shell, don’t get lost, don’t stop or hide while he’s reloading, you’ll have time to get to him, knock off his harp, and then he’s yours.
  3. Use auto-aim. When concentration on maneuvers is more important than accurate fire, take auto-aim on the enemy, maneuver and simply press the fire button when the gun is ready. It’s better to start the game with medium tanks this way, over time you’ll have enough attention to both where you’re going and where you’re shooting, and in the beginning the auto-aim will help a lot.
  4. Don't tank. You are not a heavy tank, peeking out from behind cover and exchanging fire with the enemy is not your thing. In most cases, medium tanks fighting from behind cover die ingloriously, without earning a frag or bringing any benefit to the team. If you are comfortable tanking, it is better to sit on a heavy tank.

Tactics

It's time to move on to battle tactics. Now I will tell you how to play medium tanks.

  1. Wash my brains. Medium tank crews and their tanks are cannon fodder. They shoot you easily and with pleasure. Everyone knows perfectly well that because of your small life reserve, you can be quickly killed by earning a frag and reducing the number of guns the enemy has. And everyone knows that medium tanks can easily turn the tide of a battle. No, it’s not the heavy tanks that will reach and take the base, no, it’s not the heavy tanks or anti-tank tanks that will illuminate the artillery, no one except the medium tanks will take the heights. The importance of medium tanks in battle is greater than it seems at first glance. But the greed for frags among owners of medium tanks is also greater than among tankers of other classes. But I’ll tell you a secret: all your frags are always at the end of the battle, and at the beginning of the battle you yourself are a frag. Help the team win and at the end of the battle, thanks to your speed, you will collect a good harvest of frags. At the end of the battle, you will be closest to the enemy’s base and all the artefacts will be yours, you will have time to get into the back of an enemy heavy that is busy fighting with your other heavy, you will be able to take the base, and for this they will give you a medal! You just need to turn the tide of the battle! Recipe below.
  2. Your field of activity. Lately there has been a strange tendency for medium tanks to go into a gorge or into a city and “merge” there. I understand that I will incur the wrath of thousands of tankers with the phrase: “Medium tanks are not needed and are useless in the “pants” on the map of Karelia,” but this is so. Watch the preparation for the battle and the battle itself between the Centurion team and the Iron Kaput. One way or another, medium tanks must have room to maneuver and engage in breakthroughs; your place is on the plateau, in the field and even in the alleys!
  3. First a forced march. If you are clear about your location in battle, then you need to get there before the enemy. Take the farthest position from your base, this will deter the enemy from advancing further; The distribution of enemy forces along the flanks will become clear, and will also eliminate the possibility of a breakthrough along your flank; perhaps there will even be an enemy firefly along the way.
  4. From ST to LT. Your medium tank is not only speed and weapons, but also a pair of eyes. Your long and happy life will help you gain an advantage in battle, so when you reach distant positions, calm yourself with the thought that “if you hurry, you will make the enemy laugh,” and then stand and shine on the enemy, let the arts and AT work. Even if the enemy is not accessible to them, you will keep him idle while his relatives are killed. But I assure you that when he realizes that he is stuck behind his cover and is wasting time, he will make a careless maneuver. And remember, an enemy killed by your light gives you a portion of experience.
  5. Follow the fight. Watch the battle and count the enemy's lights to choose a good moment for a breakthrough. Suppose you, like a regular medium tank, are on a plateau, and there is a battle in the gorge. On the mini map you see lights, you think that there are five tanks in the gorge, you look at the list of the enemy team, and there are 9 living tanks, of which 5 are heavy, three are artillery and one is anti-tank. Once again, scratching under your cap, you will understand that it is unlikely that artillery units are tanking in the gorge, which means that there are three artillery units and one anti-tank gun at the base, and this is where your finest hour comes!

This is the simple science of being a commander of Soviet medium tanks, comrade! Although in fact medium tanks are a very complex and specific class of equipment, they require thinking twice as fast as any other class of tank. Everything described is as close as possible to single tankers, but in fact it’s best for you to find a partner to play in a platoon; medium tanks are in dire need of comrades!

In today's guide we will tell you about the main routes for tanks on the Fjords map in the game.

This map is quite original and since it is completely new, many players will be interested to know where they are mainly going and where the main battles take place in this location.

Red circles indicate the main hot spots in this location; this is where the largest battles take place.

Light tanks on the Fjords map can travel along 4 different routes. Basically, light tanks move through a clearing and through the mountains; the route across the coast is not popular with light tanks, because there is little room for maneuvers and if you jump out at the enemy at high speed, you will most likely be instantly eaten.

Tank destroyers in this location mainly move behind heavy tanks. Green circles indicate the main places where tank destroyers can be located. This map has very uneven terrain, so tank destroyers cannot take a good position here; they have to follow the allied tanks and help destroy enemies.

Medium tanks on the Fjords map in the game World of Tanks They mainly organize battles in clearings and near the shore; sometimes you can see a group of STs breaking through in the mountain area.

The artillery on this map occupies positions marked with purple circles. 95% of the artillery is located in these places, since moving from place to place on this map does not make much sense, because the shelling terrain for artillery from another position will be almost the same.

Heavy tanks on the Fjords map move along the routes indicated by red arrows. The main battles of heavy tanks take place in the area of ​​the clearing and the shore, sometimes heavier tanks drive through the mountain, but the priority routes remain the clearing and the shore.

As for Rush tactics, it has not yet been particularly practiced here, but nevertheless, one of the best routes for Rush is indicated on the map with white arrows.

If you think about it, there can be a lot of different tactics on each map, the main thing is to correctly distribute forces and act in time, then even the best enemy tactics can be destroyed in an instant.

5 years and 3 months ago Comments: 2

LEGEND:

Yellow color - self-propelled guns
Green color – Medium tanks
Purple color – Firefly light tanks
Red color – Heavy tanks
Blue color – “ambush” tank destroyers
Brown color – Heavily armored tank destroyers

Everyone takes positions in the beginning of the battle. Yes, of course in random battle You can’t even hope for coordinated actions, but for example, no one forbids you to stand on your equipment where you need it.

Everyone is often guided by “The bigger the pile is the better”, that is, they all go together. In addition, it is problematic to secure all the firing points well with 5 units of military equipment...

And here company battle For example ! It is something! No matter how experienced the players are, a team that plays well is superior many times over (how many cases have there been when a team of “crayfish” defeated “extras” because of team play!), and this is exactly what tactics are needed for! After all, a commander who knows the tactics on the map, monitors the situation, and issues the right commands on time is a godsend for the team. This article is for future commanders (I myself have neither the desire nor the experience for this). So let’s look at the technology:

Light tanks

Where to go…

On this map I would recommend LT drive near lakes And mountains. This is the only type of equipment capable of driving there. I saw how the “borscht” and the IS-3 tried to drive there... They were dismantled from the city within 30 seconds after the light... The LT, on the other hand, has speed, mobility and small dimensions (they are needed to hide behind boulders from fire from the city). We eat and stand behind the boulder. We wait for some time, and when the road seems safe, we give the gas until the next boulder. ATTENTION! In 7 out of 10 cases, you can meet an enemy tank here, and then it will depend on you whether you can defeat him or not. Left A quick death will await you from the mountain, since at least 3 “barrels” are aimed at the leaving tanks (I know from myself, I tried it) and only thanks to great luck you will be able to dodge them (9 out of 10 that they will kill you). IN city the danger is even greater since the clashes there are the most brutal...

Heavy tanks

Where to go…

At the beginning of the battle, it is advisable for the heavies to go to the city center and stand behind the church (There you can use the side and the tower, causing a lot of damage). You can go to the left of the mountain, but the heavy ones are better there. Tank destroyer(as I will henceforth call Heavily armored tank destroyers), for example, the “British” with their crazy armor. It is also reasonable for one “heavy” to stand on a small hill and shoot those who want to get out, but there is one caveat, he will not get out on his own and he needs the help of his allies. On the road that lies between the mountain and the lake. Definitely. We're a very easy target there.

Medium tanks

Where to go…

In town. But stand not for the church as TT do, but for the houses around it. By doing this we will increase the chance of survival many times over. You can also prevent enemy heavy forces from getting to the center of the city (to the church), otherwise it will be difficult to knock them out from here later. To the center and to the left. Why? On the left, armor and, not at all, mobility are important. And in the center because our mobility is no longer sufficient like that of the LT.

self-propelled guns

Everything here is very clear. We stand where we are the last to be seen and help our allies in the city and at the pass.

Heavy tank destroyers

Where to go…

Left from the mountain. That's what we need and... I advise you to wait for the cord, the enemy will come out on his own and “treat” him with a delicious “splash” to the city and the center. It’s clear why it goes to the center. In the city because the enemy might come to our rear, and then that’s it. Hello hangar!

Ambush tank destroyers

Covering the rear in case of an enemy breakthrough. They finish off a half-dead enemy after a fierce battle, and hold the defense until reserves arrive.

Well, that's all I think. I hope everyone learned something new for themselves. Please write your comments and suggestions in the comments.

Good luck to you on all fronts!

Prepared by: DavydenkoNikita.

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.