Cartography World of Tanks. WoT maps - description of maps in World Of Tanks Cartography World of Tanks

  • The date: 21.12.2021

So, soldier, you have already mastered the general mechanics of tank control and you know what different types of vehicles 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 well that it was able to destroy ten tanks? Why a heavy tank was 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.

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

Cartography World of Tanks

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

In Malinovka, beginners are taught not to lean out into the open space.

Each map has spawn points, which for short are called "respawns", as well as bases(depending on the battle mode, there can be one or two bases). Usually spawns and bases are in the same place, however, maps such as "Komarin", "Marsh", "Provinces", "Erlenberg" in standard mode, they have spawn points and capture points that are far apart from each other.

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

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

Cards are divided into the following types:

City maps (on them basic part of the area is occupied by a "maze" of buildings, structures, railway lines, etc.). These are the cards: Himelsdorf, Ensk, Port, Widepark, Lassville, Ruinberg. "Siegfried Line".

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

Open maps (they represent an open area where it is quite difficult to hide and the tactical capabilities of the teams play a big role on them). In this list: "Robin", "Prokhorovka", "Steppes", "Highway", "Sandy River".

On the open "Steppes" the role of medium tanks is critically important, which are not greatly hindered by the lack of normal shelters.

Mixed maps (the majority of these at the moment - they have both open spaces, urban development, and natural shelters and obstacles). These are the maps: "Westfield", "Fishing Bay", "El-Khaluf", "Quiet Coast", "South Coast", "Airfield", "Erlenberg", "Arctic", "Dragon Ridge", "Fjords", " Cliff, Swamp, Komarin, Mines, Redshire, Province, Pass, Murovanka, Monastery, Live Oks, Karelia.

Consider the general principles of building a map.

  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 an open space that allows the fireflies to play their main trump card - speed.
  3. There are natural lines of defense on which it is convenient to hold back an enemy attack, and in the area of ​​\u200b\u200bthe respawn / base there are shelters for artillery to work.

You can see the artillery that hid in this position only if you come to this hollow yourself. In front, the artoo hides a hill, on the right - a lot of bushes.

How to understand where you need 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 the 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 where the main enemy forces will come from.

Only two ST went to the north, which definitely cannot cope without our help.

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

Shelter from artillery fire;

Shelter from flank fire;

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

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

Good visibility in ambush areas

Where to hide on artillery?

If you are playing a self-propelled gun, then at the beginning of the battle you should choose a cover so that you have:

Shelter from the fire of enemy self-propelled guns in the event of a breakthrough of "light" to your base (if they broke 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 you have been breached, you will have precious seconds before you are noticed)

The possibility of a sharp change of position, so as not to be caught by enemy artillery fire on tracers

If a firefly comes, 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 must 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 should know all the city lanes, hills and shelters like the back of your hand; the same applies to places "work" of enemy artillery);

Active light on a secondary direction of advance of our forces, if some direction on the map has been thrown and has minimal cover - move and shine it. You must not only know the terrain on which you will have to fight, but also be aware of the possibility of returning to your base to defeat the capture).

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

Summarize

Light tanks on the maps are looking for open spaces (fields, roads, rifts according to the “I saw - I ran away” principle) and the most “translucent” directions (bushes, trees that do not allow you to see ahead of time - all this is in the direction of a probable enemy attack).

Medium tanks storm certain directions, but should always be able to flanking the enemy, as well as the possibility of safe / covert movement ("green" in urban areas, hills, bypass passages);

Heavy tanks should have maximum protection from artillery fire and attack in directions of attack, sheltered from the possibility of a flank bypass (city blocks, rocks, stones, 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, stealth and the possibility of an emergency escape from an enemy that has broken through.

And here is the result of a correctly taken position. According to my light, more than 3000 damage was done, well, I shot almost 2000 myself.

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

Guides from Kirill Oreshkin and WG TV:

  1. Fjords. General concepts about directions, shelters, options for attacking and defending the 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 schemes for all types of vehicles, excellent understanding of combat situations and principles of the game. Probably the best thing you can find on YouTube.

Starting the next section of the Tanker's Manual, I salute you, the brave tanker who has decided to become a medium tank driver. Comrade, you must combine the agility of a firefly, the ingenuity of a tank destroyer and the assertiveness of drivers of heavy tanks. But now it's time to move the cap off your head a little forward and scratch your head, maybe choose another tank? Well, what do you like in this medium tank? No armor, no powerful weapons, no life reserve, and they can’t even turn around on the spot: they always describe a small circle! Yes-ah-ah, you have not seen medium tanks in battle yet, they are so wet! On the other hand, if a medium tank encounters a heavy one-on-one, it is a heavy corpse; if it encounters a PT, it is a dead PT; if it encounters artillery, it is a corpse. Of course, for this you need to read our tutorial and practice a lot! So, comrade, if you firmly (like the armor of our tanks) decided to become a medium tank driver, let's move on to the theory of how to play a medium tank in WoT. You will then practice on your own.

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 everyone else: we dodge and turn less so as not to lose speed.
  2. Acceleration first. If you first pick up a lot of speed, and then drive up the hill, you will have time to take a more distant position than if you first climb the hill and then accelerate.
  3. Golden Rule. Promise me, yourself and Mr. Sour personally that you will never stand still. Movement confuses the enemy, makes it difficult to aim accurately, and generally increases your chance of winning the fight. The most beautiful thing I've seen is a medium tank fighting with a heavy load under fire from three artillery pieces. Guess how many frags the medium tank ended up with?
  4. Watch where you're going. In combat, it's hard to focus on maneuvers and combat, I suggest you focus on maneuvers first.
  5. Tuning is required. I try not to give advice about additional modules that can be put on tanks, but here I will definitely advise. For Soviet medium tanks, it is obligatory to have tuning in the form of a removed rev limiter, if you can not use it at the initial levels of tanks, then for top-end STs this device is a must. And here's another piece of advice right away on how to do it so as not to damage the engine by tuning. Turn it on when you need it and turn it off when you don't. If you are climbing 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 at full speed in a straight line - turn it off. Medium tanks are often involved in taking the height on different maps, the removed rev limiter will help you to be at the height before your opponents. Using the on and off, you can eliminate engine damage by 100%.

Conducting a firefight

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

  1. Play the harp. Shoot down the harp to the enemy, and all the time, often you take off the harp from the enemy and even damage him. Even if the harp does not fly off after the shot, then a shot on 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 what you want with him.
  2. Be courteous. You always need to be behind the muzzle of the enemy. Bypass the enemy tank at the first opportunity. If you were driving at him in the forehead and have already received an enemy projectile - do not get lost, do not stop and do not hide while he is reloading, you will have time to reach him, knock down his harp, and then he is already yours.
  3. Use auto aim. When focus on maneuvers is more important than accurate fire, take the enemy to auto-aim, maneuver and just press the fire button when the weapon is ready. It’s better to start the game on medium tanks in this way, over time you will already have enough attention to where you are going and where you are shooting, but at first 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 forte. 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 combat tactics. Now I will tell you how to play medium tanks.

  1. My brains. Tankers of medium tanks and their tanks are cannon fodder. You are shot easily and with pleasure. Everyone knows perfectly well that due to the small supply of life you can be quickly killed by earning a frag and reducing the number of guns from the enemy. And everyone knows that it is medium tanks that can easily turn the tide of battle. No, not heavy tanks will fly up and take the base, no, not heavy tanks or anti-aircraft guns will highlight artillery, no one except medium tanks will take the height. The importance of medium tanks in battle is greater than it seems at first glance. But the owners of medium tanks are also more greedy for frags than tankers of other classes. But I will 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 base and all the art will be yours, you will have time to go into the ass of the enemy heavy, busy fighting with your other heavy, you will be able to take the base, and for this they give a medal! You just need to turn the tide of battle! Recipe below.
  2. Your field of work. Recently 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 useless in the "pants" on the map of Karelia", but it's true. Watch the preparation for the battle and the battle of the Centurion team against the Iron Kaput. One way or another, medium tanks must have room to maneuver and break through, your place is on the plateau, in the field and even in the alleys!
  3. First march. If you are clear about your location in battle, then you need to have time to fly there before the enemy. Take the furthest position from your base, this will deter the enemy from further advance; the distribution of enemy forces along the flanks will become clear, and it will also exclude the possibility of a breakthrough along your flank, perhaps even 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 to gain an advantage in battle, therefore, having reached the far positions, calm yourself with the thought that "if you hurry, you will make the enemy laugh", and then stand and shine the enemy, let arts and anti-tanks work. Even if the enemy is not available to them, then 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 losing time, he will make a reckless maneuver. And remember, the enemy killed by your light gives you a portion of experience.
  5. Follow the fight. Keep an eye on the fight and count enemy flashes to pick a good moment to break through. Suppose you, like a regular medium tank, are on a plateau, and a battle is going on in the gorge. On the mini-map you see flashes, you think that there are five tanks in the gorge, you look at the list of the enemy team, and there are 9 live tanks, of which 5 are heavy, three artillery and one anti-tank. Once again scratching under the cap, you will understand that it is unlikely that arts are tanking in the gorge, which means that there are three arts and one anti-tank at the base, and this is where your finest hour comes!

This is such a simple science to be the commander of Soviet medium tanks, comrade! Although in fact medium tanks are a very complex and specific class of vehicles, you need to think twice as fast on them than on any other class of tanks. Everything described is as close as possible to lone tankers, but in fact it is best for you to find a partner to play in a platoon, medium tanks need comrades extremely much!

5 years and 3 months ago Comments: 2

LEGEND:

Yellow color - self-propelled guns
Green color - Medium tanks
Purple color - Light tanks "fireflies"
Red color - Heavy tanks
Blue color - "ambush" tank destroyers
Brown - Heavily armored tank destroyers

All take positions in the beginning of the battle. Yes, of course in random fight you can’t even hope for coordinated actions, but for example, no one forbids you to stand on your equipment where necessary.

Everyone is often guided by "the bigger the pile the better", that is, they go all in a crowd. In addition, it is problematic to secure all firing points with 5 units of military equipment ...

And here company battle For example ! It is something! No matter how experienced the players are, the team that plays harmoniously outperforms many times (how many cases have there been when the team of "crayfish" defeated the "extras" because of the team game!), And that's what tactics are for! After all, a commander who knows the tactics on the map, monitors the situation, and gives out the right commands in time is a godsend for the team. This article is for future commanders (he himself has neither the desire nor the experience for this). So let's look at the technique:

Light tanks

Where to go…

On this map, I would recommend LT ride near lakes and the mountains. This is the only type of vehicle capable of driving there. I saw how the "borsch" and the IS-3 tried to pass there ... They were dismantled from the city in 30 seconds after the light ... The LT has speed, mobility and small dimensions (they are needed to hide behind the boulders from the fire from the city). We eat, we stand behind a boulder. We wait for some time, and when the road seems safe, we give gas to the next boulder. ATTENTION! In 7 out of 10 cases, you can meet an enemy LT 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 outgoing tanks (I know from myself, I tried it) and only thanks to great luck you can dodge them (9 out of 10 that they will kill you). AT city even more danger, since the skirmishes there are the most cruel ...

Heavy tanks

Where to go…

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

medium tanks

Where to go…

In town. But to stand not for the church, as TTs do, but for the houses around it. By doing this, we will increase the chance of survival many times over. You can also prevent the enemy's strands from reaching the city center (to the church), otherwise it will be difficult to knock them out later. To the center and to the left. Why? On the left, armor is important and, and not at all, and mobility. And in the center, because our mobility is already insufficient, like that of LT.

ACS

Everything is very clear here. We get up where they will see us last and help the allies in the city and on the pass.

Heavy tank destroyers

Where to go…

Left from the mountain. That we need and. I advise you to wait for the cord, the enemy himself will leave and "treat" him with a delicious "splash" To the city and to the center. Why in the center is understandable. In the city, because the enemy can drive into our rear, and then that's it. Hello Angar!

Ambush tank destroyers

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

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

Good luck on all fronts!

Prepared by: DavydenkoNikita.

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 mostly go and where the main battles take place in this location.

The red circles indicate the main hotspots in this location, it is here that the biggest battles take place.

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

Tank destroyers in this location mostly follow heavy tanks. Green circles indicate the main places where tank destroyers can be located. The terrain on this map is very uneven, so tank destroyers cannot take a good position here, they have to go after allied tanks and help destroy enemies.

Medium tanks on the Fjords map in the game World of Tanks they mainly arrange battles in the clearing and near the coast, sometimes you can see a group of STs breaking through in the mountain area.

Artillery on this map occupies the 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 a different position will be almost the same.

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

As for the Rush tactics, it has not yet been practiced much 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 tactics of the enemy can be destroyed in an instant.