Steppe map in World of Tanks: positions for LT, ST, TT, PT-SPG. WoT maps - description of maps in World Of Tanks Positions on world of tanks maps

Westfield

Bright and lush area with many forests and villages located in different parts   cards. A large damaged aqueduct crosses the eastern part of the valley. Numerous mountain ranges are a great place to ambush, but wide fields make moving between positions dangerous.


Empire border

The first Asian map in the game after update 1.0. Its distinguishing feature is the Great Wall of China, dividing the location into two parts. Different areas of the map are suitable for different classes and styles of play.


Karelia

Swamps, cliffs and rocky cliffs divide the map into three main operational areas. The lack of buildings and a small number of rocky shelters favor artillery operations. For success, it is necessary to concentrate the forces of the attackers in one of the areas with distracting actions or harsh deterrence of the enemy in other sectors.



Lasville

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


Siegfried Line

The successful combination of open spaces and city blocks is a feature of this map. Winding streets allow you to penetrate the rear of the enemy, and numerous bunkers can be used as shelters.


Robin

The starting positions of the teams are divided by a smooth, well-shot field. This World of Tank map is convenient for defending and destroying an enemy with artillery. Deep detours using shelters - copses, creases and village houses can decide the outcome of the battle. A well-coordinated attack through the field at high speed, with the support of artillery, can also bring success, but is quite risky.


Minsk

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


Monastery

In the center of the map are a large monastery and city. Three roads allow you to drive from north to south. The monastery courtyard is an advantageous firing position. A long hill in the west and a winding ravine in the east perfectly protect against 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 height with watchtowers in the northern part, hilly plains in the southern part.


Overlord

The map conveys the atmosphere of the landing of the 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 card is for general battle. There are several zones: a plant in the center of the map, dense forests in both teams, a church over 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 game location for virtual tank battles. Map features open up opportunities for diverse and dynamic combat operations. Three game zones provide freedom of action to all classes of equipment. There is a place for everyone, the main thing is to determine your own desires.


Pass

This map is distinguished by mountainous terrain, which is characterized by a rugged topography. Numerous rocks and stones protect against enemy fire, various elevations are excellent places for ambushes, and winding roads allow you to strike at the enemy’s base.


Provinces

The hills located along the edges of this map are built up 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

An open hilly area divided by a railway embankment. Groups of trees provide excellent cover for anti-tank self-propelled guns. Attacking, follow the flanks. Defending, attack the flanks of the enemy. Artillery has freedom of action, but is extremely vulnerable to raids of high-speed light forces.


Redshire

The game location is a countryside in Britain. In the center of the map is a small town. Fields smoothly rolling into the hills are a great place for decisive attacks. The river in the middle of the map does not interfere with the movement of equipment and serves as a good guide.


Mines

The high hill in the center of the map is the key point of the map. Despite the difficulties in her occupation, she dramatically improves the position of the occupied 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

A concentric system of city streets, dense trees and bushes in the park allow for hidden maneuvers and promptly transfer reserves. The actions of artillery in the urban part are very difficult, but the high degree of destruction in the city allows its allies to provide effective support.


Fishing bay

This map is a good combination of open space and rough terrain. The narrow winding streets of the port city, located on the flank, will unexpectedly gain an advantage. Gentle hills with numerous bushes will make it possible to widely use ambush tactics.


Steppes

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


Students

For a whole week, the village of Studzianki was the site of fierce battles of parts of the Red Army (including the 1st tank brigade of the Polish Army) with German invaders. In memory of these events, which culminated in great success for the Allied forces, in 1969 the village was renamed Studzianki Pancerne (Studzyanki Tank).


Pacific 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. Hilly terrain with dense vegetation on the western flank will be an ideal place for a quick attack. A direct road between the bases passes through a small town where you can conduct long battles. The bases are protected by hills from direct invasion, but are vulnerable from the flanks.


Tundra

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


Widepark

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


Cliff

The bases of teams are divided by cliffs 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 you to make a variety of tactical decisions. You can conduct a fire duel through the bay or fight at a pistol distance in a coastal city, or you can choose a deep detour with the capture of an enemy base.


Highway

The diverse landscape of this card gives it a kind of charm and makes possible the use of various tactics. Open spaces are good for wide flanking strikes, and city blocks require intense close combat. The pre-release name for the map is Kansas.


Himmelsdorf

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


Ensk

The labyrinth of city blocks and the flat field of the suburb are separated by narrow passages between station tracks. Concentrating forces, take into account the strengths and weaknesses of military vehicles in each of their directions: artillery can break a jerk in the open field, but is almost helpless against the enemy hiding behind the walls of buildings.


Winter cards

Klondike

Scene - North America. The mine in the north of the map is a lot of corridors, buildings and narrow passages. The island in the south is a vast open area, studded with lonely buildings and dilapidated wooden shacks of diggers and miners. In the central part of the map, a muddy riverbank connects the bridge. The map was 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. The winding roads leading around mountain ranges and along the banks of the river allow you to suddenly find yourself in the rear of the advancing enemy, as well as create many convenient places for ambushes. The former name is "Arctic".


Kharkov

Urban development in the center of the map is the most important strategic site. Two more directions are distinguished on the map: the city square, where you can fight at long distances, and the area beyond the city line, on which maneuverable vehicles can best prove themselves.


Calm

Map in the midst of the snowy mountains of Scandinavia in an atmosphere of endless winter. Pierced by the fierce winds, the central part of the map gives room for bold reconnaissance maneuvers. A ship graveyard in a frozen bay is suitable for positional combat. Roads along the mountains will serve as breakthroughs to the enemy’s base, and fishing villages will become a place of deadly ambushes to repel attacks.


Erlenberg

Divided by the river in half, the map has three likely lines of attack. The central bridge is located among the ruins of a small town. The area near the north and south bridges, has a small number of shelters. As firing positions, you can use the castle and the line of hills on the opposite side of the map.


Desert cards

Aerodrome

The map is a British military airfield with surrounding surroundings. The scene is North Africa. Base teams are located in two small port villages. In the center between them is a rocky hill that allows you to control the surrounding expanses and access to the bases. The location abounds with convenient places for ambushes and numerous routes for breakthroughs and maneuvers. In the upper part of the map is located directly the airfield itself with two large aircraft hangars and a runway. The developers paid great attention to the surroundings: in this gaming location you can find various equipment (airplanes, fuel trucks, ambulances), a radar station, a dining room and a shower room for staff, a mosque with a minaret, ancient ruins, fishing boats and more.


Sand 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 rocky massifs and high dunes, which allows you to attack from unexpected directions.


The Lost City

Symmetric mixed card with carefully balanced balance, created with the participation of leading players. The discreet color palette and soft daylight are designed to provide maximum comfort when playing. One of the maps on which battles took place in the framework of the game mode "Excellence".


Al Hallouf

In the center of the map is a spacious valley filled with stones and shallow vegetation. High mountains on both sides of the valley provide many firing positions. Regardless of the route, attackers will encounter a difficult climb to the enemy camp.


Special cards








Hell

This is what Kharkov looks like in the world of destroyed equipment, which is in the power of Leviathan. The map was created for a game event on Halloween (October-November 2017).







Exited Cards

Windstorm

On the map, there are two main directions along the flanks and the direction of support through the center. Hot fights for domination in the city will take place on two bridges connecting a small factory with a central square. The team that managed to break through the crossing will get more opportunities to bypass the enemy and tactical maneuvers. Go behind enemy lines and support the allies by destroying enemy artillery through the north-western direction at the foot of the mountain. A lot of shelters and small elevations along the entire route will fully realize the potential of fast, maneuverable equipment. The central diagonal is the shortest route to the enemy’s base; it provides an 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 season. The circular square in the western part of the city serves as a place of protracted positional battles. Concentric city streets are suitable for the gradual hacking of enemy defenses by forces of heavily armored vehicles, and a long radial street will allow dagger fire on the enemy. The eastern part of the map is quite open and quite suitable for medium tank maneuvers, but only if they control a small settlement in the middle of this zone.


Pearl river

The rugged terrain opens up enormous opportunities for the use of various battle tactics - ambushes, sudden detours, collisions in small areas. Movement along the river bed allows you to quickly get to the enemy’s base and join the battle. Remember that on this map you must not forget about your rear.


Winter Himmelsdorf

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


Komarin

The game location is two sections of low-lying wetland. They are separated by a river that can be crossed over three bridges. In the center of the map is a small hill with plentiful vegetation and several buildings. Players call it the "island", although formally it is a peninsula adjacent to the north coast. The bases are located in the west and east, but the teams begin the battle in the north and south.


Mittenguard

Starting positions on the rocky slopes do not provide any cover, so the best tactic will be the successful occupation of city streets. Artillery is located on both sides of the city cathedral - a breakthrough in this area will be a significant contribution to the victory.


Arc of fire

The Fiery Arc map is a copy of the Prokhorovka map, however, in this location, the lighting, terrain, sound and visual accompaniment during the battle were changed to convey a greater atmosphere during the battle. The "Arc of Fire" is a reference to the events of World War II on the Kursk ledge, when in July 1943 the largest tank battle between Germany and the USSR took place. An open hilly area divided by a railway embankment. Groups of trees provide excellent cover for anti-tank self-propelled guns. Attacking, follow the flanks. Defending, attack the flanks of the enemy. Artillery has freedom of action, but is extremely vulnerable to raids of high-speed light forces.



Ruinberg on fire

The map is a complete copy of the Ruinberg map with redesigned lighting and design. A concentric system of city streets, dense trees and bushes in the park allow for hidden maneuvers and promptly transfer reserves. The actions of artillery in the urban part are very difficult, but the high degree of destruction in the city allows its allies to provide effective support.


Sacred Valley

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


Northwest

Visually, the landscape and nature of the map resemble the North American region with characteristic vegetation and mountain ranges in the atmosphere of early autumn. The map is replete with buildings, slides, rocky shelters. Most of the buildings are indestructible, there are quite good positions for heavy equipment and a place for light. At the same time, there are good positions for self-propelled guns, as well as paths and loopholes for medium and light tanks. The card is balanced enough 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". A snow-covered Soviet factory town, divided in two by an ice-bound river, can be captured from a variety of directions, however, it shoots well from the surrounding hills, offering numerous shelters, firing positions and routes. Withdrawn from the game in patch 0.9.5.


Hidden village

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


Stalingrad

Dense urban development in the center of the map allows you to use various tactics. The open promenade is well suited for quick battles and maneuverable equipment.


Swamp

The game location is a low-lying wetland. Roads along the flanks allow you to choose a place to strike or to conduct distracting maneuvers. The swamp in the center of the map is not only an obstacle, but also a tactically important object.

Consider the positions for tank destroyers in World of Tanks. As you know, PT-shki is a defensive technique. Used to deter the onslaught of heavily armored tanks.

Hence, the main tactical positions of the Fri SAU in the WOT are the lines of the breakthrough of the main enemy troops. In general, on each map in the game there are lines along which opponents move. Most often there are two or three such directions, less often one or four.

Choosing a place to get up on Fri Sau

To choose the best place to put a tank destroyer you should decide on the distance at which you will open fire on opponents. There are two options for the development of events, which we will discuss in more detail. The essence of choosing a place comes down to the distance to the target. The presence of shelter, whether it be bushes or natural and artificial obstacles, such as stones or buildings, is important, but not most important.

First option. Long distance installation of a tank destroyer.   So, if you plan to hit tanks at the maximum distance, you should choose straight, smooth, even relief surfaces throughout the entire visibility of the area being shot. A distance of 500-700 meters for this option is perfect. Installation of a tank destroyer is carried out directly behind the bush. Tactical calculation on the help of allies in the detection of enemies in the firing direction.

Advantages when choosing a place for a tank destroyer for long-distance shooting:

  • The ability to maintain the strength of the combat vehicle;
  • The smallest percentage of aiming the enemy in your Fri-Sau;
  • Shelter shooting without light;
  • Dealing unrequited damage from Fri Sau;
  • High survival rate.

Disadvantages when installing a tank destroyer for long-distance shooting:

  • Low percentage of penetration;
  • High probability of receiving damage from enemy self-propelled guns in case of light exposure;
  • Difficulty aiming;
  • The need for allied assistance in finding targets.
  • Low DPM due to the high probability of non-threading and ricocheting.

The second option. Close installation distance pt-sau.   This option is more difficult to execute, but it will bring much more results with skillful implementation. To decide where to get up you need to hurry. After the start of the battle, you should take the closest possible position to the middle of your half in the main forces section heavy tanks   the enemy. Pay particular attention to the position of Fri sau. Your fighting machine   in WOT should stand at least 15 meters behind a bush or trees. Do not put Fri Sau directly into the bush. As soon as you open fire your equipment will be detected. Put away from the bush so that it covers your point from the side of the enemy. Putting a combat vehicle at a distance from the bush, your shots will not detect the tank destroyer and you will be noticed only when the enemy approaches directly to your vehicle. This will give you certain advantages at the beginning of the battle.

Advantages when installing a tank destroyer for firing at close range:

  • High DPM due to penetration of armor and lack of rebounds;
  • Precision aiming guns Fri Sau;
  • The ability to hit on modules, incapacitating enemy vehicles;
  • Close proximity to the enemy will allow you to spot long-range targets and knock out key, weakly armored forces at the beginning of the battle;
  • Monitoring the map of most of the map and providing greater opportunities for regrouping the forces of the allies, greater maneuverability in the rear;
  • A good overview of enemy positions and their movement.

Disadvantages when firing from Fri sau after installing at close range to the enemy:

  • Low survival;
  • A large number of hits with this choice of location of the tank destroyer in WOT will fall precisely in your combat vehicle;
  • High probability of detection by the enemy;
  • A statistically low probability of surviving the middle of the battle;
  • Limited ability to maneuver without taking damage;
  • The complexity of the second option is due to the need to quickly take up a position and jewelry installation Fri-sau 15 meters from the bush, not afraid to get up in the open.

What should I look for when placing a tank destroyer in a WOT?

Let's list the events and features of the installation of Fri sau in the best position on the battlefield. To do this, we will identify all the factors affecting the correctness of the decision made where to get up to ensure maximum efficiency when playing at the game in World of Tanks. The identified factors will try to remember and take into account each time when choosing a position for this class of military vehicles (PT). Here are the key factors, events and features that affect the outcome of the battle and the correct installation of Fri:

  1. The distance to the target. Consider the place where opponents should be when you open fire on them. Choose bottlenecks inconvenient for enemies. Open, well-shot areas. Be patient, do not try to open the position of your Fri-Sau first.
  2. Availability of shelter. This is very important if you want to shoot without revealing your war machine. The main shelters for a tank destroyer in wot are shrubs, stones, buildings. Such types of shelters are rarely used when installing a tank destroyer, such as trees, tall grass, cars, as well as the terrain: pits, depressions, slides, crevices, windows, openings.
  3. When illuminated Fri-sau should leave the selected position and cease fire. Try to immediately begin to reverse, followed by maneuvering left and right, without stopping going backward. This will ensure the fastest way out of the light and keep the tank destroyer safe. Even if you have a goal in front of you - an illuminated enemy technique, try not to shoot at it, being illuminated. Otherwise, you risk staying in the spotlight and quickly lose all potential in the number of hit points. Try to stretch the battle into several stages; I don’t invest everything that you have in one attack.
  4. The lack of movement dramatically increases the coefficient of shelter. Choosing a place to get up on the WOT map, pay attention to places where you can stand for a long time without setting the train in motion. This guarantees greater survival.
  5. The presence of direct visibility and the absence of obstacles on the line of fire increases the quality of fire and the chances of causing more damage. Provide a place for the tank destroyer with direct line of sight at least 500 meters ahead.
  6. Do not hesitate at the beginning of the battle. The majority of game locations in World fo Tanks have open starting positions. Try to leave them right away, choose the most suitable place and move towards it as quickly as possible to ensure surprise attacks and increase the tactical component in battle.
  7. Remember, the technology class of a tank destroyer in WOT does not fight effectively at the forefront. In this regard, take a place in the second line, giving way to the first positions for heavy tanks.
  8. Kill opponents. Your position on the map should provide allies with good support. Tank destroyer - a class designed to finish off the "wounded". Set the main goal in your position - to permanently disable unfinished tanks.
  9. Defend your anti-tank sau from enemy artillery. Often Fri sau have a flat and at the same time wide outline of the hull. The top of these combat vehicles is the least protected. Direct hits by self-propelled guns can easily destroy your point. Keep this in mind when choosing a shelter.
  10. Provide the opportunity for retreat. Arrange with the Allies for help in repulsing enemy light tanks. It’s better if someone else covers your stern when choosing a place for a tank destroyer.
  11. Remember the breakthrough potential of a tank destroyer. In the middle and late stages of the WOT game, your war machine can provide a quick break through to the rear of the enemy. Choosing a place to install Fri remember to provide the ability to quickly move forward. Do not stand on a mountain in front of a cliff or behind a water barrier.

Conclusion

We examined two main options for placing a tank destroyer in WOT. We analyzed the advantages and disadvantages of choosing each option for installing a combat vehicle on the battlefield. Evaluated the effectiveness of using Fri at long and short range. We listed 11 factors affecting the choice of a place to get up at the Ptsau and revealed their essence.

Good day, dear visitors of the portal site!

Today we continue to analyze the cards of the game World Of Tanks. And next in line - wot industrial zone map. This is the youngest map at the moment in the game, and the most important thing to say about it is that it is incredibly simple, understandable, easy to learn and at the same time quite balanced and covered from above from the "suitcases" of artillery, which means playing on slow heavily armored tanks here will be very comfortable. But let's talk about the Industrial Zone in more detail.

General information.

Industrial Area Map   wot was added to the game in update 0.9.13., it is a summer map (summer type of camouflage), has a small size - 800 * 800. The industrial zone is available for the only mode of battles in the random house - random battle, for battle levels from the seventh and higher.

The map is a dilapidated tank factory on a summer day. On the map of the Industrial Zone there are a large number of buildings and other shelters, which makes the game for gunners quite difficult. Here, even in open areas of the map, of which there are very few, there are still some buildings or folds of terrain, which can be quickly hidden in case of danger. In addition, numerous opportunities for breaking fast tanks to the rear pose a huge threat to artillerymen and the most intelligent and daring fireflies can arrive at SPG positions at the very beginning of the battle.

Perhaps, in addition to artillery, the remaining classes of equipment here will find application quite simply, but two aspects are worth noting:

  • long-range shots are almost completely absent on the Industrial Zone map, which means that fans of shooting from bushes over 500 meters will have to choose positions for close or medium combat (which is not a big problem for tank destroyers).
  • as well as in the Industrial Zone there are no opportunities for lighting and light tanks here will have to play for the most part the role of medium ones (maneuverable skirmishes or quick breakthroughs on the flank).
The most relevant on this map will be heavy and armored tanks.capable of repulsing enemy shells with their armor in close skirmishes on narrow driveways of factory floors, gradually pushing through enemy resistance.

It's hard enough to find a lot of words about the Industrial Zone map, due to its simplicity in the gameplay part, but let's try.

Look at the key components of the map:


Picture 1.
  1. Top base.
  2. Small workshops.
  3. Central workshop.
  4. Zelenka.
  5. Lower base.
Dear friends, you should not perceive these elements of the map as the only ones where you can conduct an effective game, but it is on them that the main clashes take place. However, on the Industrial Zone, as you can see from the map, there are much more buildings and other shelters from which you can play.

So, in fact, you cannot highlight any specific tactics at the industrial zone   wot, but we can distinguish clear effective lines of attack. Let's talk about the role component:
  1. Light tanks   On this map, they are practically unable to shine, as the Industrial Zone is oversaturated with various buildings or terrain, making it difficult to see targets at large distances. Therefore, fireflies need to keep in mind that whenever you try to illuminate the enemy, the enemy will also notice you. On the other hand, shining on a map like the Industrial Zone is practically pointless, because allied tanks will see opponents without you. Perhaps you’d better concentrate on trying to break into the artillery positions (which are usually located at the corners of the map) at a convenient time or pretend to be a medium tank and play their role.
  2. Medium tanks   they don’t play the main role at the Industrial Zone (which is strange in the conditions of a modern random house) and rather play support from behind the backs of heavy tanks or close the green to prevent the enemy allies from breaking through medium and light tanks to the rear. The second, by the way, is a priority. There is only one possible variant of active actions for medium tanks on the Industrial Zone: when a whole flock of STs is going and a peppy rush along the green begins.
  3. And here are the kings of this card - heavy tanks. The success of your team, as on any city map, will depend on their effective actions. Heavy tanks are obliged to go to small workshops and there, hiding behind many shelters, to push through or hold back this direction. Speaking of direction, it is small workshops on this map that are strategic components of victory. Those who captured this part of the map will have more opportunities to defend their own base or attack the enemy, and therefore the main striking force of the team should concentrate here.
  4. Tank destroyers   as well as light tanks, they are deprived of the opportunity to play their favorite role on the Industrial Zone - to shoot long distances, remaining outside the light. Here you will have to engage in close combat and be mostly in the light. Your main task is to support heavy tanks. Just do everything to make life easier for your weight.
  5. Our beloved gunners   in the industrial zone suffer. Lumbago is extremely small and in order to bring at least some benefit to the team, you have to constantly look for options and move around. There is the only direct cross on the green, but there are enough obstacles for fire, besides, on the green, you are unlikely to meet a mouse or T95, most likely there will be fast and maneuverable tanks to fire at which, as you know, it is much more difficult. In general, the most popular positions for artillery are in the very corners of the map.

There are a couple of points that I missed, but you need to know about them:

  • Someone must also cover the central workshop, which is not a convenient direction for attack. Who will do this is not important, but to have a couple of tanks near the exits from it is necessary to prevent the fireflies from breaking through to the rear or not to get a few unpleasant shots to the side.
  • Between the central workshop and the small workshops there is the shortest, but also the most dangerous passage to the main places of collision. Here, it is quite easy to get a weighty blank disc from a hidden tank destroyer. It’s better to go around this driveway.
  • Being on the green, be careful, because in some places you can get from enemy tanks from the central workshop area.

In custody.

The wot Industrial zone map is an example of successful map balancing. Here, none of the respawns has any tangible advantages or imbalanced positions. This is partly due to the symmetry of the card, but it is worth noting that the symmetry in the Industrial Zone is not at all felt in the general perception of the card. And also the map is very interesting due to the huge number of obstacles and shelters that protect the player from the "suitcases" of artillery or long shots.

Dear readers, this concludes our review of the Industrial Zone map. Do not miss the overview on the following map. See you soon.

The main place of battles in World of Tanks is picturesque game locations (maps) depicting real landscapes of different corners of the planet. By type all maps in the game World Of Tanks   They are divided into summer, winter, desert and special, dedicated to the World of Tanks gaming events. Developers produce camouflage and equipment appropriate for a particular area.

All WoT maps with names

To help players, a convenient WoT map guide is presented, which helps beginners to get used to the game faster, experienced players can increase their professionalism. The section is devoted to the guide on the passage of gaming locations, contains a description of the advantages and disadvantages of equipment, combat characteristics.

Summer WOT cards

Characteristic feature   maps - an abundance of swamps, rocks, rocky slopes, forming three operational areas. The lack of buildings and a small number of rocky shelters strengthen the position of artillery. Tactics of attackers require concentration of forces in a certain direction, distraction of the enemy or retention of the enemy in other sectors.


The new interactive map relates to 19th-century provincial America with a corresponding flavor: estates, cotton plantations, billboards, cars and, most importantly, “live” oaks, which gave the name of the map. The center of the location is a huge lake area with swampy shores. One flank is equipped with two narrow railway bridges and fords, the second - a small village that houses wooden and brick houses. The north-eastern base is visible in the vicinity of the station, the south-western one is adjacent to the factory and the estate. Open areas of the bases facilitate protection.


A colorful combination of forests and villages spread across different corners of the map. A large bridge with a canal runs along the east of the valley. The mountain ranges will serve as a good ambush, the fields will increase the danger of moving between positions.


The first Asian area in the game after the release of version 1.0, divided by the Great Wall of China in two. Separate parts provide a choice of class and style of play.


The initial position of the opponents is shared by a flat, well-shot field. The map is convenient for defending and defeating the enemy with artillery shells. Deep walks with copses, landscape folds and village houses used for shelter decide the outcome of the battle. Proper coordination of high-speed attack through the field, combined with artillery support, also bodes well, but the risk is quite high.


2018 mixed map. Two city buildings are united by the open embankment of the Svisloch River. Competitions are held on opposite sides of the avenue. Samples of fast passage through the defense are extremely dangerous, success on the flank increases the likelihood of victory.


An isolated mountain landscape on one flank and quarter buildings on the other favor access to the enemy at a final throw distance. An open lake in the middle of the field contributes to the fire support of his team at a short distance.


Open spaces and wavy streets of urban neighborhoods create ideal conditions for penetrating into the enemy’s rear, using many bunkers for shelter.


Mixed landscapes divide the picturesque lands into 3 blocks: an ancient castle in the center of the location, a small urban settlement and watchtowers, hilly plains in the north and south of the area, respectively.


The map plunges into the history of the landing of the Allied forces in Normandy, 1944. The design of the location embodies the exhibition of samples of artificial German shelters from the "Atlantic Wall".


The central part of the square is occupied by a large-scale temple and urban settlement. Three roads open the way from north to south. The monastery courtyard is advantageous for firing positions. The western hill and eastern ravine provide reliable protection against cannon shots.


The tactics on the WoT map are determined by swamp and hilly terrain. There are few buildings. It is worth focusing your forces on a single angle, limiting yourself to fire protection from the rest.


Map of Belgorod in 1943, provided for General battles. It is divided by several zones: a central plant, dense forests (on both sides), a temple over the plain, a small post and a destroyed plane.


Terrain features provide a variety of dynamics of hostilities. Three game blocks open up freedom of action for technology classes.


The mixed type map is suitable for fire dueling and short-term battles in the destroyed industrial workshops.


The open hills are covered with a railway embankment. Green spaces provide an excellent shelter for anti-tank self-propelled guns. When attacking, it is important to keep an eye on the flanks. Defending, attack the flanks of opponents. Artillery has many opportunities, but there is a vulnerability to high-speed light forces.


The mountainous terrain and the rugged relief of the pass are reliable protection against enemy artillery, rocks and stones are convenient for ambushes, winding paths contribute to striking at the enemy’s base.


Small elevations on the outskirts of the map are built up with housing estates. Ornate paths help deliver unexpected hits. The desert terrain between the hills is the shortest path to enemy bases.


The playground is represented by the countryside in Britain. The central part is occupied by a small city. Fields smoothly move into the hills, creating favorable conditions for decisive attacks. The river in the middle of the location helps to navigate the area.

Fishing bay

The map combines open space and rugged terrain. The intricate alleys of the port city provide a number of unexpected advantages on the flank. Hills overgrown with bushes determine ambush tactics.


Gentle plains, sheltered by large boulders, folds of terrain and a railway on the northern embankment. The bases are united by a road closed in the lowlands from events on the flanks.


High hill is the central point of the map, dramatically improving the position of the team that took. The northeastern village and the western island, with existing privileges, remain vulnerable to a fire attack from the center.

Ruinberg (city map)


The radial-circular scheme of the city, dense parks are an excellent tool for hidden maneuvers, operational transfer of reserves. A fire attack in the city causes difficulties, destroyed buildings increase the effectiveness of support for allies.


The territory of the village during the week was subjected to a fierce battle of the Red Army with the Germans. In memory of the historical battles that ended in success for the Allies, in 1969 the settlement was called Studzyanki Tankovy.


The map is made in the style of Munich, stands out against the background of analogues by the abundance of factory districts, destroyed buildings, freight trains. An embankment with iron tracks dividing the map in two increases the concentration of forces for impact.


Enemy locations are limited by cliffs and cliffs - the main shelter with the concentration of forces in the right direction. The central part gives an advantage in battle, however, neglect of the outskirts threatens defeat.


Land space borders on mountainous terrain and water, occupying a third of the location. Railways were laid from north to south. The dense vegetation in the western hills serves as a quick attack. A direct road between the bases crosses a small village, contributing to the conduct of protracted battles. Hills protect the base from direct invasion, but there is a high probability of attack from the flanks.


East Mountain opens up favorable conditions for battle, central zone   - tactical advantages. The swamp in the west is successfully used by scouts and allows attacking from the rear.


Mountain cliffs and narrow valleys determine the diversity of tactics. An interesting solution would be to conduct a fire duel across the bay or battles at a pistol distance in coastal buildings, a deep detour to capture the enemy’s camp.


The labyrinth of urban buildings and the suburban wasteland is broken by narrow passages between the tracks. When setting priorities, it is important to take into account the behavior of equipment in certain areas: artillery will quickly break through in an open field, but is helpless against enemy forces hidden behind the walls of buildings.


A diverse landscape is a great option for those who want to use 2-3 or more tactics in battle. Open areas are suitable for extensive flank attacks, the urban settlement involves reinforced close battles. The old name of the map is Kansas.

Himmelsdorf (city map)


The maze of streets and squares is not suitable for artillery and tank destroyers of self-propelled guns, but is ideal for high-speed breakthroughs and bypassing with light, medium vehicles. Bypass routes through the castle and railway tracks will help to get out of the formed positional dead ends.

Winter WOT cards

How to play on different maps in World of Tanks in winter? Below is a description of tactics for various landscapes.


Permafrost in the middle of the Scandinavian mountains gives room for bold intelligence. Exciting positional battles will provide a ship cemetery in a frozen bay. Mountain roads will serve as breakouts to the warring base, fishing villages will be the best place for deadly ambushes.


The battlefield is North America. The northern mine is formed by numerous corridors, buildings and narrow passages. The southern island places lonely buildings and old shacks of miners on open spaces. In the center are silty shores connecting the bridge. The card has improved quality and returned to the game with version 1.0.2.


A snowy, rocky place with obstacles and shelters. Ornate paths stretching along mountain ranges and the embankment of the river, unexpectedly penetrate the rear of the advancing troops, also form convenient places for ambushes. The map was formerly known as the Arctic Circle.


Divided in two by the river, the map has three lines of attack. In the center, a large bridge is favorably located among the city ruins. The north and south bridge border good terrain for ambush. It is convenient to open firing positions from the castle and hill lines on the opposite side of the map.

Desert cards


Symmetric mixed location with carefully measured balance, created with the support of leading gamers. Restrained color schemes and soft daylight increase the comfort of the game.


The main scene is a magnificent valley surrounded by high mountains on both sides - an ideal place for firing positions. Regardless of the route, the attackers have to withstand the difficult climb to the opposing camp.


The map is a prototype of a British military airfield. The command bases are occupied by small port villages, separated by a rocky hill in the center. The territory abounds with convenient ambushes, breakthrough and maneuverable ways. The airfield, supplemented by two aircraft hangars and a runway, is equipped at the top. The developers took care of the surroundings: the card has an abundance of equipment (aircraft, fuel trucks, ambulances), radar, a dining room and a shower. The atmosphere of North Africa conveys a mosque with a minaret, ancient ruins, fishing boats.


Initially, the clay house map seems open and easily controlled. However, easily demolished buildings serve as reliable protection for teams. Flanks, covered by rocks and dunes, allow you to choose unexpected angles for the offensive.

Special locations for fan modes

Overview of special landscapes from the world of Tanks online:

  1. Abandoned stadium - display of the football mode 2016.
  2. Winter battle - spending evenings in the cold season is even more interesting.
  3. Normandy - special development for vehicles of the VIII level, used in the Front Line mode.
  4. Eight-bit story - the card allows you to play on Karl self-propelled guns as part of April Fool’s promotions.
  5. Hell is the representation of Kharkov in the world of destroyed equipment subject to Leviathan. Game events take place on Halloween (October-November 2017).
  6. Stud Eiffel - location for the game in football mode 2016.
  7. Lunopark is the dark part of the moon.
  8. Monte Rosa is a map used for battles in the Superiority mode.
  9. The beginning of the era is the Convoy platform for gaming events. The battle takes place on the Somme.
  10. Tank Racing - uncompromising breakthroughs on racing tanks.
  11. Himmelsdorf Championship - the territory of fair battles for championship in the championship of Himmelsdorf.
  12. Tank training ground - a location used for game training.
  13. Himmelstadion is the first night venue for the 2016 football regime.

The list is constantly updated and updated.

Maps deduced from World Of Tanks

What maps were in the world of tanks? The study of maps in World began with the first versions - Robin, Himmelsdorf and Mines   (formerly known as the “Pagorki”). Prior to the release of update 0.8.0, the locations were deprived of physics in the game, which made it possible to realize interesting tactical ideas, choose new firing positions, and take into account the terrain. The new patches were met differently by the game audience, the number of pictures steadily grew, and soon WG launched a map ranking system. During the game, locations began to fall out, ensuring maximum convenience of battles on various equipment. Small cards came across at low levels, large-scale images - at high levels.

Gradually, the list of cards in online tanks was reduced due to the irrelevance and negative attitude of the players. The location Port, Sacred Valley, Marsh, South Coast, Severogorsk, Mittengard was taken out of the game. In exchange - the remaining images receive improvements to the landscape, the tricky positions that open up combat advantages to the participants of the battle are gone. The fights were given dynamism by landscapes devoid of stones and folds of terrain, which served as an ambush for timid or cunning players.

Old WoT maps are regularly updated, improved graphics, and with the update 0.9.8, an HD client was introduced into the game, which increased the quality of graphics and detailing of equipment and terrain. Grass, bushes and trees, rocks and sand dunes, houses, ruins, water - all the elements were so detailed that inexperienced players and spectators could not restrain their enthusiasm. The HD-client weighs more than a regular SD-client, has increased requirements for PC resources, respectively - enchanting battles require powerful equipment.

Description of the first WoT maps


Winterberg is an analogue of the Russian Ruinberg, which differs in the time of year. A round platform in the west of the city provides protracted positional battles. Semicircular city streets are adapted for gradual breaking into the enemy with heavy armored vehicles, a long radial area contributes to the conduct of dagger fire on the enemy. The eastern territory is open and adapted for maneuvers by medium tanks that control small settlements in the middle of the zone.


Windstorm - a winter map divided into 2 zones: left bank (lines A – B), city (southeastern part of the location). The outcome of the battles is decided by medium equipment on the left bank or by heavy tanks in the city. The diagonal drawn in the center of the map is the shortest road to the enemy camp. Departures from the base are shot from the left bank, and the equipment moving along it falls under the fire of city tanks and anti-tank vehicles in the hills near the camps. Travel time should be selected carefully.


Visually revised original for the winter period, received in the update 0.8.11 (2014). City streets and squares are extremely inconvenient for artillery and self-propelled guns, but are ideal for unexpected intrusions and bypasses by light and medium tanks. A bypass road is laid through the castle on a hill, a railway track.

Pearl river

Summer card, forming 3 locations:

  1. Gorge. Rocks, canyons, rivers - the dynamics of high-speed cars and tanks with high one-time damage and an armored tower reign in the northeast.
  2. City. The road from the center of the map to the enemy base is small, but it is dangerous to be shot by the gaps between the houses.
  3. "Zelenka." The direct elongated area on the western part of the map is devoid of shelters and maneuvering areas. It is dominated by fast tanks with a good angle of declination of weapons.

The rugged terrain allows you to use various battle tactics - ambushes, unforeseen detours, skirmishes in small areas. The road along the river is the best way to get to the enemy camp and open an attack. However, do not forget about your own rear.

Komarin

Tactically, the card is non-standard. Team starts are located between the western and eastern bases, on both sides of the river. The game of tanks is more like a casino. Gamers have a choice between defending their own base or attacking an enemy camp and over bridges. Teams start the battle in the north and south.


Map "Port" - industrial size 830x830 m, created for ST and TT, the level of battles 4-11. Enemies start from various buildings, warehouses and hangars. The center of the location is conditionally divided into a “green” rugged landscape and railway tracks where hot battles unfold. The shortest path to both bases was laid on automobile bridges towering above the "piece of iron".


Copy of the Ruinberg map with smoke and rain effect. Novelty lasted until update 9. 5.


The winter map with a side of 800 m includes 3 sections: northwest, lowland (center), monastery (southeast). Opposing parties succeed at the sanctuary and in the northwest. The central part is deprived of reliable shelters, provides favorable conditions for quick raids to the enemy camp at the end of the battle - the opposing side is connected by the battle, does not control the lowland.


Location for the sandbox. It is the smallest location in the game: battles take place on a square 300x300 m in the center. To conduct the battle, players choose steep slopes that exclude the possibility of cover. Competent tactics is the successful distribution of equipment in city streets. Artillery is installed on both sides of the local church - taking positions in this part will provide a significant contribution to the victory.


The Arc of Fire is a clone of the Prokhorovka map with altered lighting, atmosphere, and sound. PPSh machine gun fire, Mosin rifle shooting, fighters cutting the sky - all this charges tankers with a fighting spirit. Rolling out into battle soviet tank, players are overwhelmed by the thirst for attack, known to defenders of the fatherland during the Second World War of 1943.


Beautiful autumn location that mimics the highlands of Central America. The release occurred in 2013, with an update of 8.9. Picturesque landscapes, intriguing atmosphere and the corridor of the map served as the elimination of the location in update 9.7.

A historical map that conveys the spirit of the real quarter of military Stalingrad. Broken houses, dug trenches impeded the speed of movement of equipment. The location caused a double attitude: some rejoiced, others complained.

The developers listened to the latter, removed the card from the game and promised to return it with corrections.


The low-lying wetland is equipped with roundabouts along the flanks that open the view for striking or distracting maneuvers. The swamp in the central part of the map serves as a barrier and a tactically important object.


Typical snowy province of the USSR. Limited space, randomly piled mountains - the developers tried to solve the problem, but to no avail. The card lasted one year, in 2014, the game client left.


A tribute to the Asian players, which appeared with the update 8. 10. Blooming cherries and rounded roofs of houses inspired the atmosphere of a sunny country, but beauty did not solve the issue of weak gameplay. Players had three attack vectors, two caused overt melancholy. Attempts to correct the situation failed, the card left the game with the release of update 9. 10.

Winter map with sides of 800 m. It has 3 tactically important areas: a lowland in the northwest, a city in the center and an area in the southwest of the area.

The confrontation of the parties takes place in three directions, the outcome of the battle is more often decided in the urban settlement. The northwest territory is shot through by artillery, but the action of fast tanks complicates the shooting for self-propelled guns. The heavily armored TTs converge on the square. In this direction, city tanks are able to successfully inflict damage on the attacking flank.


The location is dedicated to the battle for the Crimean peninsula, therefore it is a resort coast. It appeared in patch 7.5. In principle, it is quite a playable location with several directions for attack. For unknown reasons, the card was removed from the game in 2015, after trying to finalize it.


The image, made after Chinese motives, included a playing area of \u200b\u200b10% of the total picture. Changes in the landscape complicated the game of slow strands. Passages in the heap of mountains was quite difficult to remember. The map suffered 4 processing, with an update of 9. 6 disappeared.

How many cards in WoT?

The actual number of WoT maps (according to data for 2018-2019) is 40 pieces, locations are represented by 1: 1 km squares. The terrain on the maps is as diverse as possible: changes in altitude, alternation of open areas with buildings, shelters and places for ambush - all this allows you to change tactics in the game World of Tanks.

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