World of Tanks Map Strategies Guide

Guide for Enhancing Your Strategy On Each and Every Map

v0.2.4
*Working on more as we speak*
================================================================================================================

There are a surprisingly large number of maps in World of Tanks. Newcomers, or people simply playing tier 1 tanks only, are limited to 3 (Himmelsdorf, Malinovkva, and Pagorki).

After leaving the introductory tier, we are greeted with a wider array of battlefields with various terrain features and available strategies. Not all strategies are equal. In fact, many are deceptively awful and if not coordinated perfectly, will guarantee you and your team a defeat.

While no one is perfect, some strategies work better than others. Over thousands of battles played for me, seeing these strategies rise and fall has whittled down the uneffective ones leaving mostly gems.

None of these strategies will guarantee victory if coordination and execution are not sufficient, but as one famous cartoon rammed down our throats – knowing is half the battle.

I will break down each map and point out various available strategies that work well under certain conditions – and others that are common, but commonly fail.

I will start with the three maps available to everyone in their very first battle (Himmelsdorf, Malinovka, and Pagorki).

HIMMELSDORF

Map Type: City with tall buildings and lots of cover. Barren train junction lines the west of the map and a large hill with a church on top takes up the eastern portion of the map. The actual city makes up the center.

Overlay:
http://wiki.worldoft…lsdorf_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This map is one of my favorites and one of the first you will play. Despite the fact that it is available to newcomers, it is NOT an easy map to play and even more difficult to win on. There are so many routes of attack, essentially all of which provide ample cover for invaders to slip around behind you and your allies.

Red Line: This is one of the most critical lines to hold. However, it is often left unguarded by at least one of the two teams. When this line is not defended – and the enemy has sent tanks there – you are almost guaranteed to lose. Your front lines will decay fast and your forces will be split right down the middle. Worse, your cap is right in front of the attacking force.

Ideally, 5 tanks or more should be guarding this line, and pushing into enemy territory as soon as possible. The faster you can push down this line towards the enemies, the faster their lines will crumble and they will lose.

Yellow Line: This line is a very popular route of attack for low tier tanks and new comers. Despite this, it is THE WORST place you could go. If more than four of you and your teammates go this route, you have doubled the chance of your team’s loss – period.

Unless you are in the fastest of tanks, by the time you get up and over the hill and down the other side, your lines will have fallen (broken because less tanks were there to defend since they all went hill) and the enemy will be already capping. When this happens, you will be rushing to cap or rushing to get back and defend which almost always means you lose. This route will not always result in a loss, but it is a good way to increase the chances of your team’s defeat.

Ideally, only 2-4 fast tanks should take this route. Even 1 tank is sufficient. Because if the enemy is scouted up there in large numbers, you know their defenses below are weak. You can then rush as a team and eliminate the defenders and cap. By the time the large number of forces on the hill reaches your cap, you will already have too much of a head start for them to overcome.

Teal Line: This is a poor route to take early in the battle. You are wide open to enemy fire from high points of cover inside burnt out buildings. There is essentially no effective cover in this open field. Only go this route when the number of enemies is very few OR if you are a very speedy light tank that can wreak havoc in an early rush. Otherwise, simply take defensive positions along this route rather than offensive ones.

Ideally, only two tanks should be guarding this region.

Blue Line: This can be a fairly dangerous route to take as it is often well defended. I recommend a slow push along this route to gauge the enemy’s locations and numbers. If this line is not defended well, begin pushing hard as control of this area is detrimental to the enemy team.

Ideally, 4 tanks will go this route.

Purple Line: This line is the relatively open region of the train tracks. Several trains provide a little cover. Although, these can be shot under or shot through when destroyed. Therefore, cover is fleeting and sparse here. Do not take this line unless you are a speedy or accurate/long-range tank. Artillery will often sit in this region as better angles can be had for them to fire on enemies. Scouting this region can be a quick and effective way to eliminate artillery.

Ideally, only 2 well-coordinated tanks should go along this route.

General Tips and Tricks :P :
-There is a nifty little hallway/archway by the north cap point (literally on the back wall) that tanks as large as M6 Heavys can back into and shoot out from.

PAGORKI (MINES)

Map Type: This map has more dramatic terrain features than most. There is a large central plateau that everyone calls “the hill” which can be a vital strategic point of attack and defense. There is a small island with a radio tower that lies in a shallow sea to the west. A small village with vegetation lies in the east.

Overlay:
http://wiki.worldoft…-Hills_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This map is also one of my favorites. It allows for one of the most varied strategy packages available to tankers.

Red Line: This line is a fair point of attack. It can yield effective results when taken on en masse. However, it is a mixed bag. If your team is unable to control the hill on the western side of this route, then your attack and defense forces here will be eaten alive. It is of secondary importance to control this route compared to the teal route or “the hill”.

A common course of attack is through here. In low-tiers, the majority of the southern cap’s team will rush this side. This is a flawed strategy. Unless the enemy is kept off of “the hill”, then your force will be pummeled from above and picked apart. It is very unwise to overload this side and will only be effective if the other team is bad or poorly organized.

Ideally, 4-6 players should go this route. The fewer allies you have with you here, the slower you should push and the more you should focus on defense.

Teal Line: This line is of high importance to push at capture. In the center of this “line of attack” lies “the hill”. As a battle starts, the fastest tanks should go for and control this hill. Their harassment of incoming enemies will allow the slower tanks to arrive and reinforce them. However, do not suicide to take control. As you turn and enter the hill, you leave yourself vulnerable to enemy fire. Should you want to get on that hill, time your push wisely – while enemies are distracted. Until then, bide your time and keep the enemy from pushing onto the hill instead.

If the enemy is already on the hill, don’t fret and lose your cool. Simply push enough to prevent more of them from reaching the hill. Watch for enemies rolling over the edge of the hill to shoot down at you. If you keep these enemies on the hill focused on you on the teal line, you are keeping them off of your allies that are pushing on the red line in the east.

Interesting note: With the visual redesign of this map comes two critical modifications to the center hill. Two large boulders sit in the center and block direct fire for people beginning to roll up to the center plateau. You are still entirely vulnerable to the enemy as you crest the main hill and level off at the top. Keep this in mind. Also, while on the plateau, you have less cover than before. Use the various rocks and bushes to shoot down at the enemy spawn up north – but watch out for camping TD’s on the mini-hill.

Ideally, 6 – 9 players should go this route.

Yellow Line: This line is a coastal swamp. It will slow your tank down to a crawl and is left very vulnerable to enemies on the teal or purple line. If anyone at all goes this way, it should be a fairly large number of powerful tanks. Otherwise, do not touch this route at all. The key to this line is coordination. Otherwise, success will almost always be out of your reach.

Purple Line: This is a strategic spot that I recommend focusing on defense from. The peninsula on the southern side gives a good view of the hill on the teal line. You can shoot enemy tanks coming from the north and wreak havoc if your tank is accurate. The north will be able to take the island with the radio tower. There is fair cover for them to shoot up at the teal line tanks as well.

Overall, pushing hard on this line too early will leave you very vulnerable to fire from a number of directions. This should be a staging point for counter-offensive barrages and strategic defensive set-ups. Only push when the number of enemies has dwindled drastically.

General Tips and Tricks :P :
-The small, oddly placed warehouse on top of the plateau provides 100% cover from artillery in the north, while giving a full view of tanks on the red line.

MALINOVKA

Map Type: This is a map marked by a wide-open killing field/death trap that spans from one cap to the other. It has a small inclined hill in the north east that gives a good view/shot of everything below.

Overlay:
http://wiki.worldoft…inovka_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This map can be a real pain. It supports camping (sitting in basically one spot the entire battle and waiting for the enemy to come to you). My strategies almost never support camping – at least not on all fronts. This one will be no different. There are several strategies that can expertly dismantle a camping enemy one tank at a time.

Red Line: This is a veritable death sentence. Don’t run across the middle unless you like seeing your tank as a smoldering husk. Everyone can see you and hit you and within seconds, 15 tanks will be firing at you. The only time traversing the center is a good idea is when you can count the remaining number of tanks on one hand and you need to stop a base capture AND you are in a fast tank.

Teal Line: At first glance, this line of attack seems similar to the red line – BUT IT IS NOT. There is a small dip in the ground marked by a dirt path that you should take when using this line. In low tiers, this is a very effective route of attack. A delayed rush accompanying a considerable strike force and support group can all but guarantee your victory.

Coordinate with your allies to help on a teal-line attack. One person will not do it.

Ideally, if anyone goes this way, about 8 tanks should go and the others snipe and defend.

Also, if you are in a high-tier battle, only fast tanks should take this route. Anything with tier 8 tanks or above will like make an assault on the teal line next to impossible to pull off successfully (the exception being mentioned below as an additional tip).

Purple Line: This is a very commonly taken route. It gives you cover from the enemies camping on the field. It is depressed below their range of fire. However, it is a swamp and your vehicle will move much more slowly. You trade protection from the feilds for extreme vulnerability to anyone traveling the green line. You will be less able to move to protect yourself from these enemies and there is absolutely no cover down there but the hulls of your fallen allies – and believe me, there will be many dead allies down there.

In low-tier battles, you can get away with taking this line of attack and possibly win, but in high tiers (anything over tier 5) you are virtually guaranteeing your destruction.

Ideally, no one takes this path and one or two protect the end of this path.

Green Line: This is an effective line of attack in LOW TIERS ONLY. You can get to the enemy base in short order through this route. It also gives you the high ground for better view of the battle field and a tactical advantage. In low tiers, 4 tanks going this route in various positions along this line will give a team a good advantage of fighting tanks on the top hill and tanks below in the field. When you get into higher tiers (anything above tier 5), this route becomes just as deadly as the red line. Tanks will spot you just as fast as you can spot them. The entire enemy team will then have the range to shoot you down instantly.

Yellow Line:This line is useful if you are in a fast low-tier tank. It gives you the highest vantage point on the map. Attacking downhill is a lot easier than pushing on flat ground. You travel faster, you spot enemies better, and by taking the hill, your team suddenly controls 2/3rd the map. In higher tier battles, this fact becomes crucial for offensives on camping enemy teams. If you don’t want a wild center-rush or a “campfest”, attacking through the yellow line is the best way to successfully assault an enemy.

General Tips and Tricks :P :
– The southernmost capture has a distinct offensive advantage when taking the green and yellow attack lines. There is much more cover when pushing into enemy territory – including a large church structure that is invincible to enemy fire.
-The northernmost capture point has a distinct advantage when attacking in the teal line. Higher tier tanks can successfully attack on the teal line when realizing that, while the buildings in the south protect the defenders behind them, they also obstruct those same tanks from firing at you too. Using this knowledge and smart angles can keep enemies off your butt until you’ve made it across the southeast of the field. By then, you’ve shaked and rattled their defense and gathered enough of your enemy’s attention as to allow more allies to come across successfully. It has a snowballing effect that can grab you the victory.

**Now for the tier “2-10 only” maps**

KARELIA

Map Type: North African-esque rocky/hilly desertscape. There is an inclined ledge in the northwestern section and a large and rocky hill in the southeastern region.

Overlay:
http://wiki.worldoft…arelia_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This is a fun map but fairly predictable.

Red Line: The red line is a wide-angle take on that southeastern push. It is also a poor choice. From tier 2 to tier 10, taking the wide-angle approach that the red line represents is a guaranteed death if the other team is even half competent. You do accomplish one single thing by taking this route. You draw fire from those on the teal line which gives them extra chances to shoot at the enemy and makes their lives easier.

Essentially, enemies will be forced to position themselves to protect themselves from the teal line allies and they will focus fire on you. You are basically a guinea pig, but then, when are scouts not? Take this line if you like being the unsung mini-hero of your allies taking the teal line.

Ideally, 0-2 tanks will take this route.

Teal Line: This is the most effective route in the game. It takes you into the line of fire at the base of both sides of the hill, but if you time it correctly, you can get to the hill unscathed. However, be smart and do not rush this line too hard. If your team does not have overwhelming control of the southeastern side, then you will not make it very far. So again, timing and good judgment are critical for getting up this hill and into a good position.

Also, at the top of the hill, halfway along the teal line, you are vulnerable to artillery and some tanks in the blue line area. Do not sit still at the top of the hill if it can be avoided, or you will be dead before you know what hit you.

Ran successfully, you will dominate the enemy when you take the teal line.

Ideally, 6-8 tanks should take the teal line.

Blue Line: The blue line is a large flat swamp. Your terrain passing will suffer (speed and maneuverability) so plan accordingly. You will be vulnerable to fire from the middle of the teal line on the hill, and anyone in the green line or camping.

You can navigate the blue line of attack successfully if the enemy has overwhelmingly overloaded the teal and red lines, or if you are in very low-tier battles (2-5). Enemies will have less visibility and accuracy in these low-tier battles. In high tier battles, you will be pummeled into submission before you ever see the enemy.

Ideally, 1-2 people guard this region from advances and none attack. In low tiers, 4 tanks guarding this region is acceptable and useful.

Green Line: This line is a mixed bag. It has sparse but useful cover over a large and slightly inclined plane. Small strike and defense forces are very useful along the green line for stopping advances there and advances in the blue line area. I suggest a strategic defense set-up that tries to judge the location and number of enemies before pushing. A strategic and intelligent push can lead to an easy cap victory if the enemy has devoted too many tanks to the red and teal lines.

However, if you are outnumbered on the green line, use strategic defense only and slow the potential invaders down so that the red and teal lines can work their magic.

Ideally, 4-6 tanks guarding this region is a sound deployment.

General Tips and Tricks :P :
– Near both cap points (but more prominent on the southwestern cap), there are large rocks by the ramps leading to the top of the hill/caps (there are 3 ramps leading from the lower levels onto each cap). An invader who knows the positioning of his enemy is wise to hide behind the large rocks on the ramps farthest from their enemies. This helps because the cap “rings” overlap the ramps and sitting here will bide you up to 10 seconds extra capture time before a returning defender can get an angle on your tank.
– *Thanks to input from other users* It is very possible to send a large force of tanks along the red route to overwhelm the enemy. This strategy can and does work. While it might make individual tanks more vulnerable, it will put enemy tanks at much worse angles and force a retreat or imminent death. This strategy doesn’t always work if the other team is wisely position and defended, but with organized execution, it is a valuable strategy for this map.

LAKEVILLE

Map Type: This is a large map with 3 very distinct sections each separated by impassable terrain of one type or another.

Overlay:
http://wiki.worldoft…eville_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This is one of the best maps in the game for several reasons. One, it requires strategy. Any number of strategies can work so you can never know exactly where the enemy is coming from. Two, there is tons of cover but artillery is not rendered erroneous. Three, all attack paths offer something completely different.

Red Line: This line of attack is the most direct route to the enemy capture point. It provides a very narrow path with full cover on the west and very sparse cover on the right. The mountain covers one side and a lake sits below the other. Going across here is in a full-on attack formation is suicidal at worst, and keeps the enemy honest at best.

You are very vulnerable to fire from campers at the end of this path and enemies in the city below. The benefit of a tank going this route is scouting enemies sneaking through the lower green line of the city. If you cannot think of any other way to help your team, you can also block this path easily (although the ability to move derelict tanks is being implemented soon).

Ideally, 1 or 2 tanks going this route will be able to shoot down at enemies they spot and prevent any enemy rush in the same route. Also, your presence there persuades a few enemies to sit back and defend the base from you – leaving any other lines slightly weaker.

Note: Large enemy forces may try to stage an attack through here. That is why it is critical that at least one person goes to the red line and spots enemies. If this does happen, it falls on the forces going to the green and purple routes to provide cross fire and pick of the incoming enemies while remembering their responsibilities in those lines as well. If they refuse to help, your team is as good as dead. This is why a good scout is critical in the red line (despite the lack of a need to send many tanks this way).

Teal Line: This line is effective for defensive AND offensive deployments. Heavy tanks should plan to primarily defend in this region, and attack as a secondary measure. The terrain DRASTICALLY decreases your overall maneuverability and you are a delicious target for enemy defenders. There is a hill in the center of this valley. Cresting it reveals your position to enemies. Medium and Light tanks should crest the hill first and not stop AT ALL. Heavy tanks should follow behind and provide support.

If you stop at the crest of the hill, you are a juicy target for the enemy. This is because your big/heavy tank is slow as heck on this terrain and if they take you out first -your huge carcass will block the pass, further choking an already narrow chokepoint. If you take anything from this, it is DO NOT STOP at the crest of the hill if your allies are behind you. If you can’t get an accurate shot without stopping, then tell yourself “too bad” and keep moving forward or you could single handedly halt your teams offensive and lose them the game.

Ideally, 4-8 players go to this teal valley line.

Green Line: The Green line is a multi-pathed labyrinth of small streets and buildings. An organized, yet dispersed attack can cause chaos for the enemy and allow several of your allies to move around behind enemy positions. That being said, you are almost never out of some vulnerable angle while in the green line. Either, the enemy ahead, the enemy on the purple line, or the enemy on the red line has some shot at you. Therefore, you cannot afford to stay still for long here.

Ideally, 4-6 players will go here.

Purple Line: This is the most popular and effective path to put your largest group of tanks. This is because the terrain allows you to move quickly. So if your forces in the valley (teal line) fall, you can more quickly return to your base to defend than vice versa.

This line follows a road with a sizable dip in the center. Use this to your advantage and roll up to it (when coming from the north) and get gun angles of depression (when coming from the south) to shoot at enemies that appear on your scopes. Push when you can, but don’t forget the wide array of streets to your west that allow the enemy to easily get around to your side or behind you.

Ideally, 4-8 players will take this path.

General Tips and Tricks :P :
-There is a nifty spot for tank destroyers in the far northwest corner of the map. It is a small wooded area that offers a great view of the crest of the valley (teal line) path.

Prokhorovka

Map Type: Rolling hills with gullies, train tracks, a small village, large hill, and small forest.

Overlay:
http://wiki.worldoft…orovka_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This map is one of my least favorites. That is not to say it is a bad map, but it is incredibly boring and predictable in my opinion.

Red Line: The red line is a small wooded road. It is a common place for tank destroyers and heavy tanks to camp and/or slowly push up to the other cap. It provides a lot of camouflage but almost no cover. Higher tier artillery almost exclusively sit at the end of this path. This is a critical section to defend and attack from.

If your team shows a large number of enemies on the other side of the map, take advantage of this and push down into enemy territory here.

Ideally, 5-8 people should guard this route and push when appropriate.

Teal Line: This route is a viable scouting route in the lower-tiered battles. You will often find low-tier artillery setting up in the gullies that line this route. Therefore, scouting here can yield productive results. In the higher tier battles, a delayed scouting run here can do much to cause confusion among the red-line enemy tanks. Very few people will ever guard this route in the higher tiered battles because of the vulnerability to artillery and the lack of productivity or action when guarding it.

Therefore a scout or two (one in each of the two gullies) will have good protection when doing a delayed rush and might be unabated on their way to the cap.

Other than the previously mentioned circumstances, this route is a poor choice to take.

Ideally, 0-2 tanks will take it.

Blue Line: The blue line is almost an extension of the teal line in all honesty, but it provides a lot more camouflage. It is an effective place to push the enemy in low-tier battles. The higher the tier, the more deadly this route becomes to attackers.

A late push on this path may be effective in breaking up the enemy’s defenses and diverting the attention of tanks on the red line. This becomes an effective pre-emptive diversion to an attack on the red line by allies coordinating with you.

It is also an effective defensive position for protecting the eastern gully, although devoting more than one fairly powerful tank here is doing a disservice to your overall strategy.

Ideally, 1 person would defend here. If attacking, a small strike group of tanks that demand respect would be a great way to grab the red line tank’s attention. Then, have your allies attack from the red line. While the red line forces are attacking, coming out by the cap at the end of the blue lines and flanking the enemies in the red line would be a deadly combination. Ideally, 2-3 tanks would push in this path.

Green Line: The green line is an effective route for heavy tanks to push. While there is a lot of destructible cover, you will still be vulnerable to artillery and any tanks on the hill that constitutes the yellow line. A well coordinated team would send several medium or fast heavy tanks up the yellow line to protect heavy tanks on the green line. Slowly push forward but be cognoscente of tank destroyers or heavies hiding in the thick line of trees on either end of the green line.

If no allies take the yellow line, or the yellow line is overrun, expect to be torn apart in the green line. You will often be able to fight back, however. To attack you, tanks on the yellow line must expose themselves to you. Their advantage is seeing you before you can see them. Take cover or get out of there if the yellow line is lost.

Yellow Line: This is one of the more critical lines of attack. Whoever controls this path is likely to control the green line as well. Medium tanks will rush this path and attempt to control it. Shoot down at enemies spotted along the green path. Watch for enemies coming up on the hill. Due to its strategic value, don’t expect a good team to surrender it without a fight.

Ideally, 4-6 mediums or fast heavies will take this route.

General Tips and Tricks :P :
-The yellow route is very much unused by artillery. It takes a very long time for slow artillery to get an effective position along here. However, when in a speedy artillery, this can be an incredibly effective route. If an artillery unit can get up here, he will have a position to fire on absolutely everything on the map. However, if unguarded, the artillery is more vulnerable here than anywhere.

ENSK

This is easily one of my favorite maps. It has perhaps the widest array of possibilities for attack and defense. None of which are necessarily bad. It all depends on the situation you find your team and yourself in.

Map Type: A small city with large buildings to the west, train yard in the center, and small field to the east.

Overlay:
http://wiki.worldoft…x-Ensk_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Blue Line: This line is not the greatest route of attack. There are areas at both ends for effective defense. Tanks can see from one end to the other. Good teams will tear you apart before you know what hit you here. This is an important line to defend. A lot of tanks will be flushed from their positions on the teal line and back into the blue line. When this happens (and it will), you can tear them apart.

Only push this path when the relative number and positioning of enemies has been deduced. Strategic pushes and logic are necessary to succeed in attacking on this line.

Ideally 1 to 2 powerful tanks defend this line. When pushing, 2-4 powerful tanks should go along here together.

Teal Line: The teal line is CRITICAL. It is the most useful route of attack in this game. The most powerful tanks will likely be here. It is pivotal that you use effective shoot and scoot tactics and position yourself wisely to get angles on the enemy who are on the other sides of buildings and so on. A team that sends few or no tanks on this path is a team that will lose 95% of the time.

Ideally 5-10 tanks will go this route.

Green Line: The green line is an important line to defend. Don’t let the enemy have a straight path to the cap or a flank. A few good medium tanks or tank destroyers can hold this line. When the coast is clear, push along this line and flank enemies on the teal line. You will tear the enemy apart in the teal line when flanking from here and it will almost guarantee their loss. Consequently, don’t let the enemy do this to your teal line allies.

Ideally, 1-4 good tanks will hold this route down.

Purple Line: The purple line is a mixed bag of fun and frustration. It is a very effective path for getting from one cap to the other in a few seconds flat. A delayed rush by scouts (or even an immediate rush) can be highly effective here. Pushing between the train cars gives you limited and fleeting cover on the sides from enemy tanks and artillery. You also have no cover from one end to the other, leaving you vulnerable to anyone defending the capture points.

Overall, this line is a calculated risk. I take it often myself and it yields death to enemy artillery in seconds or death to me before I know what hit me.

You will need to rely on your tank’s capabilities (like speed and maneuverability) and your own logic and strategy to decide when pushing here is effective.

Ideally, 1 good tank will defend this line for the artillery and 1 scout will push along here at some point.

Red Line: The red line weaves in and out of several buildings and a logging yard. It has ample cover and positions for attack and defense on anyone from the purple line across to the yellow line. It is good for slower tanks who want to push straight to the enemy capture point.

Ideally, 2-3 good tanks will take this route and undertake the responsibility of guarding this line along with the yellow line.

Yellow Line: The yellow line is a dangerous route due to its lack of cover. It is a great scouting route. If you have a fast tank, considering moving along here to the enemy cap. Artillery routinely hides along this route.

Ideally 1-2 fast tanks will take this route.

General Tips and Tricks :P :
-Artillery, especially low-tier and inexperienced ones, will sit where they spawned in cap on this map. It makes the purple, red, and yellow routes an effective rushing region when there are a lot of enemy artillery. They will likely be waiting for a rush due to their vulnerability. However, use cover and coordination expertly to render artillery defenders rather than attackers.

CLIFFS

Map Type: This one is a strategic layout having a large plateau to the east and a small pass below a cliff to the west. Each path has its own effective strategy and value based on what is happening elsewhere on the map. This makes cliffs one of the more dynamic maps in World of Tanks.

Overlay:
http://wiki.worldoft…-Cliff_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Blue Line: The blue line is a very popular low-tier line of attack. When pushed en masse, it provides a fast and short route to the enemy capture point.

You will often find that the northern spawn team does not sufficiently guard this line of attack. Since they have the most cover and camouflage (through buildings and bushed), they often will be lulled into a sense of security and fail to reinforce this section. Pushing here can be very effective, but without support in the teal line, you will be extremely vulnerable to enemies from above.

Despite the vulnerabilities on the blue line, a strategic and VERY QUICK push along the blue line (when spawning in the south) can collapse the enemy defenses and force the return of enemy forces on other lines to defend the base. This will make those tanks easy prey as they retreat.

Ideally, 6-8 tanks will push and push hard along this line very early in a match. If there is no fast push on this line, then 3-6 tanks will be useful in defense or for a more delayed push on enemy territory. These tanks should be powerful ones capable of taking a beating (all of this applying to people spawning in the south). For people spawning in the north, ideally 4-6 good tanks will defend on this path in strategic spots along the village. Pushes from the north should be slow and calculated. Judge the number and strength of enemy forces or you will be torn apart as you travel through the pass.

Teal Line: The teal line is a road less traveled. Taking this route means you are vulnerable to enemy attacks as you make the large turns when coming up onto the main plateau. There is a wide-open plane (represented by a red rectangle) between the two sides of this route leading to early contacts and skirmishes. Consequently, slow tanks may be torn apart here.

If one can make it to the cliff’s edge at the midpoint of this attack line, they will have fair cover from enemies on the cliff and a clear and unabated line of sight on enemies in the center of the blue line. Keep in mind that you will be vulnerable to artillery here. It is likely that enemies will have the same idea and meet you here so expect light to medium resistance by medium tanks at the middle of the teal line. Despite the fact that you will likely be the focus of artillery and any tanks on the teal or blue line, you will be doing your team a great service by drawing all that attention away.

If your teammates are even one iota good, they will take advantage of this. Consequently, be very aware of your allies taking this path and take advantage of their potential sacrifices.

Ideally, 1-4 fast medium tanks will take this path from either side – although you are more likely to have enemies to shoot in the blue line when coming from the north.

Green Line: The green line is a personal favorite of mine. It is very useful for picking apart enemy defenses and slowing down their progress in the teal line. It is a small hill that gives a fair advantage in position for picking off artillery and tank destroyers that like to camp on either side. You have fantastic camouflage and fair cover here, but you are vulnerable to artillery here. If you have no allies taking the teal path, you will likely garner more attention from artillery here.

When enemies have been strategically whittled down from this point, consider pushing along the green line and flanking enemies on the yellow or teal paths and pushing into the capture points.

Ideally, 2-4 good tanks will take this path.

Yellow Line: The yellow line is one of the favorites for slower and heavier tanks. Most of this route offers complete protection from artillery. Should the artillery want to hit you, it will need to make itself very vulnerable to do so. Therefore, artillery is mostly neutralized here. Expect strong resistance no matter what side you spawn on. However, if this route is poorly defended, push as fast as possible into enemy territory and destroy the enemies on the green and teal route as you take the enemy capture point.

Loss of this route of attack normally means the loss of the game, unless your team has broken another one of the lines.

Ideally, 4-8 good tanks will take this path and defend it or push it depending on the number and strength of the opposition.

General Tips and Tricks :P :
-The red circle in the north represents a VERY common place for lower-tier or speedier artillery to set up.
– The red circle in the south represents a VERY common place for lower-tier or slower artillery to set up.
-Higher tier arty tend to hide in the very back of each capture point in bushes or out in the open.

MUROVANKA

Map Type: This map contains a small ridge on the west with a central village and forest in the east.

Overlay:
http://wiki.worldoft…ovanka_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Blue Line: When spawning in the south, the blue lane is a typical line of attack. It offers nearly 100% protection from enemies in the forest and is critical to control. When spawning in the north, it is critical to slow the attack from the south. Teams that spawn in the north will simply drive into the forest and sit there all game until enemies come to them. They often poorly guard the blue route or don’t make any attempt to guard it.

That is a mistake in my opinion. A smart team that spawns in the south will overrun this line and thus overtake the teal line in the process. This means that 2/3rd of the map is controlled by the southern spawn team. Then, fast scouts will barrel into the forest and light up enemies for everyone to destroy. There is essentially no cover in the forest, only camouflage which means this strategy will devastate campers.

Ideally, 6-8 good tanks will take the blue route.

Teal Line: The teal route is not the best line of initial attack for either side. You are left vulnerable to people on the blue and green lines. There is plenty of cover but little camouflage. The teal line becomes a critical line of contention as the game progresses. Many people originally on the blue line will move over to the teal line to gain better angles and cover on potential enemies camping on the green line.

Ideally, 0 tanks from the southern capture push on the teal line initially. Anywhere from 1-4 tanks guarding this route from the south is effective. Also, launching scouts into the woods from here is effective.

The north should have 0 or 1 fast scout tank move down the teal line. Guarding the teal line from the north is superfluous considering anyone guarding the blue or green lines will also, by extension, be guarding the teal line.

Green Line:The green line of attack and defense on this map is one of the most hotly debated and possibly obnoxious lines on any map in the game. It has intense camouflage bonuses to anyone in the forest. Tank destroyers and artillery have major advantages here. Despite that, attacking from the south is not necessarily going to result in failure. Launching scouts from the small wooded patch in the south will often result in a fairly effective scouting run.

When spawning in the south, a large force of powerful tanks sitting in this region is critical for taking advantage of tanks your scouts spot. This is because there is no small hills to offer camping enemies limited cover on their hulls. They are completely vulnerable to tanks that have a good angle (ie. Are sitting directly south of the forest rather than southwest or west of the forest).

Ideally, when spawning in the south, a contingent of 2-4 very heavy tanks and 1-3 smaller and speedy tanks will set up shop at the end of the green line and prepare for a strategic scouting run and barrage of fire.

When spawning in the north, defending the green line is just as critical as defending the blue line. Even your forces out in the green area. DO NOT cluster. If one tank in a cluster is spotted, most will be spotted. Due to your limited cover in the forest, spacing is critical. A scout rushing in from the south will likely succeed in spotting someone, but taking him out fast means he will spot less of your team when you spread out.

Pushing the south from the green line can also be highly effective. Judge the number and strength of enemies guarding the south and push en masse. The southern half of the forces in the forest should all push at once. Often the southern spawn enemies will leave the green and teal routes completely unguarded. With the southern half of your team pushing, you can capture the cap easily while the northern half of your team delays the enemy from capping your spawn. It will even force those tanks to return to their base or push your capture hard which makes them push recklessly into your cap (needless to say they will often be picked apart).

Ideally, when spawning in the north, 6-10 good tanks will take the green route and defend or push depending on the circumstances.

General Tips and Tricks :P :
– Artillery tends to sit in the exact same spots on either end. On the northern capture there are some small buildings at the north of the forest. Artillery sits next to them or just to the south of them. On the southern capture, there is a small forest below the capture where artillery almost exclusively sit.

ERLENBERG

Map Type:
This one is a snowy hamlet with a small village intersected by and tiny river. Two sides and caps are separated by this river and connected by three bridges. These bridges are all chokepoints for crossing from one half of the map to the other. All bridges afford light cover on both sides. There are also two hills in the center of each half of the map with trees and bushes or buildings for cover and camouflage.

Overlay:
http://wiki.worldoft…enberg_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Teal Circles: These represent the two spawn points for each team. The defenders of the east capture point spawn in the north east and the defenders of the west capture point spawn in the south west.

Red Line: This line is an ineffective path to travel or attack from on either side. It is more there to represent a wide-open field where you can be sniped into submission before you ever know what hit you.

I do not recommend traveling along this route but there are some buildings in the center of the field that a tank can hide behind and shoot at tanks on the purple and blue line and even the green line.

Ideally, 0-1 tank will be sitting somewhere along the red line. Just to the side of this line is a hill on both sides. This hill is a very effective spot to defend from. Ideally 2-6 good sniping tanks will take up residence on these hills.

Green Line: This path takes you through the heart of the city lying on both sides of the river and crossing the center bridge. This path is extremely effective for a strategic push later in the game. When fewer tanks remain and some are fighting on the purple or blue lines, pushing the green lines takes one straight to the enemy cap. From here you can shoot at people on the hills, red line, or purple and blue lines.

Only push here when you have a good idea of the number and strength of the enemies sitting on the hills ahead. Be very wary of them as you slip into the enemy cap.

Ideally, 2-6 strong tanks will defend here initially and strategically push into the other side of the river as the game rolls on.

Blue Line: The blue line and purple line seem identical at first, but I will tell you now – they are drastically different. These tactics have always worked for me so I will relay them to you. When spawning in the southwest, you will be next to a large castle. I highly recommend going around behind the castle and the ridge that it sits on and guarding against the purple line at the end of the hill-line.

Also, moving onto the hill from this side behind the castle is an effective place to defend from.

Ideally, 3-8 tanks will go around behind the castle and hill and meet the purple line head on.

Purple Line: This line is a very easy one to attack from en masse. When spawning in the north east, you can quickly move west to the edge of the hill-line and take up camp there, or move around a small hill and dip in the terrain on the right (north) of this path. You will get a fantastic vantage point to cut into enemy defenses guarding the western ridge and you can also push behind the hill and flank enemies in the blue, red, and green lines.

If you take this path, you must do it en masse or you will, more often than not, be annihilated by defenders. Ideally 5-8 strong tanks will take this path and push as quickly as possible along it. If there is less than five allies here, consider your chances and enemy positions before pushing forward too hard. While you are afforded limited cover and tactical positioning, a large force of defenders will be able to pummel you quickly. Also, you are very vulnerable to artillery along this path until you have capture the northern point of this hill/ridge.

General Tips and Tricks :P :
– The Yellow X’s represent the hotspots for enemy artillery. Nearly 95% of the time, artillery that spawns in the teal circles will move to the closest yellow X to set up shop.

ABBEY

Map Type:
A map full of attack and defense routes. Strategy, and especially common sense, are a must to be effective. A city on the hill sits in the center. A mountainous pass lines the west and a cliff-side road lines the east.

Overlay:
http://wiki.worldoft…astery_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Teal Line: This line is a critical yet often unbalanced line of attack. In the majority of battles, at least one of two teams will lightly (or not at all) guard this path of attack. The other team may overload this side leaving the blue path unguarded. Either results in a quick cap-on-cap battle with the first to capture the enemy bas victorious.

The key to this route as well as most of the routes on this map is moderation and strategy. When artillery is in the game, be careful when going up on the hills as you will be their primary target. Avoid sitting still and push the enemy on the hill or retreat back down – never sit in stalemate on the teal line hills or it won’t remain a stalemate for long, as artillery will destroy one side’s defenders.

This line is a favorite of mine to push hard on. When the numbers of enemy tanks are similar, consider keeping them on their heels and push them as hard as possible without suiciding. When on the central hill of the teal line, you will have a direct line of site on enemies taking the red and purple routes. Take the time to pick away at some of these enemy tanks and help your allies defending or pushing those two lines. But be aware that if you can hit the enemy here, they can hit you too. And you will always have artillery looking for you up here.

Ideally, 4-6 strong tanks will push this route. Splitting the forces between the higher hill portion and the lower valley portion of this line is a wise idea.

Red Line: The red path is a city area with surprisingly sparse cover. It is vulnerable to artillery and tanks on the teal line. This route should be primarily used for flanking enemies on the purple line or pushing towards the enemy cap quickly.

Ideally 1-2 powerful and fast tanks will take this route ONLY when flanking or going to the enemy capture point.

Purple Line: This line is a favorite for medium tanks. The courtyard on the top offers a partial view of green line enemies and a good view of people in the capture points or the field below it. Despite this, it is not the greatest place to go. In fact, it is the least critical path to push on of the three major paths (teal, purple and blue). Since most tanks will be pushing the teal or blue lines, the tanks along here are best used to prevent enemy rushed to the capture point from the center.

Ideally, 4 strong tanks will take this path and try to capture the central courtyard, but not at the risk of suicide because the courtyard is overrated in value. From here, go to the positions that allow you to guard your own cap or shoot down at the enemy caps.

Green Line: The green line is the fastest route from cap A to cap B. Light tanks will barrel through this valley and attempt to scout your artillery and base defenses.

Ideally, 1 or 2 light scouts will push through here and 1-2 fairly powerful tanks will initially defend this area and judge the enemy’s strength on the other side. If this path is devoid of enemies, consider backing up and taking another path. Mediums and heavys should avoid this path until you are sure that the enemy’s defense is extremely weak at their cap.

Blue Line: The blue line is a very straightforward path. There is full cover from tanks from the west. Your only vulnerabilities are from good angled arty shots or enemy tanks on the blue path.

Ideally 4-6 strong tanks will push this path strategically. Gauge the enemy’s strength and push or hold the enemy as long as possible. If the enemy has overloaded this side, then they have left the other routes much weaker. Notify your allies of this oversight so that they can push to the cap harder. They might even be able to flank the blue line for you. This same concept should be used in a “vice versa” manner to the teal line.

General Tips and Tricks :P :
-Artillery likes to hang out at the end of the blue lines. There is a multi-tiered plateau here and on the interstitial level, there is a thick set of bushes that gives artillery a great view of the whole map and a better angle on enemies in the blue line. A strategic scouting job through the green line can destroy any artillery here and render the blue path significantly less vulnerable for your allies.

KOMARIN

Map Type:
This is an open-field map with almost no cover except for two small hilly ridges and two small villages. The relatively sparse cover makes this an artillery candy shop and a sniper’s happy place. As a result, camping is profuse. There is a small island in the center of the map’s swamp with various buildings, per the updated map design.

This is my least favorite map. Scout or sit – expect sores to form by the time you see much action.

Overlay:
http://wiki.worldoft…omarin_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Blue Line: This line of attack is less used for attack and more for defense. Fast mediums and light tanks will often push through here and take cover along invulnerable buildings that lie near the capture points.

This is an effective push because it scouts vehicles hiding in the village and gives the people defending the blue line a good idea of the number and strength of the enemies on the teal line.

Remember that the teal lines bring the enemy forces to your capture point so guarding these capture points is critical. The teal lines may also send scouts to light up your defenders so be cognizant of the killing field ahead and do not become complacent.

Ideally, 4-6 tanks will defend or push somewhere on the blue lines.

Teal Line: The teal line is the ying to the yang that is the blue line. Initially defending along here is critical to preventing an early push by enemy forces which could result in all of your forces being pinched at a stress point and outflanked.

Ideally, 4-6 tanks will defend or push along the teal lines.

Green Line: With the advent of the map redesign, the middle island has become a crucial and legitimate point of attack and defense. There three buildings on this island are invincible to fire and must be used expertly to avoid taking hits. The risk of crossfire from the sides is still your main crutch on the island. Essentially, it is impossible to fully guard onself from the sides and the front at any one time. So remember this as you position yourself. Several enemy heavies will likely rush to the middle island at the start of the game. PLEASE NOTE: Smaller medium tanks and tank destroyers and ALL light tanks cannot break down the tank hedgehogs in the center island. If a heavy ally is not heading center island, and you are one of these tanks, you might as well find a new route. If you want to scout, try heading across the far edge of the map where the enemy’s capture point is.

Ideally 4-6 tanks will go to the center island and chill there while strategically spotting enemies and picking off the enemies camping on the capture points.

General Tips and Tricks :P :
– Artillery tends to hide in the small forested areas represented by red circles.

Sand River

Map Type:
This map is a fair mix of rolling sand dunes, fleeting cover, and strategic corners and ridges. A favorite for all tanks from tank destroyers to artillery. It is quite possible to expertly position oneself to defend against both enemy tanks and artillery. Strategy is critical to prevent oneself from being pummeled by half the enemy team, or to pummel half of the enemy team yourself without ever being hit.

Overlay:
http://wiki.worldoft…Desert_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

Blue Line: This line is one of the two main lines of attack. It is critical to sufficiently defend and push. The blue line tends to me more effective as an offensive strategy for the southernmost cap point. This route is often over-defended or under-defended by at least one of the teams. It very rarely is optimally defended. So testing the enemy’s locations and numbers early is a wise way to help your other teammates decide how hard to push on the other lines of attack.

Ideally, 4-6 strong offensive AND defensive tanks will take this line.

Teal Line: This line is the second main attack line. It is more effective offensively for the northernmost cap point. Using the hilly terrain to protect oneself from the green line and yellow lines is critical to an effective push or defense.

Ideally, 4-6 strong offensive AND defensive tanks will take this line.

Green Line: The green line is cluttered with temporary cover in the form of a crowded village. Very few tanks should take this route. If anyone does, the northern cap would benefit mostly from this line. Mostly scouting tanks or highly mobile tanks should weave their way through the fleeting cover offered by the city.

Ideally 0-3 tanks will take this route.

Red Line: This line is a very vulnerable route, but one that gives exceptional view of tanks in the green line and fair view of tanks on the teal line. If this line is not being defended at all by the enemy team, then the red line can be the breaking point for that team. Sending a tank up there to pick defending enemy tanks apart will be the last straw for an enemy team. This line is most effective for tanks coming from the northernmost cap.

Ideally, 0-2 tanks will take this route. If a tank does take this route, it will be most effective a few minutes after the battle has started rather than initially.

General Tips and Tricks :P :
– Tons of tank destroyers and sniping tanks will sit along the lines marked in yellow!

EL HALLUF

Map Type:
This one is a fun map that is a mix of camping hard and reckless abandon. There are two steep hills that contain the cap points and a central valley with tons of vegetation and several rocks or small buildings.

Overlay:
http://wiki.worldoft…allouf_mini.jpg

Strategy:
Posted Image
(The different colored lines represent a separate route of attack and will help to explain strategies)

This is definitely one of my favorite maps. It is fairly simple in the strategy it allows is limted, but the terrain is very complex and each push on a single route could be entirely different in the experience that you have.

Teal Line: This line is a perfect point of extreme contention. It has ample cover but several areas weak spots that expose offensive forces to people defending on the red lines. There is limited but strategic spots to protect oneself from artillery. Artillery is very dangerous on this route so use the environment to protect yourself.

A smart team will test the defenses of the enemy and push when it becomes non-suicidal.

Ideally 5-10 players will take this route and strategically push onto the enemy’s capture hill.

Blue Line: The blue line is an alternate route of attack contrary to the teal line. It leaves you extremely vulnerable to enemy fire from the red lines. Use this route only if you see a large number of enemies in the teal line, or if you are in a fast tank. Otherwise, you will most likely be rocked before you make it across.

I see a few people take this route every battle and 9/10 times, they no longer appear as green or red dots on the map (for a good reason).

Ideally, a force of 2-5 tanks will defend this line initially and push only when they are sure of an enemy’s overload on the teal line.

Green Line: This line is veritable suicide. Only take this route when you can count the number of enemies on one hand and are rushing to one capture point. The alternative would be to take this route in a very fast scout tank. Otherwise, expect to be the focus of attention.

There is cover on this route in the form of large rock outcroppings and buildings, but you are very vulnerable to anyone in the teal or blue lines so your cover is only two-dimensional.

I once watched an enemy team funnel along the valley on this path one by one. They were taken out by my allied Marder II one by one. All in all, the Marder had 12 kills having never moved from the bush he sat in. Don’t be food for a sensational top gun…

Ideally, 0-2 tanks will take this route.

General Tips and Tricks :P :
– People on the teal line cannot fire at people on the blue line in any effective way because the distance is too great and the engine cannot draw the tanks for you. Expect to only see their tank icons – any shots are a guess.
– The red line is a ridge that tanks populate and defend every match. They will have the chance to fire on tanks everywhere from the teal line over to the blue line.

by Asyranok (Author is not affiliated in any way, shape, or form with our site and business and this information is available to everyone on the WOT forums).

~ by wotleveling on July 17, 2011.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

 
Follow

Get every new post delivered to your Inbox.

%d bloggers like this: