Maps in WoT. Steppe map in World of Tanks: positions for LT, ST, TT, tank destroyers Wot best positions for Fri

The main place of battles in World of Tanks is picturesque game locations (maps) depicting real landscapes of various parts of the world. All by type maps in the game World Of Tanks are divided into summer, winter, desert and special, timed to coincide with World of Tanks game events. Developers produce camouflage and vehicles that correspond to a certain area.

All WoT maps with names

To help the players, a handy WoT map guide is presented, helping beginners to quickly get used to the game, and experienced players to improve their professionalism. The section is dedicated to the guide for passing game locations, contains a description of the advantages and disadvantages of equipment, combat characteristics.

Summer WOT cards

Feature maps - an abundance of swamps, rocks, rocky slopes, forming three operational directions. The absence of buildings and a small number of rock shelters strengthen the positions of artillery. The tactics of the attackers require the concentration of forces in a certain direction, distracting the enemy or keeping the enemy in other sectors.


New interactive map refers to the provincial America of the 19th century with the appropriate flavor: estates, cotton plantations, billboards, cars and, most importantly, the “live” oaks that gave the name to the map. The center of the location is occupied by a huge lake area with wetlands. One flank is equipped with two narrow railway bridges and fords, the second one is a small village with wooden and brick houses. The northeastern base can be seen in the station area, the southwestern one is adjacent to the factory and the estate. Open areas of the bases make it easier to defend.


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


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


The initial positions of the opponents are separated by a flat, well-shootable field. The map is convenient for defense and defeating the enemy artillery shells. Deep detours with copses, landscape folds and village houses used for cover decide the outcome of the battle. Competently coordinating a high-speed attack across the field, combined with artillery support, also promises success, but the risk is quite high.


Mixed card 2018. Two city buildings are united by an open embankment of the Svisloch River. Competitions are held on different sides prospectus. Trying to quickly pass through the defense is extremely dangerous, success in the flank increases the likelihood of victory.


Isolated mountainous terrain on one flank and quarter buildings on the other favor access to the enemy at final throw range. An open lake in the middle of the field contributes to fire support for his team at a short distance.


The open spaces and undulating streets of city blocks create ideal conditions to penetrate behind enemy lines, using many pillboxes for cover.


Mixed landscapes divide the picturesque regions 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 allied troops in Normandy, 1944. The design of the location embodies an 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 an urban settlement. Three roads open the way from north to south. The monastery yard is beneficial for firing positions. The western hill and the eastern ravine are reliable protection from cannon shots.


Tactics on the WoT map are determined by swampy and hilly terrain. There are few buildings. It is worth concentrating forces on a single angle, limiting yourself to fire protection from the rest.


Map of Belgorod in 1943, provided for General battles. Divided by several zones: a central factory, dense forests (on both sides), a temple above the plain, a small post, and a destroyed aircraft.


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


The mixed type map is conducive to fire duels and short-term battles in the destroyed industrial workshops.


The open hills are covered by a railway embankment. Green spaces serve as an excellent cover for anti-tank self-propelled guns. When attacking, it is important to watch the flanks. Defensively, attack the flanks of opponents. Artillery is open to many opportunities, but there is a vulnerability to high-speed light forces.


The mountainous terrain and rugged terrain of the pass provide reliable protection against enemy artillery, rocks and stones are convenient for ambushes, winding paths help to strike at the enemy base.


Small elevations on the outskirts of the map are built up with residential areas. Ornate paths help deliver unexpected blows. The desert area lying 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 town. The fields smoothly turn into hills, creating favorable conditions for decisive attacks. The river in the middle of the location helps to navigate the area.

Fisherman's bay

The map combines open space and rugged terrain. The intricate lanes of the port city offer a number of unexpected advantages on the flank. Bushy hills determine ambush tactics.


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


A high hill is the central point of the map, dramatically improving the position of the team that has taken it. The northeastern settlement and the western island, with existing privileges, remain vulnerable to fire attack from the center.

Ruinberg (city map)


The radial-ring scheme of the city, dense parks serve as an excellent tool for covert maneuvers and the operational transfer of reserves. Fire attack in the city causes difficulties, destroyed buildings increase the effectiveness of allied support.


The territory of the village was subjected to a fierce battle between the Red Army and the Germans for a week. In memory of the historical battles that ended in success for the allies, in 1969 the settlement was named Studzianki Tankovy.


The map is made in the style of Munich, it stands out against the background of analogues with an abundance of factory quarters, destroyed buildings, freight trains. A mound with iron tracks dividing the map in two increases the concentration of forces for a strike.


The enemy locations are limited by rocks and cliffs - the main cover when concentrating forces in the right direction. The central part gives an advantage in battle, however, the neglect of the outskirts threatens with defeat.


The land space is bordered by mountainous terrain and water, which occupies a third of the location. Railroads run from north to south. The dense vegetation on the western hills serves as a quick attack. The direct road between the bases crosses a small settlement, contributing to the conduct of protracted battles. Hills protect bases from direct invasion, but there is a high chance of attack from the flanks.


The eastern mountain offers favorable conditions for combat, the central zone - tactical advantages. The swamp in the west is well used by scouts and allows you to attack from the rear.


Mountain cliffs and narrow valleys define a variety of tactics. An interesting solution would be to conduct a fire duel across the bay or fight at a pistol range in coastal buildings, a deep detour to capture the enemy camp.


The labyrinth of city buildings and the suburban wasteland are divided by narrow passages between the tracks. When setting priorities, it is important to take into account the behavior of vehicles 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 varied landscape is a great option for those who want to use 2-3 or more tactics in battle. Open areas are suitable for extensive flanking attacks, the urban settlement involves enhanced close combat. The old name of the map is "Kansas".

Himmelsdorf (city map)


The labyrinth 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 light, medium vehicles. Detour routes through the castle and railway tracks will help you get out of the formed positional dead ends.

Winter maps WOT

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


The permafrost in the middle of the Scandinavian mountains provides scope for bold exploration. Exciting positional battles will provide a graveyard of ships in a frozen bay. Mountain roads will serve as breakthroughs to the warring base, fishing villages will become the best place for deadly ambushes.


Place of battle - North America. The northern mine is formed by numerous corridors, buildings and narrow passages. The southern island places lonely buildings and old miners' shacks in open spaces. In the center are muddy banks connecting the bridge. The map has improved quality and returned to the game with version 1.0.2.


Snowy, rocky area with obstacles and cover. Ornate paths stretching along the mountain ranges and the river embankment allow you to unexpectedly penetrate the rear of the advancing army, and also form convenient places for ambushes. Previously, the map was known under the name "Arctic".


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

Desert maps


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


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


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


Initially, the map with clay houses seems open and easily controlled. However, easily destroyed buildings serve as reliable protection for teams. The flanks, covered by rocks and dunes, allow you to choose unexpected angles for the offensive.

Special locations for fan modes

Review of special landscapes from the World of Tanks online:

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

The list is constantly updated and supplemented.

Maps withdrawn from the game World Of Tanks

What cards were in world of tanks? The study of maps in the World began with the first versions - Malinovka, Himmelsdorf and Rudniki(former name - "Pagorki"). Prior to the release of update 0.8.0, locations were deprived of physics in the game, which made it possible to implement interesting tactical ideas, choose new firing positions take into account the terrain. New patches were received differently by the gaming audience, the number of pictures steadily grew, and soon WG launched a map ranking system. During the game, locations began to drop out, providing the maximum convenience of fighting on various vehicles. Small cards came across at low levels, large-scale images - at high levels.

Gradually, the list of maps in tanks online was reduced due to the irrelevance and negative attitude of the players. The location Port, Sacred Valley, Swamp, South Coast, Severogorsk, Mittengard were removed from the game. In return, the remaining images receive landscape improvements, tricky positions that open game advantages to the participants in the battle become a thing of the past. The dynamism of the battles was given by landscapes devoid of stones and terrain folds that served as an ambush for timid or cunning players.

Old WoT maps are regularly updated, graphics are improved, and with update 0.9.8, an HD client has been introduced into the game, which has improved the quality of graphics and detailing of vehicles and landscape. Grass, bushes and trees, rocks and sand dunes, houses, ruins, water - all the elements were so detailed that inexperienced players and spectators were unable to restrain their delight. The HD client weighs more than a regular SD client, has increased requirements for PC resources, and, accordingly, enchanting battles require the most powerful equipment.

Description of the first WoT maps


Vinterberg is an analogue of the Russian "Ruinberg", which differs in time of year. The round platform in the west of the city provides protracted positional battles. Semi-circular city streets are adapted for gradual break-ins of the enemy with heavy armored vehicles, a long radial area facilitates dagger fire at 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 is a winter map divided into 2 zones: the left bank (lines A–B), the city (the southeastern part of the location). The outcome of battles is decided by medium vehicles 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. The exits from the base are under fire from the left bank, and vehicles moving along it come under fire from city tanks and anti-tank guns on the hills near the camps. Travel time should be chosen very carefully.


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

pearl river

Summer map forming 3 locations:

  1. Gorge. Rocks, canyons, rivers - in the northeast, the dynamics of high-speed vehicles and tanks with high one-time damage, an armored tower reign.
  2. Town. The road from the center of the map to the enemy base is not long, but it is dangerous with the possibility of getting shot through the gaps between the houses.
  3. "Green". The straight oblong area on the western part of the map is devoid of shelters and maneuverable areas. Fast tanks with a good gun depression angle dominate here.

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

Komarin

Tactically, the map is non-standard. Starts of the teams are located between the western and eastern bases, on both sides of the river. The game of tanks is more like a casino. Gamers will have to choose between defending their own base or attacking an enemy camp and across bridges. Teams start the battle in the north and south.


Map "Port" - industrial size 830x830 m, created for ST and TT, battle level 4-11. Opponents 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 is laid on automobile bridges towering over the "piece of iron".


A copy of the Ruinberg map with smoke and rain effect. The novelty lasted until update 9.5.


The winter map with a side of 800 m includes 3 sections: northwest, lowland (center), monastery (southeast). The opposing sides are making progress at the shrine and in the northwestern area. The central part is devoid of reliable shelters, provides favorable conditions for quick raids to the enemy camp at the end of the battle - opposing side bound by battle, does not control the lowland.


Sandbox location. It is the smallest location in the game: battles take place on a 300x300 m square in the center. For combat, players choose steep slopes that exclude the possibility of cover. A smart tactic is the successful distribution of equipment along city lanes. Artillery is installed on both sides of the local temple - occupying positions in this part will provide a significant contribution to the victory.


Arc of Fire is a clone of the Prokhorovka map with changed lighting, atmosphere, and sound effects. Fire from PPSh submachine guns, shooting with Mosin rifles, fighter jets cutting through the sky - all this charges the tankers with fighting spirit. Rolling out into battle soviet tank, the players are overwhelmed by the thirst for attack, known to the defenders of the fatherland during the Second World War of 1943.


A beautiful autumn location that imitates the highlands of Central America. The release happened in 2013, with update 8.9. Picturesque landscapes, intriguing environments, and the corridor nature of the map served as the elimination of the location in update 9.7.

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

The developers listened to the latter, the map was removed from the game and promised to be returned with corrections.


The low-lying wetlands are equipped with detours along the flanks, providing a view for a strike or diversion. The swamp in the central part of the map serves as an obstacle and a tactically important object.


A typical snow-covered province of the times 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, it left the game client.


A tribute to Asian gamers, introduced with update 8. 10. Cherry blossoms and rounded rooftops evoked the atmosphere of a sunny country, but beauty did not solve the problem of weak gameplay. The players had three attack vectors, two of which caused frank melancholy. Attempts to rectify the situation failed, the map left the game with the release of update 9.10.

Winter map with sides of 800 m. Has 3 tactical important sites: a lowland in the northwest, a city in the center and a square in the southwest of the area.

The confrontation of the parties takes place in three directions, the outcome of the battle is often decided in an urban settlement. The northwestern territory is covered by artillery, but the action of fast tanks makes it difficult for self-propelled guns to shoot. Heavily armored TTs converge on the square. In this direction, city tanks get the opportunity to successfully deal damage to the attacking flank.


The location is dedicated to the battle for Crimean peninsula, therefore represents a resort coastline. Introduced in patch 7.5. In principle, a completely playable location with several directions for attack. For unknown reasons, the map was taken out of the game in 2015, having previously tried to finalize it.


The image, made according to Chinese motives, included the playing area of ​​10% of the total picture. Differences in the landscape made it difficult for slow heavyweights to play. It was quite difficult to remember the passages in the heap of mountains. The map has undergone 4 revisions, with update 9. 6 has disappeared.

How many maps are in WoT?

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

(1 ratings, average: 5,00 out of 5)

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

Hence the main tactical positions of the tank destroyers in WOT are the lines of penetration of the main enemy troops. In general, on every 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 where to stand on Fri Sau

For selection best place where to put the 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 cover, whether it be bushes or natural and man-made obstacles such as rocks or buildings, is important but not essential.

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

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

  • The ability to maintain the strength of the combat vehicle;
  • The smallest percentage of enemy aiming at your tank destroyer;
  • Shooting from cover without light;
  • Dealing unrequited damage from tank destroyers;
  • High survivability.

Disadvantages when installing tank destroyers for long-range shooting:

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

Second option. The close distance of the installation of the tank destroyer. This option is more difficult to execute, but with skillful implementation it will bring much more results. To decide where to get up you need to hurry. After the start of the battle, you should take a position as close as possible to the middle of your half in the area of ​​\u200b\u200bmovement of the main forces of heavy enemy tanks. Pay special attention to the position of Fri Sau. Your combat vehicle in WOT must stand at least 15 meters behind a bush or trees. You should not put Fri sau directly into the bush. As soon as you open fire, your vehicle will be detected. Place away from the bush so that it covers your point from the enemy side. By placing the combat vehicle at a distance from the bush, your shots will not detect tank destroyers 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 tank destroyers for firing at close range:

  • High DPM due to armor penetration and lack of ricochets;
  • Aiming accuracy of the tank destroyer guns;
  • The ability to hit modules, disabling enemy vehicles;
  • Being close to the enemy will allow you to illuminate distant targets and knock out key, weakly armored forces already at the beginning of the battle;
  • Map control of most of the map and providing greater opportunities for the regrouping of allied forces, greater maneuverability in the rear;
  • Good overview of enemy positions and movement.

Disadvantages when firing from tank destroyers after being installed at close range to the enemy:

  • Low survival;
  • A large number of hits with this choice of the location of the tank destroyer in WOT will fall precisely on your combat vehicle;
  • High probability of detection by the enemy;
  • Statistically low chance of surviving the middle of a fight;
  • Limited ability to maneuver without taking damage;
  • The complexity of the execution of the second option is due to the need to quickly take up a position and a jewelry installation of a tank destroyer 15 meters from the bush, without being afraid to stand in an open place.

What should I pay attention to when placing a tank destroyer in WOT?

Let's list the events and features of installing a tank destroyer in the best position on the battlefield. To do this, we will identify all the factors that affect the correctness of the decision where to stand in order to ensure maximum efficiency when playing the bird in World of Tanks. We will try to remember and take into account the identified factors each time when choosing a position for this class of combat vehicles (PT). Here are the key factors, events and features that affect the outcome of the battle and the correct setting of the Fri:

  1. Distance to target. Consider the place where the opponents should be when you open fire on them. Choose bottlenecks that are inconvenient for enemies. Open, well-shootable areas. Be patient, do not try to open the position of your tank destroyer first.
  2. The presence of shelter. This is very important if you want to shoot without revealing your war machine. The main shelters for tank destroyers in wot are bushes, stones, buildings. Such types of shelters are rarely used when installing tank destroyers, such as trees, tall grass, cars, as well as terrain: pits, depressions, hills, crevices, windows, openings.
  3. When the tank destroyer is illuminated, you should leave the selected position and cease fire. Try to immediately begin to move in reverse, followed by maneuvering to the right and left, without stopping to go back. This will ensure the fastest exit from the light and keep the tank destroyer safe. Even if there is a target in front of you - an illuminated enemy vehicle, try not to shoot at it while being illuminated. Otherwise, you run the risk of remaining in the light and quickly losing all the potential in the number of hit points. Try to stretch the fight over several stages, don't put everything you have into one attack.
  4. The lack of movement dramatically increases the cover factor. When choosing a place to stand on the WOT map, pay attention to the places where you can stand for a long time without setting the tank destroyer in motion. This guarantees greater survivability.
  5. The presence of direct line of sight and the absence of obstacles in the line of fire increases the quality of shooting and the chances of inflicting more damage. Provide a place for the tank destroyer with a line of sight of at least 500 meters ahead.
  6. At the beginning of the battle, do not hesitate. Most of the game locations in World fo Tanks have open starting positions. Try to leave them immediately, choose the most suitable place and move to it as quickly as possible to ensure the surprise of the attack and increase the tactical component in battle.
  7. Remember, tank destroyers in WOT do not fight effectively on the front lines. In this regard, take a place in the second line, yielding the first positions to heavy tanks.
  8. Finish off opponents. Your position on the map should provide good support for your allies. Tank destroyers are a class designed to finish off "wounded animals". Set the main goal in your position - to finally disable unfinished tanks.
  9. Protect your anti-tank sau from enemy artillery. Often, tank destroyers have a flat and at the same time wide outline of the hull. The upper part of these combat vehicles is the least protected. Direct hits of self-propelled guns can easily destroy your Fri. Keep this in mind when choosing a shelter.
  10. Provide an escape route. Arrange with allies for help in repulsing enemy light tanks. It is better that when choosing a place for a tank destroyer, someone else covers your stern.
  11. Remember the breakthrough potential of tank destroyers. In the middle to late stages of a WOT game, your war machine can provide a quick breakthrough to the rear of the enemy. When choosing a place to install a pt, remember to ensure that you can move forward quickly. Do not stand on a mountain in front of a cliff or behind a water barrier.

Conclusion

We considered two main options for placing a tank destroyer in WOT. We analyzed the advantages and disadvantages when choosing each option for installing a combat vehicle on the battlefield. We evaluated the effectiveness of the use of Fri at long and short distances. They listed 11 factors influencing the choice of a place where to stand on a ptsau and revealed their essence.

Good day, dear visitors of the portal site!

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

General information.

Industrial Zone Map wot was added to the game in update 0.9.13., it is a summer map (summer camouflage type), has a small size - 800*800. The industrial zone is available for the only battle mode in the random house - a 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 quite difficult for gunners. Here, even in the open areas of the map, which are very few, there are still some buildings or terrain folds, behind which, in case of danger, you can quickly take cover. In addition, numerous opportunities for a breakthrough of fast tanks to the rear pose a huge threat to artillerymen, and the smartest and most daring fireflies can arrive at the positions of self-propelled guns at the very beginning of the battle.

Perhaps, in addition to artillery, other classes of equipment will find their use here quite simply, but two aspects are worth noting:

  • on the map of the Industrial zone, long-range shots are almost completely absent, which means that those who like to shoot from the bushes at a distance of 500 meters will have to choose positions for close or medium combat (which is not a big problem for tank destroyers).
  • and also in the Industrial zone there are no opportunities for illumination and light tanks here will have to play mostly the role of medium ones (maneuvering skirmishes or fast breakthroughs along the flank).
The most relevant on this map will be heavy and armored tanks, capable of repelling enemy shells with their armor in close-range firefights on the narrow passages of factory floors, gradually pushing through enemy resistance.

It is quite difficult to find many 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. Upper base.
  2. Small shops.
  3. Central shop.
  4. Zelenka.
  5. Bottom base.
Dear friends, you should not take these elements of the map as the only ones where you can play effectively, but it is on them that the main clashes take place. However, on the Industrial Zone, as you can see on the map, there are many more buildings and other shelters that you can play from.

So, in fact, it is impossible to single out any specific tactics at the Industrial Zone wot, but clear effective attack vectors can be identified. Let's talk about the role component:
  1. Light tanks on this map, they are practically deprived of the opportunity to shine, since the Industrial Zone is oversaturated with various buildings or terrain, which makes it difficult to see targets at long distances. Therefore, fireflies need to keep in mind that whenever you try to highlight the enemy, the enemy will also notice you. On the other hand, shining on a map like the Industrial Zone is practically meaningless, because allied tanks will see opponents even without you. Perhaps your best bet is to concentrate on trying to break through to the artillery positions (which are usually located in the corners of the map) at a convenient moment, or pretend to be a medium tank and play their role.
  2. medium tanks they do not play the main role in the Industrial Zone (which is strange in the conditions of modern randomness) and rather play in support from behind the backs of heavy tanks or close the green to prevent enemy medium and light tanks from breaking through to the allies in the rear. The second, by the way, is a priority. There is only one possible option for active actions for medium tanks in the Industrial Zone: when a whole flock of STs gathers and a vigorous rush along the green begins.
  3. And here are the kings of this card - heavy tanks. It is on their effective actions that the success of your team will depend, as on any city map. Heavy tanks are required to go to small workshops and there, hiding behind a lot of shelters, push through or hold back this direction. By the way, about the direction - it is the small workshops on this map that are the 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 strike force of the team should be concentrated here.
  4. tank destroyer just like light tanks, they are deprived of the opportunity in the Industrial Zone to play their favorite role - to shoot at long distances, remaining out of 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 whatever it takes to make life easier for your heavyweights.
  5. Our Favorites gunners suffer in the Industrial Zone. There are very few crosses and in order to bring at least some benefit to the team, you will have to constantly look for options and move around. The only direct shooting is on the green, but there are enough barriers for fire, besides, you are unlikely to meet a mouse or T95 on the green, most likely there will be fast and maneuverable tanks, which, as you know, are much more difficult to shoot at. In general, the most popular positions for artillery are located in the very corners of the map.

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

  • Someone should also cover the central workshop, which is not a convenient direction for an attack. Who will do it is not important, but having a couple of tanks near the exits from it is necessary in order to prevent the fireflies from breaking through to the rear or not getting a few unpleasant shots on the side.
  • Between the central shop and small shops there is the shortest, but also the most dangerous road to the main collision sites. Here it is quite easy to get a weighty blank from a hidden tank destroyer. It is better to avoid this passage.
  • Being on the green, be vigilant, because in some places you can get from enemy tanks from the area of ​​​​the central workshop.

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 map, but it is worth noting that the symmetry in the Industrial Zone is not at all felt on the general perception of the map. And also the map is very interesting due to the huge number of barriers and shelters that protect the player from "suitcases" of artillery or long-range shots.

Dear readers, this concludes our review of the Industrial Zone map. Don't miss the review on the next map. See you soon.


The steppe map belongs to open locations, where the outcome of the battle will largely depend on light tanks. There are no standard sidings for all classes of vehicles, so those positions will be shown in which teams win more often.

Positions for LT

There are 3 comfortable positions from the bottom base.

  1. This position is too risky, but productive. Having reached it, you can actively help the team. The peculiarity of this place is that you can hide behind a stone, thereby blocking the lumbago not only for tanks, but also for artillery. In this case, you can regularly illuminate the equipment in this area.
  2. position for passive reconnaissance mode. This place has rock and bushes, which is all a light tank needs. Having taken a position at the beginning of the battle, the tank will illuminate the moving vehicles and tank destroyers occupying positions. Such a convenient and productive place in the center of the map is only from the side of the lower base.
  3. It is rather not a position, but an area where you need to constantly be on the move. Small vegetation will allow moving equipment to shine through in the direction of the right flank, but in case of light, you need to move off the hill. After a while, you need to repeat the steps.

Positions for ST

CTs can occupy 4 positions.

  1. This is the most common position for ST. There are many terrains in this area, so you can play from the tower. However, enemy anti-tank installations can cover from the side of the upper base, so it is not recommended to drive openly on hills.
  2. The second route is suitable for medium tanks, which have a good sight radius and an accurate gun. Enemy vehicles may try to drive towards the rock on the hill, so it can be easily blocked from this position.
  3. It is rather a temporary position that must be taken in the first seconds of the battle. A large number of stones can save you from mass shelling. Here it is convenient to deal damage to enemy vehicles, which will be illuminated by an allied light tank.
  4. This position is occupied by both light tanks and medium ones. A medium tank will be more comfortable here, since it has a more powerful gun, respectively, higher firepower. At this position, you can constantly monitor the movements of the enemy, thereby forcing allied TTs to change tactics.

Positions for heavy tanks

There are only 3 flank sidings for the TT.

  1. This position is usually driven by heavy tanks with good booking boards, since there is a direct backache towards the enemy base. The most important thing is to have time to drive into this zone at the beginning of the battle.
  2. The 2nd position is next to the 1st, but here you need a strong tower. Because of the long hillock, you can only stick out the tower. As a standard, heavy tank firefights take place in this zone. With allied fire support, you can advance, hiding behind a hill, thereby pushing enemy tanks.
  3. More dynamic tanks are moving to the right flank, along with STs. The turret armor and elevation angles will also play a big role here. However, this zone is easily shot through by enemy tank destroyers from the side of the base and from the bushes located along the road. More often it is on the right flank that mass skirmishes and breakthroughs occur.

Positions for tank destroyers

There are 4 comfortable positions for tank destroyers.

  1. This route will be comfortable for anti-tank installations with low dynamics. Here you can hide among the stones and fire at the light of the allied LT. Also, this place is convenient, because it is located next to the base. Tank destroyers with weak engines often go to break through some flank, but the parallel flank was broken through by enemy vehicles, as a result, you may not have time to return and bring down the capture of the base. This position is universal, since it is possible to block the passage of tanks from the flanks and the center.
  2. This position is on a hill, so it will be possible to fire in all directions, however, due to the lack of vegetation, the anti-tank installation may be illuminated.
  3. From the right flank there is a hill with vegetation. Tank destroyers with good camouflage and large vertical aiming angles will be comfortable here. In this position, tanks can hold back enemy breakthroughs to the flank from the center, as well as passages to the base.
  4. This position is located on a hill and will be useful only in case of mass approaches of enemy tanks to the base. There is vegetation here, so the camouflage factor will be high.

Top base

The steppes are one of the few maps where there is no specularity. The sidings from both bases are different in many ways, which makes the gameplay non-linear.

Positions for LT

There are less comfortable sidings for LT from the upper base, but a few are worth noting.

  1. This position is not as safe as from the bottom base, but it is very important, since intelligence is needed in the center of the map. The route is rather temporary, as it is shot through by many tanks from the enemy base. It is necessary to conduct reconnaissance and change position. After some time, it is recommended to return and re-monitor the central area.
  2. The second position is the most comfortable for light tanks. This place is located stone and vegetation, so here you can dodge and hide. Reconnaissance mostly takes place on the right flank. Here you can illuminate anti-tank installations from the side of the enemy base, as well as block enemy passages along the hill to the flank.
  3. This position is more suitable for medium tanks, but can also be used for light tanks. Dynamics will allow you to immediately drive to the stone and hide behind it. In this position, you can help the allies with firepower.

Positions for ST

The top base provides medium tanks with many good positions.

  1. This position is suitable for fast and maneuverable CTs, as you will often have to leave for a shot and quickly drive behind a rock. Vegetation can hide a tank with good camouflage, but up to 1 shot. A medium tank in this position will be more likely to distract the enemy.
  2. This is a standard passage to the ravine. Medium tanks with good vertical gun depression and armored turrets will feel comfortable.
  3. Here the tank can block enemy passages in height. Also, the position is comfortable when defending the base.
  4. One of the best positions. Here you can not only monitor the enemy, but also block the passage, both at the bottom of the map and at the top. However, this is a one-way road, so if the flank is defeated, there will be nowhere to retreat.
  5. This is a position for medium tanks with accurate guns and good camouflage. Here you can shoot through almost the entire map. Also, this place is comfortable when breaking through enemy equipment from the right flank.

Positions for TT

The routes of heavy tanks from the upper base are similar to the routes of heavy tanks from the lower base. On this map, melee gameplay takes place only along the flanks, so the positions will be appropriate.

  1. This position requires a strong tower. Here you can comfortably shoot from the terrain. The comfort of this place is also that the artillery will not be able to shoot through this area because of the stones.
  2. This position is more active, since 2 directions will need to be contained from this place. Here, artillery shoots through the entire area, so you need to move more often.
  3. On the right flank, you can also play off the terrain. This flank is more comfortable for massive breakthroughs. The goal of a heavy tank is to push through the opponent's defenses and cover allies with its hull.

Positions for tank destroyers

Open maps have always been comfortable for anti-tank installations, and Steppes is no exception.

  1. It is recommended to go to this place with tank destroyers with good armor for the wheelhouse or turret. A powerful weapon with high armor penetration will be effective as fire support and deter enemy attacks.
  2. Standard bushes for "cardboard" anti-tank installations. Here you can shoot through almost the entire map. However, the convenience of this position depends on the allied LT conducting reconnaissance in the center. If the central part of the map is not visible to anyone, then it is better to change the position.
  3. Similar to the 2nd position, however, here you can cover allied vehicles and block passages in the center.
  4. This is a risky position as the tank can be quickly destroyed. Here we need tank destroyers only with excellent camouflage. This place is needed for cover and oncoming fire.
  5. The position is in an open area, so a high concealment factor is required. The convenience of this place lies in the fact that distance will play a role here. The further away the enemy vehicles are, the safer it will be for the anti-tank units to be in that position.

Developers never cease to amaze players with interesting mods. So, a modification has become available that will display on the map excellent positions for light tanks, artillery and self-propelled guns. To do this, a lot of information was analyzed, a survey was conducted among the best players who noted the most successful positions. You can use the mod not only in random battles, but also in clan battles.

Each advantageous position is marked with a specific icon:

  • triangle - important for tank destroyer players,
  • square - displays the ideal point for artillery,
  • binoculars - places are allocated from where passive light can be provided on a light tank.

This mod has another positive side. After installing it, it will be much faster to find the enemy.

All in all, a pretty useful mod to have in your arsenal. The mod is especially useful for beginners who often get lost on various maps and do not know what position to take.