The tactics of all cards are here. Ruinberg is on fire. Tactics on the map Swamp wot for the top base team

Welcome, guests and guests of the portal website! Today we will tell you about another World Of Tanks map - Swamp... The map is very simple and predictable, perhaps that is why it did not deserve much love from the players. However, let's talk about it and maybe you will learn something new.

General information.


Picture 1.

Swamp refers to summer maps (summer camouflage is used), available for 4 - 11 battle levels, only in random battle mode. The standard size for our game is 1000 * 1000 meters. The map wot Slough has appeared in our game for a long time, in patch 0.7.0. However, the game community and the developers themselves almost immediately recognized it as unfit for the game and already in patch 0.7.4. was withdrawn. For a long time it was gathering dust in the archives of the Minsk office of map makers until in update 0.8.8., Having undergone some changes, it was not re-added to random. True, even then the players did not like the map and the developers had to radically remake the Slough wot in update 0.9.9. To this day, the map is available in the random battle mode, although it did not find much love among tankers even after major changes. Let's see what is wrong with this card.

The main components of the map:


Picture 2.

1. Upper base.
2. Positions for def of the upper base
3. Convenient hill with bushes (used by the tanks of the upper base to shoot through the swamp and enemy positions near the base).
4. Slide (a convenient direction for the team to quickly push through the lower base and enter the enemy base, but more often it is quickly cleared by the team of the upper base due to the fact that the positions of the upper base are located near the hill and the opponents who have come here, encountering resistance, are simply constrained in their actions) ...

5. Lower base.
6. Positions for def of the lower base (there are some artillery cover here).
7. Convenient hill with bushes (used by the tanks of the lower base to shoot through the swamp and enemy positions near the base).
8. Urban development (a convenient position for heavily armored tanks to measure the thickness of the armor, however, similar to the slide, it is most often simply cleared by the tanks of the lower base with the support of allies from positions near their own base).
9. Central lowland (a swampy place, mostly not playable and is used only by fireflies to highlight and troll opponents on the hills; towards the end of the battle, when the situation on the battlefield becomes clear, it is used to quickly travel to the enemy hill and defensive positions near the base).

How to play the Swamp map?

Friends, take a good look at the minimap. Doesn't this remind you of anything? Yes, yes, it looks a lot like a map. There are also two parts separated by a swamp and each part is easier for one team to defend and push through than the other team. So, for example, a part of a map with a hill is easier to capture for the team of the upper base, and a part of a map with a city building is easier to capture for the team of the lower base. However, on this map, unlike Erlenberg, it is still easier to push through the enemy part of the map, it just requires a little more tanks than they usually go there in random.

Tactics on the map Swamp wot for the top base team:


Picture 3.

Figure 3 shows the typical Topi gameplay for the top base team. This tactic can be traced in every battle of the random house on this map. Tank destroyers and other fans of shooting at someone else's light occupy positions near their own base (zones shown in blue): from these positions, good shots open up to the central swamp and enemy hills, and also provide comfortable conditions for protecting their own base in the event of a breakthrough by enemy tanks. These positions are good, if the enemy firefly has not pressed against them in the swamp, which will inevitably highlight and troll you. Fast tanks break through the hill and, with the support of allies, clear it. Other tanks drive along the hill, firing back at the enemies traveling up the hill, and then they, teaming up with fast tanks from the hill, break through and press up to enemy positions near the base, gradually shaking the defenses from different sides with the support of tank destroyers. Tanks can often be seen moving into the town from the upper base. This is not always the best solution, because you will be shot already at the entrances to safe areas, and therefore do not be surprised that you will get to the city already "bitten". It makes sense to go to the city from the upper base only if the allies support you (it makes no sense to go there in three or four tanks, since there will probably be more opponents and they will have support from the positions of tank destroyers). It is worth saying that even if you are supported in the attack on the town and you successfully capture it, further advancement will be very difficult, since the exit from the urban area is in direct fire from the more comfortable positions of the tank destroyer. The artillery on the Swamp map from the upper respawn should take positions behind the allied forces and, as far as possible, move towards the hill.

Tactics on the map Swamp wot for the team of the lower base:


Picture 4.

As you can see in picture 4, the tactics from the bottom base are practically the same. The only exception is that the team takes the city and moves from it to the enemy base, but it does not always make sense to go up the hill due to the fact that there are often more opponents there and they are under the cover of tank destroyers. Of course, for heavy and slow tanks on Slough it will be very convenient to play under the cover of city buildings and from your respawn it is much more convenient to occupy the town than to your opponents. However, after the city is occupied (where resistance is not always possible), this position almost completely loses its relevance, because from here there are no shots to enemy positions, and shots to your own base are very limited by the position of your tank and are possible only as long as someone can give you illumination ... For artillery, there is a convenient lowland leading to the town, along which you must take positions and in case of a breakthrough of enemies, you must hide in the city buildings.

In addition to the above, I would like to note that on the map Slough wot both bases are located in an open, well-fired area with no cover and it only makes sense to try to capture any of the bases when you make sure that the enemy is far away.

Also, fast tanks (usually light ones) on the swamp map can try to win back through the central swamp. From here, you can constantly highlight and troll enemies. However, if opponents fall on you, then you will not have time to escape and you can only hope that your allies will shoot at the descending enemies in time. In the swamp, however, there are several hills behind which you can hide for a while.

In conclusion I will saythat Slough is played much faster and more dynamic than the same Erlenberg, but the tactics here also do not differ in variety and, as a rule, the same situations are repeated from battle to battle. There is enough cover on Topi from the "suitcases" of artillery and long-range shots, but if you are not careful, you can easily get into an uncomfortable position, as they say, to be in a half-position when your opponent has a clear advantage.

Dear readers, that's all for today. See you on the new map!

The main place of battles in World of Tanks is the cards, each of which is remembered by the players for a long time. All locations for battles are fictional - they differ in the type of landscape, buildings, design style, musical accompaniment and thematic inserts.

What are the maps in World of Tanks?

While playing the game, tankers can visit all corners of the globe - from beautiful Paris to burning Kharkov, from the icy Arctic to the Sandy River with high dunes.

The average size of maps in the game is kilometer per kilometer, but there are also locations where the size is smaller: in such locations, the battle is often more dynamic, faster and more cheerful.

Relief on maps in WoT

To liven up the battlefield, the map makers used a variety of techniques:

  • The alternation of open areas with massive buildings.
  • They hide not only from tank fires, but also artillery fire.
  • The presence of hills, hillocks and depressions.

Terrain play is especially important in WOT, so each of the heights is monitored by the developers and balanced as needed.

There are 29 cards in total in the game and they are divided into three types:

  1. Summer.
  2. Winter.
  3. Sandy.

In update 0.8.0, the developers changed the physical model of the game, reworking all the maps, using the CORE proprietary engine. Now the battles in the World of Tanks have become even more exciting. Try it too!

→ Various tactics of fighting in wot

Despite the fact that the world of tanks is positioned by the developers as a vigorous tank chopper, you still have to think in this game. Thoughtless play instead of joy and positive emotions will only bring you disappointment and nervous breakdowns. Why do you need a game that will not be fun?

There are a lot of different tactics of wot fighting, and they differ both in the preferred playstyle and vehicle class, and also depend on the maps on which the battle takes place.

But there is one main rule that, regardless of the above factors, must always be followed. Never climb on enemy weapons. After the start of the battle, do not mindlessly go to the enemy. Try not to die in the first 2-3 minutes. If you follow this basic rule, your win rate will increase significantly, and the pleasure of a well-conducted fight will be immense.

Heavy tanks: battle tactics wot

In fact, there are the largest number of tactics for the heavyweight. But the main rule given above is important for them, more than for anyone else. If all the heavies in the team die, then in most cases your loss is only a matter of time. For heavyweight, combat tactics on various wot maps are most relevant. Since heavy tanks in the game world of tanks have the lowest speed, it is a problem for many to quickly change flank or direction. You need to think in advance how to act in certain situations. What will happen if the enemy does this, can you quickly react to this opponent's move.

In battles, heavy tanks bear the greatest responsibility. Therefore, what kind of tactics to choose on the wot maps must be decided before the start of the battle, analyzing the composition of the teams. Numerous reviews of certain cards will help you figure out how best to act on certain cards. They are made by experienced players who have seen a lot in their gaming life.

Medium tanks: battle tactics wot

Medium tanks have more room for creativity. They are not bound by responsibility for the direction, and the tactics of fighting on various maps wot they have about the same: go where the heavy weights do not go, so as not to meet them head on. However, there are exceptions: on some maps there are important key points, the speed of which depends on how the battle will turn. Therefore, the high-level strata go there as soon as possible, and after them in support go heavy. Examples of such maps are Karellia and Rudniki.

In general, wot combat tactics on medium tanks are direct or indirect heavy support. Either go with them and in every possible way distract rivals from the allied strands, or go to the other flank, making a Skoda there and, if possible, skip to the art.

Light tanks: battle tactics world of tanks

The light tank class is both the most creative and responsible type of vehicle. Light, as light tanks are called in another way, are the eyes of the team. Leaving your allies without eyes will make life much harder for them.

07.07.2014

MMO World of Tanks offers an impressive abundance of maps, several battle options, and a huge number of different vehicles. Therefore, there is no universal tactic in this game that will always and everywhere bring victory. Well, except maybe sitting in the bushes in ambush. Within the framework of this material, we will consider two classic cards from this game: one spacious and one "cramped", with a bunch of communications and other objects. On these maps, it will be most clearly possible to outline the possibility of waging a battle on a wide variety of types of equipment.

So, without shelving, let's start.

This map has the unofficial name "Tyr". This is our most "spacious" card. There is also, for example, "Steppes", but there you need to move a lot, and on the Malinovka you can stand in one place for the whole battle, so the Malinovka is unique. So, we will consider the "Normal" battle mode. Everything is clear with the counter there: the rods are twisting up the mountain, to the mill, and light and medium ones, who are faster, can make a round around the field and try to drive to the rear. But we're talking about a standard fight. Let's define right away that the map has north and south, top and bottom. The top is a platform with stones and a shallow trench. The bottom is an area with cowsheds and some small buildings. Let's start at the top. If you are on art, then drive back into the bushes. Everything is standard here. If you are on the initial art that does not shoot anywhere, then your business is the pipe. Try to get through the swamps, near the river, but it is unlikely that you will succeed. If you are on a light tank, try to light up the center. Svetanuli and back. It is better not to repeat this maneuver the second time. Basically you have two options: either drive up the hill to the mill and shine there, or carefully move along the river on the right side. The second option is only suitable if your firefly is a low-profile type of the French "Yolki".

If you are on a medium tank, then try to either drive along the right edge, or go up the mountain and take the height there. If the cannon is good, and the fireflies are smart, then try to arrange this very shooting range by shooting at the enemy from afar. But it's still better to take the top. How to do this will be described later.
If you are heavy, then you can neither drive through the swamp, nor sneak on the right side, nor, even more so, go in the center. Your destiny is either to hide behind stones and target enemies from there, or to go up the mountain.
If you feel that the team is merging, the enemies are attacking, and you want to sell yourself at a higher price, then go down into a small ditch, right behind the stones. It will be more difficult to get you there, including arte, you will not be visible from the other end of the field, so you will find yourself alone only with those tanks that have approached close.

Now on the mountain. The rules for the mountain are the same for both sides. Despite the fact that the goal is the summit, you should not climb there at all. The summit is perfectly shot by everyone in the world. There are small lines on both sides in front of the top with the mill. From there, it is necessary to fight. At the same time, the northern side will have an advantage in the person of a couple of sheds, and the southern side will have the form of a depression in which their side of the forest is located, so PTs can work great there.

Now on the south side. The overall task of the team is to properly strengthen the buildings. The left side is especially important. Enemies will definitely go from there, so we hide behind the walls, in the bushes and sit, wait. It's good if the team has an intelligent firefly. The artillery should also move back. At the same time, like the northern side, you need to remember that they will work at random on the most noticeable bushes. So don't be surprised if you get snubbed without being spotted. It makes no sense for light tanks to drive along the left edge near the cliff. In this case, all light tanks should go up the mountain, just not rushing there, headlong, but waiting for the artillery to collapse. To do this, you need to warn, they say, food to shine the mountain. Moreover, it is better to shine not on the mountain itself, but on the right edge of the river, there are several more houses in a row.

Medium tanks either need to drive uphill or stand by buildings. Look out and wait for your chance. It should be repeated that this card is called "Tyr". It is reputed to be one of the most boring, but at the same time, it is this card that sometimes requires extraordinary tactical skills. It is always interesting to watch a fight in Malinovka between two serious teams in some championship. So, medium tanks cannot drive along the left edge. The most desperate and bored can try to drive through the swamp. Perhaps what happens.

If you are heavy, then either wait, hiding behind the house, or drive up the mountain. You cannot go into the swamps, because a clumsy and large-sized heavy heavy will be an excellent prey there, primarily for artillery. By the way, when you protrude from behind the buildings, in any case do not follow the situation from the windows that look so tempting, and so they ask to shoot from them. Not necessary. These windows glow with the enemy and through them it is very easy and simple to take your tank out. You can do this, unless you are a tank destroyer with strong armor.

In general, the Robin helps to develop an eye, since you have to shoot at long distances, allows fast tanks, with good engines and, as a rule, with accurate weapons, to show themselves as they should. Well, and, of course, there is a huge scope for artillery. To get on the art on Robinovka is for happiness.

Now a tight map.

As a matter of fact, there are tighter maps in World of Tanks, but Live Oaks has everything: mountains and water, swamps and dense buildings and branded ambush points.

So, let's also divide this map into north and south. North is a site near the lake. South is in a big city. Let's start from the north as well. Let's take a standard battle as a basis. So, if you are in art, then you have little scope for action. Stand at the base and try to get somewhere. It is better to go to places where enemies should be exactly. Light up and wait patiently, and not chase tanks with a sight.

If you are in a light tank, then you do not need to go either into the city or along the railroad tracks along the left edge. Neither there nor there will be any sense from you. It is best to drive through the center, through the swamp, sneak in and light up there to the maximum, and if you succeed, then break through to the base and make a rustle there. As a rule, the central part on this map is ignored. All battles develop along the flanks, so cars have a great chance to prove themselves.

Medium tanks. There are two options here: either drive along the left edge and try to take possession of the bridge, or move into dense urban development and help your heavy tanks there. If you decide to go in the direction of the bridge, then keep in mind that the bridge is one of those sections that can be shot by artillery. Try to hide under the bridge and fire from there.

The most interesting thing awaits the heavy tanks. They have to immediately go to the right and take a city battle there, which the enemy will surely impose, while they need to huddle to their northern side, because if you substitute the stern from the south, then something will surely come from there.

Now on the south side. Arte needs to hide in the lower left corner and not stick out from there, because there are no more chances. It is also better for light tanks to go in the center, through the swamps, but the middle ones can split up: some of them must go to storm the city, some sit in the woods on the left, and some hold or, if possible, storm the bridge. As for the woods in the hills, this is a great place for PT. Artillery needs to know about this and, if it is boring, shell these very hills. Those medium tanks that drove towards the bridge should know that as soon as they are spotted, from the other end of the map, from the northernmost side of the piece of iron, almost from the enemy base, they will begin to fire at the equipment. At the same time, you will not have such an opportunity to answer, and the fact that you shine something will also be of little use. In general, the northerners have more operational space on the bridge.

But the southerners have more space at the entrance to the city itself. Heavy tanks that will go there (and all the heavy tanks in the team must go there) can start a battle on the very left side of the city and break through the central road, or even go around on the right with a claim to capture the base. In this case, for the attacker, and this side will be exactly as the attacker, because she also needs to squeeze into the urban development, she will need not to overdo it, and not to get completely inside the street. Instead, you need to try to lure the enemy into the light, closer to the field of view of your PTs, which are hiding on the hills and artillery, which must necessarily be reduced to the city.

In general, Malinovka and Live Oaks, of course, do not reflect all the possibilities of spacious and cramped maps, and each map will have its own characteristics, but in general, the tactics are simple: the heavy go where it is cramped, average in the situation, the lungs break out to the operational spaciousness. Art is reduced to where it is necessary, and the PTs are looking for reliable cover and shoot from there. At the same time, the rules remain the same: it is impossible for heavy tanks to go into swamps or uphill, light tanks cannot enter the city, medium tanks cannot be forced to engage in such a battle where there will be a minimum of movement. These are the rules, which, however, do not always apply and there is an exception to any rule.

The main place of battles in World of Tanks is the cards, each of which is remembered by the players for a long time. All locations for battles are fictional - they differ in the type of landscape, buildings, design style, musical accompaniment and thematic inserts.

What are the maps in World of Tanks?

While playing the game, tankers can visit all corners of the globe - from beautiful Paris to burning Kharkov, from the icy Arctic to the Sandy River with high dunes.

The average size of maps in the game is kilometer per kilometer, but there are also locations where the size is smaller: in such locations, the battle is often more dynamic, faster and more cheerful.

Relief on maps in WoT

To liven up the battlefield, the map makers used a variety of techniques:

  • The alternation of open areas with massive buildings.
  • They hide not only from tank fires, but also artillery fire.
  • The presence of hills, hillocks and depressions.

Terrain play is especially important in WOT, so each of the heights is monitored by the developers and balanced as needed.

There are 29 cards in total in the game and they are divided into three types:

  1. Summer.
  2. Winter.
  3. Sandy.

In update 0.8.0, the developers changed the physical model of the game, reworking all the maps, using the CORE proprietary engine. Now the battles in the World of Tanks have become even more exciting. Try it too!