Difference between revisions of "Maps (Blitz)"
Revision as of 02:43, 13 July 2016 | Revision as of 01:44, 23 October 2016 | |||
Line 4: | Line 4: | |||
Capturing the base (capping) is useful in certain situations, for example when the enemy is camping and needs to be drawn out of their locations. However, you will earn more experience by killing all of the enemy tanks compared to capturing the base to score a victory. Moreover, capping can often result in a team finding themselves locked down in a vulnerable cap location and surrounded on all sides by the enemy team, so the decision to cap is one that always must be carefully considered. | Capturing the base (capping) is useful in certain situations, for example when the enemy is camping and needs to be drawn out of their locations. However, you will earn more experience by killing all of the enemy tanks compared to capturing the base to score a victory. Moreover, capping can often result in a team finding themselves locked down in a vulnerable cap location and surrounded on all sides by the enemy team, so the decision to cap is one that always must be carefully considered. | |||
? | ||||
? | ||||
? | ||||
? | ||||
==== Black Goldville ==== | ==== Black Goldville ==== | |||
Line 14: | Line 10: | |||
Several strategies are available for use on this map. The first utilizes the caves: heavies and strong-turreted mediums can push the caves, and gain the high ground. Alternatively, heavies and some tank destroyers can push the town, using the buildings as cover. However, this is a risky tactic as it gives the enemy the high ground as easy access to shots. Mediums can also flank via the middle; and TDs can snipe via positions near their bases or the middle. Heavy armored heavies can join their team in the push for the caves. | Several strategies are available for use on this map. The first utilizes the caves: heavies and strong-turreted mediums can push the caves, and gain the high ground. Alternatively, heavies and some tank destroyers can push the town, using the buildings as cover. However, this is a risky tactic as it gives the enemy the high ground as easy access to shots. Mediums can also flank via the middle; and TDs can snipe via positions near their bases or the middle. Heavy armored heavies can join their team in the push for the caves. | |||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
Line 75: | Line 22: | |||
The northwest and southeast corners are the typical points of engagement, and seizing control of these flanks with a rapid push by medium tanks provides a team with the opportunity to surround any enemies located in the central areas of the map. Alternatively, heavies can advance into the industrial complex while using the large buildings as cover. However, tank destroyers can find positions on the outskirts of the complex to pin down any enemies located within. The many ambush positions overlooking the canal, combined with sections of mud that decrease the mobility of a vehicle, means that moving through the canal is a risky tactic. It is best to take the edges of the map and move inward. This map is excellent for mediums and tank destroyers, especially due to the presence of many bushes. A player should never venture into the trenches unless needed, due to the poor mobility and open nature (no cover). | The northwest and southeast corners are the typical points of engagement, and seizing control of these flanks with a rapid push by medium tanks provides a team with the opportunity to surround any enemies located in the central areas of the map. Alternatively, heavies can advance into the industrial complex while using the large buildings as cover. However, tank destroyers can find positions on the outskirts of the complex to pin down any enemies located within. The many ambush positions overlooking the canal, combined with sections of mud that decrease the mobility of a vehicle, means that moving through the canal is a risky tactic. It is best to take the edges of the map and move inward. This map is excellent for mediums and tank destroyers, especially due to the presence of many bushes. A player should never venture into the trenches unless needed, due to the poor mobility and open nature (no cover). | |||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
==== Castilla ==== | ==== Castilla ==== | |||
Line 134: | Line 46: | |||
The second plan is to take the western flank. This is a good option for multiple reasons, and works best with fast mediums and tanks with strong turrets (making the higher-tier Soviet mediums excellent for this). Taking this flank allows for some sideshots on foolish enemies on the opposite flank, and allows for a faster push. However, heavies suffer from the lack of cover, and return fire from the other flank is very likely. | The second plan is to take the western flank. This is a good option for multiple reasons, and works best with fast mediums and tanks with strong turrets (making the higher-tier Soviet mediums excellent for this). Taking this flank allows for some sideshots on foolish enemies on the opposite flank, and allows for a faster push. However, heavies suffer from the lack of cover, and return fire from the other flank is very likely. | |||
? | Third, a combination. In an ideal tank mix, agile tanks should go west, and heavies should take the east. This allows for a balanced assault, but requires | + | Third, a combination. In an ideal tank mix, agile tanks should go west, and heavies should take the east. This allows for a balanced assault, but requires teamwork and coordination to pull off. | |
? | + | Do not push up the center. There is very little cover, and it is more than easy to be pincered by tanks on each flank. | ||
? | + | |||
? | + | |||
? | + | |||
? | + | |||
? | + | |||
Line 164: | Line 71: | |||
Heavies spawn in the town, while mediums spawn in the dunes. Heavily-armored and slow tank destroyers can play a close support role in the town with their heavies. Faster TD's can support their mediums in the dunes. There are two common tactics on this map that involve teams with varying speed compositions. A team of faster tanks can all make a push through the dunes together before entering the town through the many entrances from the dunes. Teams with slower vehicles can use their armor and firepower to brawl their way through the tightly packed confines of the buildings before capturing the base to lure the enemy from the dunes into the town. The only sniping positions that allow for TD's to cover both sides of the map are found at either end of the rails against the edge of the map. However, the lack of cover on these positions means that getting spotted by the enemy will result in taking fire from the dunes and from the town. | Heavies spawn in the town, while mediums spawn in the dunes. Heavily-armored and slow tank destroyers can play a close support role in the town with their heavies. Faster TD's can support their mediums in the dunes. There are two common tactics on this map that involve teams with varying speed compositions. A team of faster tanks can all make a push through the dunes together before entering the town through the many entrances from the dunes. Teams with slower vehicles can use their armor and firepower to brawl their way through the tightly packed confines of the buildings before capturing the base to lure the enemy from the dunes into the town. The only sniping positions that allow for TD's to cover both sides of the map are found at either end of the rails against the edge of the map. However, the lack of cover on these positions means that getting spotted by the enemy will result in taking fire from the dunes and from the town. | |||
+ | ||||
Line 174: | Line 82: | |||
Located on high ground, heavy tanks and heavily-armored tank destroyers often find themselves fighting for control over the bridge connecting the two spawns. Mediums will almost always fight at areas surrounding the factory. Various positions within the factory, as well as positions on the hills near the spawns are suitable for long distance engagements. A portion of the capture zone is completely covered from the sniping positions near each spawn, and this allows for the possibility to win by having a single tank capture the base while the rest of the team engages the enemy to prevent them from resetting. Sections of the river surrounding the factory complex are still filled with water, slowing down any tank that tries to cross it and allowing for snipers to take shots at easy targets. If a team of slow and heavily-armored vehicles takes control of the bridge and the high ground, it is still possible for the other team to win by capturing the base. Therefore, it is important to have a balance of vehicles fighting for control of the bridge and the factory complex. | Located on high ground, heavy tanks and heavily-armored tank destroyers often find themselves fighting for control over the bridge connecting the two spawns. Mediums will almost always fight at areas surrounding the factory. Various positions within the factory, as well as positions on the hills near the spawns are suitable for long distance engagements. A portion of the capture zone is completely covered from the sniping positions near each spawn, and this allows for the possibility to win by having a single tank capture the base while the rest of the team engages the enemy to prevent them from resetting. Sections of the river surrounding the factory complex are still filled with water, slowing down any tank that tries to cross it and allowing for snipers to take shots at easy targets. If a team of slow and heavily-armored vehicles takes control of the bridge and the high ground, it is still possible for the other team to win by capturing the base. Therefore, it is important to have a balance of vehicles fighting for control of the bridge and the factory complex. | |||
+ | ||||
+ | ||||
Line 196: | Line 106: | |||
Each spawn is located at opposing ends of the temple grounds. Heavy tanks tend to advance into the temple while using the buildings as cover. The layout of the structures allow for tanks to side-scrape or keep their hull protected while providing clear lines of fire at enemy vehicles. A large multi-layered monument located in the center of the temple provides an opportunity for a small and fast tank to spot any enemies advancing into the temple grounds. Medium tanks can also push towards the river where the hills provide a line of sight onto the capture zone. However, once again, the lack of solid cover on these hills means that sniping TD's cannot stay on the hills after being spotted. After taking control of the valley, mediums can then flank into the temple to catch the sides and rear of the enemy advance. The addition of multiple bridges also allow for quick access to various positions in the hills. | Each spawn is located at opposing ends of the temple grounds. Heavy tanks tend to advance into the temple while using the buildings as cover. The layout of the structures allow for tanks to side-scrape or keep their hull protected while providing clear lines of fire at enemy vehicles. A large multi-layered monument located in the center of the temple provides an opportunity for a small and fast tank to spot any enemies advancing into the temple grounds. Medium tanks can also push towards the river where the hills provide a line of sight onto the capture zone. However, once again, the lack of solid cover on these hills means that sniping TD's cannot stay on the hills after being spotted. After taking control of the valley, mediums can then flank into the temple to catch the sides and rear of the enemy advance. The addition of multiple bridges also allow for quick access to various positions in the hills. | |||
+ | ||||
+ | ||||
Line 206: | Line 118: | |||
As the battle begins, medium tanks can make a rapid push to take control of the central hill which is of major strategic value as it overlooks all sections of the mainland, including the capture zone located at the base of the hill. Following the medium tanks, heavies should provide close quarters support for their mediums to ensure that the hill remains in their control. The spawns, positioned at opposite ends of the central hill, also features elevated ground which tank destroyers can make good use of. TD's in these positions can cover the flanking route around the central hill while the heavies are engaging enemies from the front. Alternatively, fast and lightly-armored TD's can advance towards the lighthouse island. It provides some firing lines at enemies on the hill and a flanking route to the elevated positions near the spawns. In most cases, the team that secures the central hill will be the victors of the battle. | As the battle begins, medium tanks can make a rapid push to take control of the central hill which is of major strategic value as it overlooks all sections of the mainland, including the capture zone located at the base of the hill. Following the medium tanks, heavies should provide close quarters support for their mediums to ensure that the hill remains in their control. The spawns, positioned at opposite ends of the central hill, also features elevated ground which tank destroyers can make good use of. TD's in these positions can cover the flanking route around the central hill while the heavies are engaging enemies from the front. Alternatively, fast and lightly-armored TD's can advance towards the lighthouse island. It provides some firing lines at enemies on the hill and a flanking route to the elevated positions near the spawns. In most cases, the team that secures the central hill will be the victors of the battle. | |||
+ | ||||
+ | ||||
+ | ||||
+ | ||||
==== Middleburg ==== | ==== Middleburg ==== | |||
Line 212: | Line 128: | |||
On this map, heavies and tank destroyers spawn at the outskirts of the town while mediums spawn on the top of the hill. The heavies, supported by slow and heavily-armored TD's, tend to advance into the town while using the various street angles to engage the enemy. The urban environment allows for side-scraping and 'peek-a-boom' tactics. Mediums, supported by fast TD's, flank or engage other mediums in the hills. Alternatively, the entire team can push to the hill and take control of it before advancing into the town. The location of the capture zone, being positioned at the bottom of the hill, means that those on the hill can quickly rush down to reset the base. | On this map, heavies and tank destroyers spawn at the outskirts of the town while mediums spawn on the top of the hill. The heavies, supported by slow and heavily-armored TD's, tend to advance into the town while using the various street angles to engage the enemy. The urban environment allows for side-scraping and 'peek-a-boom' tactics. Mediums, supported by fast TD's, flank or engage other mediums in the hills. Alternatively, the entire team can push to the hill and take control of it before advancing into the town. The location of the capture zone, being positioned at the bottom of the hill, means that those on the hill can quickly rush down to reset the base. | |||
+ | ||||
+ | ||||
+ | ||||
+ | ||||
==== Oasis Palms ==== | ==== Oasis Palms ==== | |||
Line 244: | Line 164: | |||
? | ||||
? | ||||
? | ||||
+ | ==== Winter Malinovka ==== | |||
+ | [[File:Winter malinovka final.png|100px|thumbnail|left|Winter Malinovka]] | |||
+ | Originally introduced in Update 1.5 and reworked in Update 2.8, Winter Malinovka offers some nice opportunities for heavies to duke it out in the hills, lights to scout at the lake, and tank destroyers to snipe across the lake. The windmill is found in the same corner, but the map elevations, such as the wind mill's very high ground and the valley's very low ground, were balanced to make the map flatter. The valley became a frozen lake, dotted with a few small houses and a shipwreck. The cap lies in the middle of a small town slightly overlooked by the tall ridges and rocks near the north-eastern corner of the map. | |||
+ | The valley offers good opportunities for lights and mediums to scout and tank destroyers to snipe using the bushes, occasional hills, and very open ground. Four ramps offer access into the cap area, where those in the town can shoot into the lake area. While the cap itself offers very little in the way of cover, a plethora of buildings and ridges ensure that enemy players will have very few opportunities to reset cap at a safe distance. Most heavies will head to the north-eastern corner of the map, where tall ridges give tanks with good armor many sidescraping points. The windmill is situated on a slightly elevated area, but it is blocked by too many things to snipe from. Tank destroyers may find some luck sniping in this area, as there are a few hills with decent lines of sight, but glass cannon tank destroyers will benefit more from using teammates as cover or by staying hidden near the lake. | |||
+ | There is an easter egg located near the middle-southern area of the map. There is a dinosaur or some sort of sea monster frozen under the lake near the second spawn of the south-east corner. | |||
Line 255: | Line 177: | |||
+ | ==== Himmelsdorf ==== | |||
+ | [[File:Blitz Himmelsdorf.png|100px|thumbnail|left|Himmelsdorf]] | |||
+ | Introduced in Update 2.4, this war-torn city offers an urban fighting environment while featuring railway lines, narrow city streets, and a city square located towards the middle of the map. | |||
+ | On this map, teamwork is the key to victory. The tactics used on this map generally depend on team compositions. Heavy tanks and tank destroyers will often fight within the city streets located near the base of the hill overlooking the city. The railway lines allow for mediums and light tanks to flank the enemy fighting within the city. Therefore, teams which are mostly comprised of heavies and tank destroyers should push through the streets. On the other hand, teams consisting of mediums and light tanks should push together through the railway lines in the hopes of flanking the more heavily-armored enemy team. With the capture zone positioned within the open city square, it is of no strategic value until the later stages of the battle. | |||
Line 261: | Line 187: | |||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
? | ||||
====Mirage==== | ====Mirage==== |
Revision as of 01:44, 23 October 2016
Each map in Blitz possesses different characteristics of size, terrain, weather, and tactics. Each map offers different opportunities for each different tank type to use their strengths to their team's advantage, and thus players should be aware of the different optimal locations on each map and understand the role their tank is best suited to be in at the beginning of each battle.
It is recommended that tanks never go alone, only as you have a scouting roll, as this often results in encountering multiple tanks on the enemy team and being rewarded with a very quick death. This is frustrating for the player and their team, so moving as a team at all times is recommended. There are opportunities for a team to split themselves into two, with slow tanks moving in one direction and fast tanks in another, but make sure you always have support.
Capturing the base (capping) is useful in certain situations, for example when the enemy is camping and needs to be drawn out of their locations. However, you will earn more experience by killing all of the enemy tanks compared to capturing the base to score a victory. Moreover, capping can often result in a team finding themselves locked down in a vulnerable cap location and surrounded on all sides by the enemy team, so the decision to cap is one that always must be carefully considered.
Contents
Black Goldville
Introduced in Update 1.3, this is a desert map characterized by its three areas: the town-refinery, the middle with rocks and shallow hills, and the caves.
Several strategies are available for use on this map. The first utilizes the caves: heavies and strong-turreted mediums can push the caves, and gain the high ground. Alternatively, heavies and some tank destroyers can push the town, using the buildings as cover. However, this is a risky tactic as it gives the enemy the high ground as easy access to shots. Mediums can also flank via the middle; and TDs can snipe via positions near their bases or the middle. Heavy armored heavies can join their team in the push for the caves.
Canal
Canal was introduced along with other content in Update 2.3. It is a Russian wilderness map, unique in that it has weather conditions (rain). It consists of an industrial complex, surrounded by water filled trenches which gives Canal its name. It is bordered by a railroad, and hilly paths.
The northwest and southeast corners are the typical points of engagement, and seizing control of these flanks with a rapid push by medium tanks provides a team with the opportunity to surround any enemies located in the central areas of the map. Alternatively, heavies can advance into the industrial complex while using the large buildings as cover. However, tank destroyers can find positions on the outskirts of the complex to pin down any enemies located within. The many ambush positions overlooking the canal, combined with sections of mud that decrease the mobility of a vehicle, means that moving through the canal is a risky tactic. It is best to take the edges of the map and move inward. This map is excellent for mediums and tank destroyers, especially due to the presence of many bushes. A player should never venture into the trenches unless needed, due to the poor mobility and open nature (no cover).
Castilla
Introduced in Update 1.6, Castilla features a Spanish hilltop town surrounded by hills and streams. It is a diverse map with both urban and rural terrain.
Teams will often find themselves pushing for the two sections of high ground on this map. The first section of high ground features a windmill on top of a hill. Seizing the windmill provides control of the eastern side of the map, limiting the capabilities of flanking medium tanks. The second, featuring a tower on the largest hill on the map, provides control of the western side of the map and many sections of the town. Both hills offer vantage points that can be used to cover the capture zone. Teams can split into two even groups and advance towards each of the previously mentioned hills. In this situation, it is best to push simultaneously to catch the enemy forces in a pincer movement. Alternatively, teams can advance together to seize control of one of the hills before moving towards the capture zone. In this situation, the team that gets bogged down while taking control of a hill will find themselves engaging enemies from the front while being flanked by mediums from the rear. If you are a TD try to go to the tall hill and snipe the base while the mediums and lights scout and heavies fight. If you fall into the river, you will likely be shot, or drown. The best way to deal with falling in is to move along the sides towards a lower bank, do not try to cross, and do not try to climb the cliff you fell off of. Trying to climb is useless and leaves you an easy target while crossing is suicide and will most likely result in drowning.
Copperfield
A small copper mine located in the mountains, Copperfield is one of the original, and one of the smallest maps of Blitz. Due to its size, strategies for this map are fairly limited. The two major strategies seem to rush one of the two sides (East or West) and take said hill, or to split your forces and take both. It is possible (although extremely foolish and relying almost entirely on the skill of your team and the ineptitude of the other) to rush the middle of the industrial complex.
The first strategy and most common strategy is to take the eastern hill. This area splits into two paths around a small hill. The easternmost path tends to be a route for heavies coming from the western spawn. The outer side offers better shooting positions (especially for turretless TDs) but is also riskier, as tanks here can be exposed to sideshots from the other flank in-between the buildings. The north spawn tends to be at a slight disadvantage when pushing this flank, as they start on low ground, and must climb the hill to get into a solid position. Heavies can sidescrape and hold the corner well, and should attempt to do this whenever possible.
The second plan is to take the western flank. This is a good option for multiple reasons, and works best with fast mediums and tanks with strong turrets (making the higher-tier Soviet mediums excellent for this). Taking this flank allows for some sideshots on foolish enemies on the opposite flank, and allows for a faster push. However, heavies suffer from the lack of cover, and return fire from the other flank is very likely.
Third, a combination. In an ideal tank mix, agile tanks should go west, and heavies should take the east. This allows for a balanced assault, but requires teamwork and coordination to pull off.
Do not push up the center. There is very little cover, and it is more than easy to be pincered by tanks on each flank.
Dead Rail
One of the original maps of Blitz, Dead Rail is a winter map that features a hill to the east, a town in the center, and a low-lying hilly section to the west.
Just to the side of the town, the capture zone is located in a large grouping of train carriages which can provide cover from enemy defenders. The trains can create a diverse range of combat situations, as shells can travel under the carriages to hit the tracks or lower hulls of enemy tanks. Some trains have gaps in their sides that allow tanks to fire through them, while flatbed carriages allow tanks with strong turrets to engage the enemy while keeping their hull relatively protected. Tanks with good gun depression can take advantage of the hilly terrain throughout the map. Heavy tanks can use the buildings or the hills as cover while they advance, and tank destroyers will be able to find various sniping positions near their spawns which can be used to cover the heavies in their advance. Medium tanks usually fight in the lower-lying areas of the map because of the open terrain, but can also move over the hill on the other side of the train line to catch any enemies still near their spawn off-guard.
Desert Sands
Reworked with improvements to various sections of the map in Update 2.2, this map based on El Alamein features a small town and rolling sand dunes separated by an elevated train line.
Heavies spawn in the town, while mediums spawn in the dunes. Heavily-armored and slow tank destroyers can play a close support role in the town with their heavies. Faster TD's can support their mediums in the dunes. There are two common tactics on this map that involve teams with varying speed compositions. A team of faster tanks can all make a push through the dunes together before entering the town through the many entrances from the dunes. Teams with slower vehicles can use their armor and firepower to brawl their way through the tightly packed confines of the buildings before capturing the base to lure the enemy from the dunes into the town. The only sniping positions that allow for TD's to cover both sides of the map are found at either end of the rails against the edge of the map. However, the lack of cover on these positions means that getting spotted by the enemy will result in taking fire from the dunes and from the town.
Falls Creek
One of the original maps of Blitz, Falls Creek is a countryside map featuring a factory complex partially surrounded by a low-lying river and a bridge connecting two hills.
Located on high ground, heavy tanks and heavily-armored tank destroyers often find themselves fighting for control over the bridge connecting the two spawns. Mediums will almost always fight at areas surrounding the factory. Various positions within the factory, as well as positions on the hills near the spawns are suitable for long distance engagements. A portion of the capture zone is completely covered from the sniping positions near each spawn, and this allows for the possibility to win by having a single tank capture the base while the rest of the team engages the enemy to prevent them from resetting. Sections of the river surrounding the factory complex are still filled with water, slowing down any tank that tries to cross it and allowing for snipers to take shots at easy targets. If a team of slow and heavily-armored vehicles takes control of the bridge and the high ground, it is still possible for the other team to win by capturing the base. Therefore, it is important to have a balance of vehicles fighting for control of the bridge and the factory complex.
Fort Despair
One of the original maps of Blitz, Fort Despair is situated within the ruins of an abandoned fortress surrounded by sections of open terrain.
Success on this map is highly dependent on team composition. With teams spawning on either side of the fortress, heavy tanks and heavily-armored tank destroyers usually advance into the fort, with a major choke point situated directly between the two spawns. Various ruins and mounds within the fort allow for tanks to side-scrape or go hull down. Mediums and other fast vehicles can circle around the outskirts of the fort before pushing inwards. Alternatively, tanks can position themselves on two opposing sections of high ground, providing an opportunity to locate direction of the enemy advance. For teams that are slow and suited to brawling, it is best to advance into the fort, while teams of agile and lightly-armored tanks should take control of the areas surrounding the fort to flank the more heavily-armored enemy. As the capture zone is situated on an elevated position, it provides little strategic value until the later stages of the battle after a majority of the surrounding areas have been secured.
Lost Temple
Introduced in Update 1.3 and reworked in Update 2.4, this map showcases the misty conditions of the Chinese mountains during the Summer, featuring a large temple overlooking a lower-lying river area surrounded by hills.
Each spawn is located at opposing ends of the temple grounds. Heavy tanks tend to advance into the temple while using the buildings as cover. The layout of the structures allow for tanks to side-scrape or keep their hull protected while providing clear lines of fire at enemy vehicles. A large multi-layered monument located in the center of the temple provides an opportunity for a small and fast tank to spot any enemies advancing into the temple grounds. Medium tanks can also push towards the river where the hills provide a line of sight onto the capture zone. However, once again, the lack of solid cover on these hills means that sniping TD's cannot stay on the hills after being spotted. After taking control of the valley, mediums can then flank into the temple to catch the sides and rear of the enemy advance. The addition of multiple bridges also allow for quick access to various positions in the hills.
Mines
A small mining village based on a Polish coastal town, Mines features a flat mining hilltop located in the center of the map, and a lighthouse situated on a small island surrounded by shallow water.
As the battle begins, medium tanks can make a rapid push to take control of the central hill which is of major strategic value as it overlooks all sections of the mainland, including the capture zone located at the base of the hill. Following the medium tanks, heavies should provide close quarters support for their mediums to ensure that the hill remains in their control. The spawns, positioned at opposite ends of the central hill, also features elevated ground which tank destroyers can make good use of. TD's in these positions can cover the flanking route around the central hill while the heavies are engaging enemies from the front. Alternatively, fast and lightly-armored TD's can advance towards the lighthouse island. It provides some firing lines at enemies on the hill and a flanking route to the elevated positions near the spawns. In most cases, the team that secures the central hill will be the victors of the battle.
Middleburg
One of the original maps of Blitz, and reworked in Update 2.6, this seaside town nestled on a gentle mountain slope features an urban environment as well as small valleys situated further up a hill.
On this map, heavies and tank destroyers spawn at the outskirts of the town while mediums spawn on the top of the hill. The heavies, supported by slow and heavily-armored TD's, tend to advance into the town while using the various street angles to engage the enemy. The urban environment allows for side-scraping and 'peek-a-boom' tactics. Mediums, supported by fast TD's, flank or engage other mediums in the hills. Alternatively, the entire team can push to the hill and take control of it before advancing into the town. The location of the capture zone, being positioned at the bottom of the hill, means that those on the hill can quickly rush down to reset the base.
Oasis Palms
Introduced in Update 1.2, Oasis Palms was slightly edited in Update 1.4 before receiving a major rework in Update 2.0. This desert map features rolling sand dunes and a small town separated by a gully in between.
The spawns on this map are located at opposite ends of the gully. The large sand dunes make it an idea environment for medium tanks to engage enemy mediums or to flank. Meanwhile, heavy tanks can advance directly into the town or push to the dunes behind it. Not far from the town is a position in the corner of the map that tank destroyers can position themselves to cover the town's flanking route. Towards the center of the map, tanks can gain control of the two large buildings to secure the capture zone and the nearby gully area. Additionally, the ridgeline can be used to engage enemies within the town and trap them behind cover. Heavy tanks, supported by TD's, will often engage each other here and in the town area. If a stalemate develops in town, the winning mediums from the dunes will often be the deciding factor that wins the battle.
Port Bay
Based on a North American coal and cargo port, Port Bay was introduced in Update 1.10. It is a map of mixed terrain featuring open spaces, valleys and hills, residential areas and a dock area.
The hills and valleys are excellent for medium tanks and tank destroyers to engage. The open spaces allow for maneuvering freely and the valleys can be used my mediums to hide or flank the enemy. Towards the center of the map is the residential area with the capture zone positioned in the town square. This is where heavy tanks will engage. The dock area can be used by all vehicle classes, and taking control of this area provides access to flanking routes and the capture zone. Various routes connect the valley to the residential area, and tank destroyers can position themselves nearby in the elevated positions overlooking some of the streets.
Rockfield
One of the original maps of Blitz, Rockfield was reworked in terms of aesthetics in Update 2.0, featuring a string of concrete bunkers surrounding the entrance of an underground facility, all situated on a hill. At the bottom of the hill in the lower-lying areas is a wide valley littered with stone formations.
On this map, a majority of the fighting will occur on top of the hill. Teams will fight for control over the high ground while using the concrete bunkers as cover. Tanks with strong turrets/superstructure and good gun depression can make use of the hilly terrain, while heavies can use the bunker to side-scrape. Tanks can also advance through the valley at the very edge of the hill. If the enemy team is entirely engaged on the hill, mediums can take this route to flank around to the rear of the enemy, or to cut up to the hill to the middle bunker. However, there are various positions along the hilltop and further in the valley that can be used to cover this route. Therefore, it is important to determine the position of the enemy before making an attempt to flank. The capture zone, located at the far side of the valley opposite to the hill, offers almost no protection. However, capturing the base can be of varying levels of strategic value. If the enemy controls a majority of the hill, they will be able to reset the base without exposing themselves. However, if a stalemate has occurred on the hill, capturing the base can force the enemy to split their forces in order to reset. This can provide your team-mates on the hill with an opportunity to advance and break the stalemate.
Winter Malinovka
Originally introduced in Update 1.5 and reworked in Update 2.8, Winter Malinovka offers some nice opportunities for heavies to duke it out in the hills, lights to scout at the lake, and tank destroyers to snipe across the lake. The windmill is found in the same corner, but the map elevations, such as the wind mill's very high ground and the valley's very low ground, were balanced to make the map flatter. The valley became a frozen lake, dotted with a few small houses and a shipwreck. The cap lies in the middle of a small town slightly overlooked by the tall ridges and rocks near the north-eastern corner of the map.
The valley offers good opportunities for lights and mediums to scout and tank destroyers to snipe using the bushes, occasional hills, and very open ground. Four ramps offer access into the cap area, where those in the town can shoot into the lake area. While the cap itself offers very little in the way of cover, a plethora of buildings and ridges ensure that enemy players will have very few opportunities to reset cap at a safe distance. Most heavies will head to the north-eastern corner of the map, where tall ridges give tanks with good armor many sidescraping points. The windmill is situated on a slightly elevated area, but it is blocked by too many things to snipe from. Tank destroyers may find some luck sniping in this area, as there are a few hills with decent lines of sight, but glass cannon tank destroyers will benefit more from using teammates as cover or by staying hidden near the lake.
There is an easter egg located near the middle-southern area of the map. There is a dinosaur or some sort of sea monster frozen under the lake near the second spawn of the south-east corner.
Himmelsdorf
Introduced in Update 2.4, this war-torn city offers an urban fighting environment while featuring railway lines, narrow city streets, and a city square located towards the middle of the map.
On this map, teamwork is the key to victory. The tactics used on this map generally depend on team compositions. Heavy tanks and tank destroyers will often fight within the city streets located near the base of the hill overlooking the city. The railway lines allow for mediums and light tanks to flank the enemy fighting within the city. Therefore, teams which are mostly comprised of heavies and tank destroyers should push through the streets. On the other hand, teams consisting of mediums and light tanks should push together through the railway lines in the hopes of flanking the more heavily-armored enemy team. With the capture zone positioned within the open city square, it is of no strategic value until the later stages of the battle.
Mirage
Introduced in Update 2.7, this desert oasis map features an oasis, a flowing waterfall, desert dunes littered with military equipment, a railway track, and a beach with seaside houses.
Heavies generally head to the waterfall area for chances to sidescrape and go hull down. Mediums and lights may want to flank through the dunes where they will easily weave in and out of the hills to avoid getting shot or climb the hills to spot enemies. The tall ridges separating the waterfall area/town area from the dunes contain bushes that may be appealing to tank destroyers. They offer good lines of sight and camouflage, but they may be spotted by any tanks driving by.
There is an easter egg located in the south-west corner of the map. By driving underwater and moving the camera underwater, players can find a yellow submarine, a nod to the Beatles' song "Yellow Submarine."