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Maps (XBOX)

Maps (XBOX)

Revisión a fecha de 14:36 30 oct 2014;
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Maps vary in size, design, terrain, location, weather and land leveling. Each map offers different tactics to different tanks. Use these tactics to your advantage and you will master the battlefields.


Open Maps

These maps consist mostly of open sight lines out to, or past, detection ranges and have limited amounts of rolling terrain and/or buildings, for close combat and cover.


El Halluf - 1000m x 1000m

A large valley filled with rocks, vegetation, and a small village surrounding a dried out river bed separate the two teams. The large hills on either side of the valley offer many firing positions, and very little cover in the valley will protect a large tank completely against all positions. Regardless of approach, attackers will face a long climb into the enemy's camp, and effective use of the cover en route is essential. The northern approach offers plentiful protection to attack either hill, but the southern approach makes up for lack of protection with shorter distances and better concealment.

Camo Type: Desert


Tactics

Typically both sides will spread out a few snipers along the ridgelines to defend against any rushes through the middle and counter-snipe, which ideally are TDs but other tank types will also work to a lesser effectiveness. It's important for snipers to have cover nearby, as although the ridges are at the edge of spotting and render distance from each other, tanks in the center valley can spot those on the ridges.

Heavily armored tanks should head north or west (depending on the spawn) towards the A1 corner. Traditionally, the northern flank takes a more defensive approach and allows the southern flank to cross the valley and advance partially up into A2. From the south, some snipers can be left in C3 or E2 to defend against any tanks popping out from the north. A flank around from A2 to B3 and then B2 is unlikely to succeed due to snipers at B6 spotting and destroying the flanking tanks, but if successful it can be very effective. For the northern team, in addition to occupying the south road at A2-A3, the northern hills can be used, though it tends to be less effective cover when popping out to take shots. Tanks with good gun depression and turret armor are at an advantage in the north, and both teams must be mindful of artillery focusing on their positions and take appropriate cover.

For light tanks and faster mediums, a dash to the south-eastern corner can also be used. The winner of this corner can spot the tanks on the ridges for their own snipers, as well as advance up into the enemies base to wreck havok on TDs and SPGs. Less contested but also less effective positions can also be found elsewhere in the valley. Typically, the map is decided by whichever team can more quickly win the north-east corner or advance into the enemy base from the south-west.

SPGs should primarily focus at the A2 corner, though this may be difficult for SPGs with poor gun arcs, especially the French, to hit targets behind cliffs. However, SPGs should also take advantage of any spotted snipers on the ridges.



Erlenberg - 1000m x 1000m

A large river splits this map in half, with three bridges acting as choke points between the halves. A small town surrounds the center bridge, while the north and south bridges have fewer buildings providing cover. A large castle overlooks the west half of the map on a large hilltop, offering cover and supporting fire positions. Hills overlook the city in the east, with sufficient vegetation to provide some concealment for tanks.

Camo Type: Winter


Tactics

All three game modes of Standard Battles, Assault, and Encounter are found on Erlenberg.

There are two main areas of contention regardless of the game mode. The west side of the map features a castle on the south, connected by a ridge to a hill on the south with a house and a ridge that serves as a defensive trench. There is also path that runs even further to the west right along the water's edge and around the hill to the north. The south side of the map also features a hill to the south-west of the castle in G1 that can be an effective location for snipers. The east features another ridge with a pair of houses on the north, and lots of undulations on the south side. There is a hill at the east edge of the map located in F0 that is a critical point for spotting the opposition, with some destructible houses on the foot of the hill in the north. Finally, a forested hill at the north east in C0 provides a location for snipers. Generally the east side emphasizes gun depression, viewrange/camo, and mobility, while the west requires armor and gun performance more. From the north, the west side is fairly easily won with an early, aggressive push if the team works together, while the same can be said for the south for the east, due to the fact that these pushes will deny sniping positions to the opposing team. However, more passive play favors the south in the west and north in the east due to the better sniping positions, though this doesn't mean that such an advantage can be defeated by a careful slow push later on.

Typically the heavies split 50:50 or slightly more to the west. Northern TDs tend to favor east more, while the south is usually more evenly split. Mediums and lights also split more evenly. Lights and fast mediums can play more to the center of the map, and occasionally at the center buildings next to the river, but this is usually less effective. SPGs can position either at the center or in one of the corner to better support an individual flank.

The role of the center is somewhat dependent on the game mode. For both Standard and Assault, tanks in the center can take advantage of unaware tanks on either flank, but tend to be easily focused down when spotted. A light tank might be able to streak down the center while the flanks are occupied to destroy enemy artillery, but otherwise the center is mostly a supporting role. However, for Encounter, the capture circle is in the center of the map. Fast captures are not uncommon, especially at low and mid-tiers, so it is wise to send a tank or two to the middle early to stall and spot the cappers, or risk having to have tanks from the flank cross open-fields to stop the cap in a rush.



Fisherman's Bay - 1000m x 1000m

The map is a combination of open spaces and irregular terrain. Meandering narrow streets of the seaport on the flank can be surprisingly advantageous. Sloping hills covered with bushes offer excellent ambush opportunities.

Camo Type: Summer


Tactics

The game modes on Fisherman's Bay are Standard Battles and Encounter.

On Fisherman's Bay in Standard Battles game mode, typically heavy tanks and a few mediums and TDs head to the village at the east, fighting along the 8 column with opportunities for supporting fire from further out east in D9 or F9-F10. The buildings here are mostly indestructible, and allow for tanks who excel at urban combat to shine, though the long sniping ranges down the alley can counter reckless pushes. Flanks though the 7 column can be devasting, if somewhat risky. A few mediums or lights may patrol the center ridge and pop up for spotting or supporting fire to either flank. In particular, flanking fire towards D7-D8 or F7-F8 to counter flanks or a synchronized push from the center towards the sea down the E line are options.

Meanwhile the rest of the mediums, TDs, and lights should go to the west. Support from the center in E4-F4 can also be useful, particularly from the north, but cannot convincingly win the flank. Fighting tends to be concentrated in the 1 column to the west of the raised road due to the cover it gives from flanking fire and the prevalance of rock cover in the depression. Many rocks are located here, large enough to totally conceal a tank, but spaced far enough away from each other that it is likely that enemy tanks will be able to get off a shot while you are moving from cover to cover. Very fast tanks may be able to get very close to the enemy lines by quickly heading down the west while the enemy is still moving into position, then hiding behind the rock and providing spotting for your own allies. Typical snipers reside in B1-B2 and A3 in the north and H1-H2 or J2-K2 in the south.

For both flanks, after defeating the first and second line enemies, continue to carefully progress north-south to eliminate any hiding snipers or SPGs, then sweep across laterally to or across the flag cap, but beware of enemy snipers in the other corner. Alternatively, heading to the middle allows you to support your allies pushing forward as well as supporting the other flank. Tight games on this map can be extremely entertaining to watch as teams react to spots, as long as the opponents do not insist in camping a corner.

In Encounter game mode, the base is located in the village in the east between F9 and G9, extending partially into F8 and G8. One team starts out in the north at A6-A8 while the other starts out in the west at J4-K4.




Komarin - 800m x 800m

A more or less unique map in that the teams do not start near the flags, Komarin offers multiple tactical options. The teams start in the north and south, divided by rivers offering three routes. The rivers itself are mostly impassable. The middle bridge is also only accessible once a heavy tank clears the obstacles by driving over them or if someone clears them with HE ammo. The center route is a large, elevated, and wooded island connected by bridge to the south, and offers firing positions to nearly the entire map, but at the cost of being exposed if spotted. A small village on both the west and east side of the map offer attackers valuable cover en route to the flag, but leave any tank passing the village exposed to covered and concealed defenders once they leave the village.

Camo Type: Summer


Tactics

The only game mode on Komarin is Standard Battles.

Komarin used to be a very campy, sniper-friendly map, but in its latest iteration the bushes on the map have been reduced, and now terrain features play a bigger role in providing cover.

Malinovka - 1000m x 1000m

Initial staging areas are separated by a wide open field, ideal for artillery and defensive operations. Make use of flanking maneuvers and natural defenses like woods, hills, and farmhouses, as these can be decisive. Another option is a well-coordinated high-speed combined arms attack across the field which could bring victory, but at the risk of a bloody loss. Colloquially also known as "Campinovka" for the tendency of most players to just sit behind cover on their side of the starting field and snipe each other.

Camo Type: Summer


Prokhorovka - 1000m x 1000m

Generally open, but hilly, terrain around a vital railroad, with groups of trees providing shelter for tank destroyers. On the offensive, watch your own flanks while striking against the enemy flanks. Artillery has free reign, with the only real hindrance being the train cars themselves, but the open terrain makes them very vulnerable to raids by light vehicles.

In 9.2, a new version of this map came out. It call Fiery Salient. It's the same map but with improved graphic and objects.

Camo Type: Summer


Redshire - 1000m x 1000m

A rolling area, dominated by a couple of hills. The village of Redshire gives places to hide from hill to its northeast. Artillery will play a powerful role on this map.

Camo Type: Summer


Closed Maps

These maps have very few open sight lines out to, or past, detection ranges and mostly consist of rolling terrain and/or buildings for close combat and cover.


Himmelsdorf - 700m x 700m

Literally translated as "sky village" from German, this labyrinth of streets and squares are a large hindrance for artillery and tank destroyers, but ideal for speedy breakthrough and bypass by medium and light vehicles. With the castle dominating the area, access roads running by the hill and along the railway lines to help you out of the impasse. There also a winter Himmelsdorf, it's the same map but with upgraded graphic. It will use winter camouflage instead of summer.

Camo Type: Summer


Mixed Maps

These maps have a mix of open sight lines out to, or past, detection ranges combined with rolling terrain and/or buildings for close combat and cover.


Abbey - 1000m x 1000m

A large abbey and town fill the center of the map with three roads allowing passage from the north and south, and includes an elevated firing position in the abbey's courtyard at the highest point on the hill. West of the town is an elongated hill with several positions allowing fire down into the town. Further west and past the hill, a valley offers significant protection against artillery fire. East of the town lies a curved cliff road which affords shielding from most tank and artillery fire, but forces attackers to travel in a single path.

Camo Type: Summer


Cliff - 1000m x 1000m

Starting in the north and south, both teams are connected through a valley on the extreme west of the map. Large boulders offer cover south of the valley, and a small town provides cover to the north. The eastern portion of the map is elevated, with two large jutting hills providing cover from enemy fire. An overlooking position near the center of the map allows tanks to fire into the valley from above. Plentiful cover throughout the area allow for multiple attack routes, with careful coordination and flanking playing a significant role.

Camo Type: Summer


Ensk - 600m x 600m

A mixture of city outskirts and suburban areas with railroad tracks spanning and dividing this map. Plan your tactics to take advantage of defensive choke points and cover open areas with your vehicles. Artillery is great for deterring enemy breakthroughs, but remains almost defenseless when exposed to enemy vehicles attacking from cover.

Camo Type: Summer


Lakeville - 800m x 800m

An isolated mountain valley on one flank and city blocks on the other allow you to thrust close to the enemy. A large lake in the middle gives long-range weapons a clear field of fire.

Camo Type: Summer


Live Oaks - 1000m x 1000m

In the center of the map there is a large bog lake. A railway bridge and a fording side on the one flank allow to defend the area using scarce forces, and to concentrate main forces on the other flank.

Camo Type: Summer


Mountain Pass - 1000m x 1000m

A large map with many turns and rough ground. The bridge near the center features natural choke points on both sides, and provides a good sniping position against opponents in the north passes if held. There are small positions for artillery near the bases, though artillery may have difficulty due to the terrain.

Camo Type: Summer


Port - 800m x 800m

The setting is an industrial area of a port city. Teams begin the battle surrounded by factory buildings, warehouses, and docks. An open space in the center of the map consists of a hilly, open area and railroad tracks. Train cars can provide cover during combat. The most direct route to the enemy base is along the two highway bridges above the railway tracks. Common tactics on this map might include ambush and firing from defilade positions. Surprise attacks to the enemy's rear can break a deadlock. This map was completely removed in patch 8.11.

Camo Type: Summer


Province - 600m x 600m

Hills on the periphery of the map are covered with numerous houses and winding streets advantageous for surprise attacks. An open area between the bases is favorable for daring strikes. Except for clan wars, this map is only available to tiers 3 and below.

Camo Type: Summer


Siegfried Line - 1000m x 1000m

A wonderful map combining the best of both worlds. The west side is open fields with little cover, excellent for quick flanks around the side for those looking for an early victory. To the east, the town offers concealment and cover for those brave enough to enter its confines.

Camo Type: Summer


Upcoming Maps

These maps are currently either in development or live on the test server. Details can often change.


Out of Rotation Maps

These maps have appeared in the game in the past but are currently not included in the active roster.
Arctic Region - 1000m x 1000m

A large ice-and-snow covered area stretches through this map. Steep hills, rock encampments, twists and turns, and plenty of places to stay and wait will have you on your toes as you battle through this icy deathtrap. Ridge, hills, and lots of rocky outcrops give you many places to hide and ambush your enemy as they come about. Turns and twists could have you stuck if your not on your toes, so watch out.

Camo Type: Winter


Sand River - 1000m x 1000m

A mostly open map offering little concealment, but providing plentiful cover due to the large number of sand dunes. Three small villages provide temporary cover at best, but are easily destroyed, so they must be used cautiously. Each flag is well protected with a ridge offering defenders cover, concealment, and excellent firing positions. Plentiful cover allows an excellent arena for run and gun tactics while offering many routes for tanks to engage the enemy and make use of their mobility.

Camo Type: Desert


Westfield - 1000m x 1000m

A wonderfully lush area, Westfield features forests, fields, farmland, and multiple villages throughout the map. Included is a large war-damaged bridge crossing the eastern valley. Plentiful ridges give ambush positions along nearly every route, and large fields can leave a tank vulnerable when moving between positions.

Camo Type: Summer


Widepark - 600m x 600m

This map depicts an industrial city devastated by war. A railway embankment divides the map in two, making it possible to concentrate forces for an attack or counterattack.

Camo Type: Summer


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