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, 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.
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.
Here is a visual strategy guide, with more in depth information (credit given to 0707 for this work):
The call you will hear most often: "CAVES!!!" But is that the right call? It absolutely depends on your tank, the tank mix and which side of the map you are on.
South Spawn (Green): This side of the map IMO has the tactical advantage, all things equal. I do indeed like going caves from this side of the map if you have the right tanks to also hold the midfield. The Factory and Flag are much less tactical from this spawn side due to superior Red sniping positions on the Cap.
North Spawn (Red): It seems teams lose more often on this side due to lack of coordination because the spawn points you in much different directions. A lot of inexperienced tankers just "go straight" and thus the team is heavily split right off the bat. Additionally, the caves is harder to take/hold from this side so the Factory is better, but few players ever get their team to go that direction together.
G1 - This is a great spot for TDs if the rest of the team is heading to caves. There are a few bushes here you can camp in for cover and you have a nice FoV on the caves side of the map. If your team heads to the flag or into town, you will be quickly annihilated by the red team that goes caves. If your team does go caves, you can advance to G6 when you're out of targets. If your team goes town, you can fall back to G7. If you are not a TD, you shouldn't be at G1 because otherwise you are weakening the overall team position!
G2 - This is an excellent spot for slower heavies if the team has gone caves and midfield (as they should) and has great cover, bushes and hull-down positions. It is also a good spot for tanks coming to the battle area that were somewhere else or fleeing from a weaker position. From here you can hit almost the entire map except the caves. That except is very important because if you are losing the the caves and don't help your team, you're next on the kill list.
G3 - This is no-mans land on the green side where so many tanks die. This is because Red was allowed to get the caves and you're backing up with little-to-no-cover and just getting hammered. Don't be here unless you are truly trapped, there is little tactical advantage.
G4 - This is "The Caves" you've seen splashed across the chat 1,000 times. From the green side the caves are tactically superior. You have a great area for medium cover by the main pilar, and plenty of hull-down low rises from the left side. On the contrary, red has a bottle-neck entrance and hills to push up at slow speeds to get into the caves. Once you win the caves you can then go to the ridge and snipe the factory and Red spawn with ease.
G5 - This is what I call the choke-point of this map and that is because if this spot is worked correctly by a low-profile medium- with other meds and heavies in the caves, and TDs at G1/2... you're all but guaranteed a win with your superior control of the entire map. That said, the only medium drivers that go here need to know how to take a lot of incoming fire and hide, because you can bet all of red is gunning for you.
G6 - This is actually a bad early-game spot to go to from the green side because the hill between G5 and G6 eliminates your chances of shooting anything above it, and the hill to the right near G9 prevents the same for the other way. I call this area the "Tunnel" because of this setup and if you are here early and red goes caves, you're only help is to either kill their spawn campers or AFKs or get behind them on the hill up. G7,8,9,10 - I'm not going to comment much on these because I don;t think on this side of the map you should be here... but if you are (and red is not) 7 and 8 can provide sniping spots (but with little cover) and 10 can get you cussed out for sniping when you're not in a TD. 9 is the flag.
R1 - This is a solid spot for spawn-sniping if you are a TD. If you are not a TD and you are here, then you are camping and be prepared to get a lot of flak from your team! The one big drawback is that you can't hit the midfield, so a Green medium at G5 is free to kill your team without you being able to support. That said, if your team goes Flag / Factory, it is a solid place to defend against the Green team from caves and midfield as your team captures the base and holds the factory R10.
R2 - This is a bad spot and you shouldn't be here. There is no tactical advantage over R1 and you have no cover at all. The little bit of elevation doesn't help you and you still can't hit the midfield.
R3 - Like the spawn, this is a great spot for TDs and slower heavies. You can hit most of the Green positions and support the caves (which is the big benefit of this spot over just spawn-sniping). Plenty of cover and buildings here to hide behind and stop mediums from COD-ing you.
R4 - This is a great backup location to R3 and can support the caves positions R5 and R6 and all midfield positions in a defensive manner. That said, many tanks die here because they camp or don't advance as the battle rages in the caves or midfield.
R5 - This is the "Caves" form the red side. That said, if you have gone here against a good Green team, you are at a tactical disadvantage (even worse in R6). If however, Green has not taken the inside of the caves and you can get to their G4- you have a great position then to control both the caves and the midfield, as well as the factory.
R6 - This is dead-man's land. You will see tank corpses piled up here regularly from failed attempts to take the caves to a superior Green position at G4. What happens is you get chased out of R5 and find yourself here- with your entire tank wide open to fire from G4, G2, G1 and G5- and thus resulting in your near-immediate death.
R7 - Unfortunately for the Red side, R7 and G5 are right next to each other- but R7 is far inferior. Why? Because you have zero cover from G1 TDs sniping at you and you have no backup from R3 (your TDs) because the buildings are blocking them and G3 & G4 can hit you too. So you have 4 Green positions firing at you and no Red positions firing back. Lots of good medium players die here.
R8 - This location is equivalent to G6 with the exception that if your team went Flag/Factory then this can be a key choke-point to defend the base as green rushed from the caves to the flag.
R9 - The flag. I can't tell you how many times I have seen a solidly positioned green team lose on this map to a single red tank capturing the flag. It is one of your absolute best defenses (or offense in this case) to winning on this map from the Red side- but only when your other 6 tanks are effectively holding their positions, otherwise you will simply get overwhelmed. This is a perfect tactic if you are a Tier 6 in a Tier 8 battle (or any 2 tier down tank).
R10 - This is a great area to defend the flag, snipe at the caves, or kill any straggling Greens that went the wrong way. The factory is far superior for the Red team due to the cover that the spawn positions provide from Red TDs. Additionally, it is a great location to shoot tanks as they race from the caves to defend the flag capture.
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 bounded 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).
Now for a visual guide, created by 0707:
South Spawn (Green): IMO this side of the map has a slight advantage in the SE Corner because there is better cover at G3 for fast attacking mediums and TD cover at G2 for support. Additionally, you start just a touch closer so you get position quicker than Red. On the flip side, you are further from the hill if your team goes that direction.
North Spawn (Red): If you want to go SE Corner you're at a slight disadvantage because of above, but if you play the hill game, you actually are closer and have better cover there. Additionally, though the town is difficult to defend in, you do have a better defensive location before the bridge near the flag by R4.
G1 - This is a solid spot for Heavies and TDs if your mediums have gone to G2. If they have gone to G3, Heavies should advance to G2. TDs can advance or stay at G1 to cover the flag and town.
G2 - Many game determining battles are fought here vs R2. If the call is "All Right" this is Heavy-land. Additionally, for TDs there is a great rail-car setup for coverage right by the end of the green arrow on the map.
G3 - This is the perfect spot for Mediums to rush to and either own, or fall back to G2 for the big fight. Since most good players believe holding the SE Corner is key to winning on this map, the battle for this location (and R2) is often intense and decisive.
G4 - If you decide to debunk the hill and/or the SE Corner- or if you have a deathwish, then G4 is for you. Going into the town is generally a bad idea because you are open to fire from literally all 4 corners of the map. Sure you could hide from fire coming from R4, but then R1, R2, R5, and R6 can all hit you with ease. It's just a bad place to be early on and sadly all of the heavies are pointed right at it, so many of them just "go straight" to their immediate deaths. Don't go here.
G5 - If you enter into a hill battle on the NW side of the map, this is a great location for TD support with solid cover and bushes to boot. You can easily hit the pit of despair as well, which you never want to find yourself in.
G6 - This is the Hill. If everyone calls "All Left" or "Hill" this is where they mean. Although you can definitely win here, the distance from the flag and inability to snipe it easily from this location make it sub-par to the SE Corner (in theory). That said, from the green side there is a lot of cover but Red has two tactical advantages over you which is they have better rock coverage for sidescraping and they spawn slightly closer and thus get position first (which in turn theoretically means they get first shot).
G7 - The Pit of Despair. Just don't go here unless it is the end of the battle and you're chasing the last red. It has no tactical advantage at all and your tank is drastically slowed down (like in water). Most of the tanks you find in the pit of the despair are there because they fell in while running away from something else. From G5 or R5, the pit of despair is a TD snipefest heaven.
R1 - This spot has no cover and is not a good area to be. I marked it though because I have been in countless games where someone drives up on top of one of two very tall (but accessible) hills there along the map edge. Although this may seem like a good idea and one guy out of 10 made it an awesome sniping game, the other 9 out of 10 get spotted and are dead in one volley.
R2 - If the call is SE Corner, (or "All Left") then this is one of two places the main fight will take place. Your heavies and TDs should be here supporting your mediums at R3. If things are going good (or very bad) at R3, it makes sense to push up there to get more angles on the Green team.
R3 - Nearly the same at G3, but with one negative caveat- and that is that the green team mediums have better cover from your backup at R2 than you have from their backup at G2. This means if you got "shot for shot" that you are in a losing position here. So unless you are better, and/or have more tanks than they do, you may need to fall back and try to draw them out. The issue there though is that falling back isn't possible, and doing so you open up your Heavies at R2 to fire from the well-covered greens... and this is why I say that Green has a tactical advantage in the SE Corner on this map.
R4 - Same at G4, but with one positive caveat, and that is you have a big hill that is easy to peek around and sidescrape off of. If you are here (you probably shouldn't be as mentioned before) if you are not getting sniped to death you have good shots on the SE Corner through the small pass behind the flag that few players pay attention to because they are so focused on your R2 position. This means every now and then this is an amazing position to be in- but usually you just watch your team lose at R2 and R3 without you and get overrun by 5 enemy tanks and heavily berated in chat.
R5 - If you take the slight tactical advantage of going Hill from this side, then your slower tanks should take a break here and fire at any straggling enemy tanks or their TDs at G5. You also have the ability to handedly own the Pit of Despair and any enemy tanks that try to flee the hill heading back to their spawn.
R6 - And this is the Hill. Red has a slight advantage of being closer to the hill and as such being able to get to the better cover that is in the middle of the top of the hill quicker. That better cover gives a substantial advantage when sidescraping. The downside though to owning the hill is that you can't easily support your tanks on the rest of the map and if Green goes all SE Corner they will overwhelm whatever tanks are there while you win the hill. The hill side really only works well when you go as a team. Owning the hill does give a strong advantage to owning the town, so if I spawn on red and my whole team goes into town (like they shouldn't do) I pick the hill over the SE Corner.
R7 - Same as G7- The Pit of Despair. Just don't go here unless it is the end of the battle and you're chasing the last red. It has no tactical advantage at all and your tank is drastically slowed down (like in water). Most of the tanks you find in the pit of the despair are there because they fell in while running away from something else. From G5 or R5, the pit of despair is a TD snipefest heaven.
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.
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 (North or South) 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 southern hill. This area splits into two paths around a small hill. The southernmost 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 north flank in-between the buildings. The eastern 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 northern 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 north, and heavies should take the south. This allows for a balanced assualt, but requires constant teamwork and coordination to pull off.
As for pushing the complex....probably not a good idea. There is very little cover, and it is more than easy to be viced between tanks on each flank. DO NOT DO THIS. Heavy tanks usually push up the slopes of the hill nearest to their spawn, where they can find several positions to side-scrape or go hull-down to engage the enemy team. Heavily-armored and less mobile tank destroyers will find themselves most effective on this side of the map. Medium tanks can push through the far side of the map where they can either flank the enemy or take shots across the map at the rear and sides of the enemy tanks. Faster and lightly-armored TD's can provide effective supporting fire from this side of the map. Tanks on each side of the map are at risk from taking fire from the opposing side of the map, so it is important to stay in cover from enemies from the front and the flank. Due to the small size of the map, the central valley and the capture zone generally provide no tactical value until the end of the battle when one team has decisively won and is 'cleaning up' the last few enemy vehicles.
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.
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.
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.
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.
A classic map from the PC version of World of Tanks, Winter Himmelsdorf is a classic reimagined for the dynamic Blitz.
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.
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 sand and 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.
One of the original maps of Blitz, this seaside town nestled on a gentle mountain slope features an urban environment as well as a small valley 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.
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.
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.
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.
This Halloween-themed variant of Rockfield was introduced in Update 2.2. It is essentially the same as the original Rockfield, but set during the evening, and littered with jack-o-lanterns, glowing mushrooms and other spooky decorations.
Introduced in Update 1.5, Winter Malinovka offers varied fighting terrain. A small town is situated on a hillside, with a windmill located at the top of a hill and wide open fields in the lower-lying areas.
With the spawns located at the opposite corners of the map, teams will generally find themselves fighting for control over the windmill, positioned on high ground. Mediums often move rapidly to the windmill in order to secure a foothold for the slower heavies and tank destroyers. The lower-lying field offers a flanking route for mediums to get behind the enemy fighting at the windmill, but otherwise, it offers little strategic value. Heavy tanks can either advance towards the windmill or move through the town while using the buildings for cover. However, the many hills and ridges overlooking the town and the capture zone can be used by tank destroyers as sniping positions. Generally, the team that seizes control of the high ground will be the victors of the battle.