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Revision as of 16:15, 17 July 2018Revision as of 18:51, 17 July 2018
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 [[File:Thermopylae.png|1000 px|top|Thermopylae]] [[File:Thermopylae.png|1000 px|top|Thermopylae]]
 === Description === === Description ===
 +
 +This map, inspired by the battle led by King Leonidas, is quite wide. There is only one watchtower, but its role is important as it gives vision on the forest under it. Whoever controls it controls the forest.
 +
 +There is a goat paths on the bottom of the map. From there, you can go behind your enemy, but it's a long way, and it won't necessarily be a safe one. Down below that path is the tower, ready to be contested for control. The middle is full of craters, but is very open. A tiny bit of forest is on top of that, above the path that is called "the Hot Gates". this narrow path can be easily protected, but don't forget that you cna take fire from the cliffs above. Finally, on the top of the map (cf picture), there is path that goes close to the sea that allow you to to go behind the hot gates, but it can also be protected.
  
 === Tips/tactics === === Tips/tactics ===

Revision as of 18:51, 17 July 2018

Pictures coming soon

Overall Description

Maps are where you will battle for victory. They are usually composed of the following elemnts :

Two bases, that you will need to keep an eye on/attack to win. Your base is symbonized by a blue base, while your enemy's base is symbolized by a red flag.

Watch towers : they give vision on a cricle around their location. They are a key element to victory is controlled and use properly ! When a watch tower is controlled, its indicator (an eye) becomes blue if your team owns it or red if the other team owns it. Keep an eye on those indiactors to see if you have no risk of getting ambushed.

Terrain. There are different types of terrain in Arena, and they affect units differently according to their weight/type :

Forest

Road

Light Forest

Mud

Water

Sand

High Grass : that type of terrain provides no bonuses, but will greatly reduce your vision. Beware of ambushes.

Capitoline Hill

Pictures

Picture of the map (coming soon)

Capitoline Hill

Description

This map is quite small. It has two towers, situated on each side of the hill, and they can be easily defended. One side has forest which allows each team to be able to go behind their enemies while still being hidden in the forest.

The other side and the middle area are quite open, perfect for flanking manoeuvers

Tips/tactics

Thermopylae

Pictures

Picture of the map (coming soon)

Thermopylae

Description

This map, inspired by the battle led by King Leonidas, is quite wide. There is only one watchtower, but its role is important as it gives vision on the forest under it. Whoever controls it controls the forest.

There is a goat paths on the bottom of the map. From there, you can go behind your enemy, but it's a long way, and it won't necessarily be a safe one. Down below that path is the tower, ready to be contested for control. The middle is full of craters, but is very open. A tiny bit of forest is on top of that, above the path that is called "the Hot Gates". this narrow path can be easily protected, but don't forget that you cna take fire from the cliffs above. Finally, on the top of the map (cf picture), there is path that goes close to the sea that allow you to to go behind the hot gates, but it can also be protected.

Tips/tactics

Salernum

Pictures

Picture of the map (coming soon)

Salernum

Description

Tips/tactics

Marathon

Pictures

Picture of the map (coming soon)

Marathon

Description

Tips/tactics

Teutoburg Forest

Pictures

Picture of the map (coming soon)

Teutoburg Forest

Description

Tips/tactics

Hadrian's Wall

Pictures

Picture of the map (coming soon)

Hadrian's Wall

Description

This map is split in two parts by a wall. There are two towers on each side of the map, ready to be contested by both teams. There are five openings to the wall : one in the middle, in muddy terrain, and two on each side, with one on each side leading to the tower.

Tips/tactics

Try to protect the holes in the walls as best as you can. If there is no opposition, push through, but be careful of counter attacks !

Oasis

Pictures

Picture of the map (coming soon)

Oasis

Description

No watchtowers on this map ! Castellum Elephantum (down) Cirta(up).

Tips/tactics

Passage of Augustus

Pictures

Picture of the map (coming soon)

Passage of Augustus

Description

A map mostly designed for rushes : bases are very close to each other and are positioned ahead of the deployment spots.

Tips/tactics

Alpis Graia

Pictures

Picture of the map (coming soon)

AlpisGraia

Description

Tips/tactics

Rubicon

Pictures

Picture of the map (coming soon)

Rubicon

Description

Tips/tactics

Capua (TVI-TX)

Pictures

Description

Tips/Tactics

Germania (Available from T VII to T X)

Pictures

Picture of the map (coming soon)

Germania

Description

A very wide map, with a large variety of terrain types. There are 4 watchtowers on this map.

There are three main roads that link both bases, each with their own dangers and specificities : the upper one goes to the cliffs. Vision is key here, as there is a lot of tall grass. Two towers are here to provide that.

The middle road is the more direct one, but also the most dangerous one : it goes through the center, where your units can get stuck into the mud and get attacked from units that are positioned on the cliffs. And if you succeed to get through the mud, high grass awaits on each side of the road, ready to let enemies appear to ambush you.

The down road (that goes through the river), is fairly open. It has a variety of terrain, and ambush possibilities with the high grass and forest situated on each side of the road. Like for the upper road, vision is key here, and can be provided by two watchtowers.

Tips/tactics

This map is wide, and supporting your allies/returning to your base can be a challenge. Don't get too over extended without support.

There are several roads to the enemy base, each with its own dangers and with several places where you can be ambushed. Towers are keys to avoid that or to anticipate that.

As the map is wide, openings will be created, where you can sneak through and either cap the base or cause havoc behind the enemy lines. Check your minimap to be sure that it doesn't happen to you and to to see where the openings are. You can use the enemy towers and terrain to your advantage on this map.

Positioning is extremly important on this map, because of its variety of terrain, and the importance of vision.

Long range units can go top or middle on this map, as they have the cliffs to gain an advantage of height over their opponents. Barbarians usually go to the forest in the middle/low part of the map.

The top is the perfect place for defensive units as there are chokepoints there. It's also the perfect place for units that counters defensive units, when used properly...

Gergovia (Available from TVIII to TX)

Pictures

Picture of the map (coming soon)

Gergovia

Description

A city map, with numerous openings and roads. There are two sections of forest on each side, that could allow player to circumnavigate around the city.

Three watchtowers are ready to be contested on this map : two on the oppidum, and one on the right side of the map, giving vision on the forest part of this map.

This map contains a lot of chokepoints, but not a lot of terrain types. There is a bit of forest in the middle part of the map, but vision can be given on that part by the towers.

Tips/tactics

The control of the oppidum is usually the key to victory, but the sides can play a major role in the capture of a base.

Be sure to control every chokepoint around your ranged units, so that cavalry can't have access to them. It's fairly easy to do so on this map.

You can set up traps on the high grass on the sides, close to the center. Be aware that towers give vision on that part.

Map awareness is important here to see where the enemy is deployed, and if there are opportunities to corner them in a street.

Defensive units are great in this map, as they can block the streets.