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{{panel title|icon=|content=<font face= "Arial">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.</font face> }} __NOTOC__ ==<font size= 5><font face= "Arial"><center>'''Open Maps'''</center></font face></font size>== <font size= 4.5><font face= "Arial"><center>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.</center></font face></font size> {{MapData|map=El Hallouf|template=Map}} ===== 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. {{MapData|map=Erlenberg|template=Map}} ===== 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. {{MapData|map=Fisherman's Bay|template=Map}} ===== 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. {{MapData|map=Komarin|template=Map}} ===== 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. {{MapData|map=Malinovka|template=Map}} {{MapData|map=Prohorovka|template=Map}} {{MapData|map=Redshire|template=Map}} ==<font size= 5><font face= "Arial"><center>'''Closed Maps'''</center></font face></font size>== <font size= 4.5><font face= "Arial"><center>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.</center></font face></font size> {{MapData|map=Himmelsdorf|template=Map}} ==<font size= 5><font face= "Arial"><center>'''Mixed Maps'''</center></font face></font size>== <font size= 4.5><font face= "Arial"><center>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.</center></font face></font size> {{MapData|map=Monastery|template=Map}} {{MapData|map=Cliff|template=Map}} {{MapData|map=Ensk|template=Map}} {{MapData|map=Lakeville|template=Map}} {{MapData|map=Live Oaks|template=Map}} {{MapData|map=Mountain Pass|template=Map}} {{MapData|map=Port|template=Map}} {{MapData|map=Province|template=Map}} {{MapData|map=Siegfried Line|template=Map}} ==<font size= 5><font face= "Arial"><center>'''Upcoming Maps'''</center></font face></font size>== <font size= 4.5><font face= "Arial"><center>These maps are currently either in development or live on the test server. Details can often change.</center></font face></font size>
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