Map Monastery WOT tactics

It's time to consider the most "devout" map of the "World of tanks" - the Monastery. The map appeared in the game recently, but immediately loved by the players. The size of the map is 1000 by 1000 meters, and the level of fights is from 4 to 11. It can be attributed to a mixed type of maps: there are on it buildings, and hills, canyons, and also not very extensive, but still open spaces. In appearance, it resembles something like mines (the former "Pagorka"). You can reach the enemy base in many ways, which gives an opportunity for many tactical decisions. Conventionally, the map can be divided into three sectors: "gut", city and "ear". Often it is in these sectors that the outcome of the battle is decided. In the "gut" in the battle, mostly heavy tanks converge, which is supported by 1-2 PT and art. Although in the "ear" the presence of strings also justifies some expectations. The city is a battlefield for medium tanks and aircraft. Rush in this location is very noble and interesting, because the routes along which he can pass a lot. You can use the path through the city, since it is the shortest, but it is better for this purpose to go along the flanks. Everything depends on the situation. The map is interesting to the art workers. Personally, it's a pleasure for me to play with the arta on the Monastery.

Approximate ways of traveling for all types of equipment.

Монастырь.jpg

Green points are strands or PT.
Yellow dots are the points of light.
Red dots are art.
Red areas are hot spots, the main places of fighting.
Green areas - the location of PT.
Green arrows - shot through directions.
Yellow arrows - directions of attack CT.
The blue arrows indicate the direction of the TT attack.

Tactics.

But let's get everything in order. Accordingly, the presence of three key sectors, the teams are always divided into three groups. At the very beginning of the battle, such a picture develops. A group of strands flies in the "ear" and "gut" asking the "god of war" for help, and sts-shki bullet rush to a pilgrimage to the monastery. To succeed on this map, it is best to choose the "ear". Capturing squares E2, F2 with medium tanks or maneuverable and fast strings ( IS-7 , M103 , T110E5 , E-75 ), offers a beautiful view of the city and the enemy base. That bolee that art there sees bad and places where you can hide from her fire enough. The "gut" is best covered with German tops. They will withstand the pressure of the enemy and give him a worthy response.

World of Tanks (Monastery, Chaffee)

The city is best to send the French. These will reach the city, as soon as the enemy has time to figure out what to do with these "pilgrims". Let's look at each database separately.

The first base . As already mentioned above, it is better to direct the main force to the "ear". As the experience of random battles shows, opponents will meet approximately in squares E1-2, F1-2. With proper skill and success, it is not difficult to interrupt all tanks there. It is best to take a defensive position when meeting with the enemy. But this is the case if your team has not yet climbed the hill. It is best to take defense in the square G1-2. There your tanks will be safe from artillery fire and stretch the enemy under the "suitcases" of their art. To go to the "ear" you need maneuverable cords and art. Hulled "mice" and KV here quickly put. The city is also quite an important point. This is so to say "gateway" to the base. If you miss enemy tanks through the city, then your art is rubbish. Therefore, the city is best protected by such CT as the E-50 , the second panther. The French there are needed to come, distribute everything in a quick way and go on their business further. The city is also important because it can perfectly shine the enemy's art and his bouzou, while remaining almost ignored (if not firing at all in a row) and invulnerable. Through the "gut" you can also deal a tangible blow to the enemy. If you do this quickly. The most terrible place in the "gut" is the square E7, F7. Here you are both in the palm of your hand and for   Art , and for enemy Fri-eh , and for TT. If you slip through this section, then consider that victory is in your hands. The main thing on "Monastery" is the correct division of forces. Strongly rasporoshivat them is not necessary. It is only necessary to cover the main directions.

Second base . There is no significant difference from the first, in principle, no. Everything is quite similar. It is true that you can get to the city from the second respa more quickly than from the first, which gives a slight advantage.

In general, on the "Monastery" you need to be prepared for the fact that at any time you will have to return to the base to bring down the capture. And it happens here very often. On this, probably, I will finish. There is no concrete tactic on the "Monastery". This card is created for the flight of creative genius. There are a lot of variants and 2-3 strands that will go in one of the key directions, they can decide the outcome of the battle, in spite of what you will undertake.

The World of Tanks - The Right Game for GW Typ E - The Monastery


Key positions on the map Monastery.

See also other maps:


MORE_PHOTO: Download / Download / Download / Download / Download / Download / Download / Download
МонастырьМонастырьМонастырьМонастырьМонастырьМонастырьМонастырьМонастырь