Sandy River - Sturm tactics

Map of Sandy River was one of the first maps that changed the world of tanks gameplay, due to the "disparity" starting positions, and the need for flexible planning of actions during the attack of any of directions. Card 1000 Dimension 1000 meters, the level of fighting, from 4 to 11. With the advent of the regime "Storm" tactical maps nuances enlivened even more serious.

Common understanding of the map

Sandy River desert type card with a lot of natural obstacles in the form of dunes, cut into two unequal parts by the bed of a dry river in places. On the banks of the river scattered three villages, which generally do not have a significant effect for the defense, in the center of the map Sandy River posted a huge dune that separates the northern bank into 2 parts.
In Storm mode opponents base are on opposite "shores" of the river - the attacking side of the starting position in the dunes of the south-west, in front of the defending side base rock canyon in the north of the map.
Features of the relief is allowed to attack three possible directions - left-flank, through a narrow passage in the hollow at the edge of the card Sand River, central - the shortest and open space, as well as the right flank, where the two directions allows you to capture a plateau dominating over the right the village and the whole right side of the north shore .

Defense.

Defensive positions on this map are ambiguous. On the one hand, a huge advantage gives disposed above the river rock in the center of the map, which allows light tanks from the very start of the battle to control the entire southern coast, allowing the artillery at the start of combat conduct aimed scot-fire, as the southern shore of the relief does not allow to successfully hide from it fire. On the other hand convenient flanking position, after the occupation of their "squeeze" technique enemy defenders in a pincer movement, virtually predicting the defeat.
Thus, from this we can conclude:
At the start of the battle, "light" is required to "cruise" on the cliff ruling from E4-F7 and back, trying not to show up for a long time among the stones. ST quick jerk occupy plateau G8-9 not allowing the enemy to take a quick technique dominant position. Are oriented in the direction of the main attack of the enemy heavy tanks should advance in the corresponding direction on the defensive in the dunes, and trying not to run for the open space. If a stroke is applied to the right, possibly TT advance on the plateau to help PT. Artillery defenders on this map is essential, however, a small safe location area requires regular jerks to protect against shooting tracers as well as attention to the enemy light that can quickly break through the center, or through the left flank.

Attack.

The initial position of the attacking side is very weak, so the first and the main task is to capture the flanks. The left flank is more convenient, as the nearest distance of the route from the starting point to the dominant height lets take it easy. There also is sent at the start of the "light" monitoring the entire center and the north of the map. Theoretically sometimes used "raider attack" light through the central cliff in order not to allow the enemy's light at the start of the battle to hold exploration, but it is fraught with rapid loss of light machinery. Occupation right-flank plateau is the key to victory on a map Sandy River, but quite complex. Since the terrain do not allow the wings to help each other, first bout should be a clear understanding of where the main blow will be directed and which of the wings will play the role of "anvil". Attack through the left flank convenient ease the transition to the other side when the fire support with the dominant height, but the enemy "moving" can easily give the left flank, defending exclusively for the protection of the central enormous dunes.

  

Attack mode in the assault on the map Sandy River.

The best solution is often to send the LT and PT   on the left flank, where they were supported by artillery to easily monitor the enemy's attempts to counterattack, and the concentrated blow of all equipment on the right. If you have time to take a CT plateau before the enemy - great, if not - climb to the slaughter it is not recommended, it is better to wait for the main force. In the case of a class right Plateau victory it becomes a matter of time, since almost the entire territory of the enemy base with a sweep of a hand.
However, if the right plateau occupied by "hard", you can deploy the attack and left, taking advantage of the terrain. This creates a threat of artillery and the base, forcing the enemy sprayed. However, a competent defense of such an option attack is more complicated.

Basic errors.

The initial mistake - this is an attempt to attack through the center. Yes, the road to the base there is the most direct and easy, but it passes through a completely open area that allows the enemy can easily destroy your equipment.
The second error relates to the defense - it attempts to hold the rocks in the north of the map. Actually going there, you relax his team in the battle for the flanks, allowing the enemy by fire superiority to destroy your partners easily, as the lead real fire there can be only when the enemy has already "arrived" close to the base.
To attack at the start of the battle, it is desirable to put forward wings masquerading behind the dunes, and clinging to the edge of the map. Attempts to merge onto the open road D1-J5 lead to ensure detection and fire artillery.
When attacking, do not forget about the defense. "Throwing Center", when the PT can not control it with the dominant height can easily run into the enemy counterattack CT and LT, which can easily destroy your artillery, which will lower the chances of winning on this card several times.

Map of Sandy River Storm Tanks World - Overview video guide.

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