Map WOT Province tactics

Map The province appeared in the world of tanks after the release of the update 0.7.2 and immediately received a bunch of negative feedback from the players. The size of the map is 600 by 600 meters, the level of fighting is from 1 to 3. It represents a small piece of Italy with typical buildings, natural conditions and landscape for this territory. On both sides of the map are large hills, divided by a plain. In the World of Tanks card Province many players call "killer tactics." Maybe they are right. But the longer in the forest, the fatter the partisan. To date, events on the map began to evolve a little differently than after its appearance. Yes, the players still continue to stand on the base and play the game "Who shoots the best of all," but there are still some primordial tactics. The map is really quite poor on tactical decisions. But first things first.

Approximate ways of traveling for all types of equipment.

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Light tanks (LT):
Light tanks, as a rule, immediately descend. Further, they either try to climb the enemy mountain, or they ride at its foot.

Medium tanks (CT):
Medium tanks descend down and try to climb the mountain of the enemy. Whenever possible, they do this from two sides, discovering the enemies and clamping them in pincers. CT with accurate weapons can support allies from sniping points on the mountain.

Heavy tanks (TT):
Rapid heavy tanks often descend and fight side-by-side with the CT. Heavy armored tanks shift closer to the rise and occupy a defensive position.

Antitank Self Propelled Artillery Plants (PT SAU):
PT-SAU seldom descend into the valley. They are sniping fire on the enemy from the mountain.

Self-propelled artillery systems (ACS):
The map is extremely inconvenient for ART-ACS. Houses and rocks are excellent shelters from artillery shells. Moreover, most of the valley is in the dead zone. The chance of detecting large ACS in the first seconds of the battle is very large. In these conditions, players in artillery sometimes decide on a desperate step - they send their cars to the valley along with the CT. This is very risky, but if successful, they can have a big impact on the outcome of the fight.

Tactics.

To divide the card into key zones there is no sense - its own base is the key zone. Created the province of WOT so that this is a real sniper card. At the beginning of the battle, the tanks disbanded in positions and 15 minutes stupidly shoot at each other. The one who has a better eye and the hand is stronger wins. Here is such a game. But recently, some elements of a tactical game began to appear. For both teams they are the same and there is no significant difference. The battle on this card is won not by TT , but by medium and light tanks. The artillery of participation in the battle practically does not accept, since many shelters very restrict its use. In order for the art to be of any use, she needs to constantly change her position. It is simply impossible to destroy tanks on the "Provinces". There are too steep climbs and with a cruising speed of 8-10 km / h, climbing the hill is just a suicide. The task of PT here is reduced to the fact that they have to stand on the base and hammer in the light. But now the players have come up with some tricks. On the map there are two points where you can perfectly escape from any fire and, nevertheless, shine to the allies. For the first team, these are the squares K7, G7, and for the second - A3, C4, E4. Best of all, CT and LT will cope with this task. Speed ​​will allow them to escape from the fire. The first team, as well as the second, climb the hill is not worth it. Serpentine will make your advance very slow, and you will become an easy target for enemy tanks. For the first team, it's best to move along line 7. Under the mountain you will not get anybody and you will easily reach the enemy base. Also for the second team. It is better for them to develop an offensive along the line 4. Allies from the base will cover them. As for me, it's easier to defend from the second respa: there are more shelters, and the relief of the terrain contributes to this.

Here, in fact, that's all. Further fights on this map, I think, will bring many more unexpected tactical decisions.


Battle tactics in the Province.

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